My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Good
F2P score
Good

2 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Hut

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Goblin Hut Electro Giant

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Electro Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Giant Snowball Rage

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elite Barbarians

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Knight Elite Barbarians Electro Giant

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Electro Spirit Elite Barbarians

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Elite Barbarians Guards
Giant Snowball
Goblin Hut Guards
Zap
Goblin Hut Guards
Barbarian Barrel
Electro Spirit Knight Elite Barbarians Goblin Hut Guards
The Log
Electro Spirit Elite Barbarians Goblin Hut Guards
Earthquake
Goblin Hut Guards
Arrows
Electro Spirit Goblin Hut Guards
Royal Delivery
Electro Spirit Knight Elite Barbarians Goblin Hut Guards
Fireball
Elite Barbarians Goblin Hut
Poison
Goblin Hut Guards
Lightning
Knight Elite Barbarians Goblin Hut
Rocket
Elite Barbarians Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Giant Snowball Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Giant Snowball Electro Giant

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Electro Spirit Knight Rage Guards Electro Giant

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Electro Spirit Giant Snowball Rage Knight Guards Goblin Hut Elite Barbarians Electro Giant

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

8 Electro Spirit Giant Snowball Rage Knight

Attack Synergies 1 8

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Electro Spirit
Giant Snowball Elite Barbarians Electro Giant
Giant Snowball
Electro Spirit Knight Elite Barbarians Goblin Hut
Knight
Giant Snowball Elite Barbarians Goblin Hut
Elite Barbarians
Rage Electro Spirit Giant Snowball Knight
Goblin Hut
Giant Snowball Knight
Rage
Elite Barbarians
Guards
Electro Giant
Electro Spirit

Defense Synergies 0 6

Electro Spirit
Giant Snowball
Giant Snowball
Electro Spirit Knight Elite Barbarians Goblin Hut Guards
Knight
Giant Snowball Goblin Hut
Elite Barbarians
Giant Snowball
Goblin Hut
Giant Snowball Knight
Rage
Guards
Giant Snowball
Electro Giant

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Knight Goblin Hut
Elite Barbarians Knight Goblin Hut
Goblin Hut Giant Snowball Knight Elite Barbarians
Elite Barbarians Goblin Hut Knight Guards
Elite Barbarians
Electro Spirit Giant Snowball Guards
Giant Snowball Electro Spirit Goblin Hut
Electro Spirit Electro Giant
Elite Barbarians Goblin Hut
Knight Elite Barbarians Guards Giant Snowball
Guards Electro Spirit Giant Snowball Knight Goblin Hut Electro Giant
Giant Snowball Goblin Hut
Goblin Hut Giant Snowball Knight Elite Barbarians Guards
Electro Spirit Giant Snowball Goblin Hut Guards
Elite Barbarians Knight Goblin Hut
Giant Snowball Elite Barbarians Goblin Hut Electro Giant
Knight Elite Barbarians Goblin Hut
Electro Spirit Giant Snowball Knight Elite Barbarians Goblin Hut Guards
Giant Snowball Electro Spirit Knight Goblin Hut Guards
Elite Barbarians Goblin Hut
Electro Spirit Giant Snowball Knight Elite Barbarians Guards Electro Giant

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Guards Giant Snowball Elite Barbarians Goblin Hut Electro Giant
Giant Snowball Knight Elite Barbarians
Guards Knight Elite Barbarians Goblin Hut
Guards Knight Elite Barbarians
Knight Elite Barbarians Goblin Hut Guards
Electro Giant Electro Spirit Giant Snowball Goblin Hut
Guards Knight Elite Barbarians Goblin Hut
Knight Elite Barbarians
Electro Spirit Giant Snowball Knight Elite Barbarians Goblin Hut
Goblin Hut Guards
Knight Elite Barbarians Goblin Hut Guards
Giant Snowball Elite Barbarians Guards Electro Giant
Elite Barbarians Knight Guards
Electro Giant
Elite Barbarians Goblin Hut Guards Electro Giant Electro Spirit Knight
Electro Spirit Giant Snowball Elite Barbarians Goblin Hut Electro Giant

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Knight Guards
Giant Snowball
Goblin Hut
Knight Guards
Giant Snowball
Electro Giant Electro Spirit Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball Elite Barbarians Guards
Knight
Giant Snowball
Giant Snowball Knight Elite Barbarians Goblin Hut
Giant Snowball Elite Barbarians Goblin Hut
Giant Snowball Goblin Hut
Goblin Hut
Giant Snowball
Giant Snowball
Giant Snowball Electro Giant
Giant Snowball
Giant Snowball
Giant Snowball Electro Giant Electro Spirit
Giant Snowball
Giant Snowball
Elite Barbarians Giant Snowball Electro Giant
Electro Spirit Giant Snowball Goblin Hut Guards Electro Giant
Giant Snowball Elite Barbarians
Giant Snowball
Electro Spirit Giant Snowball
Giant Snowball
Electro Spirit Goblin Hut Guards
Giant Snowball
Knight
Giant Snowball
Giant Snowball Electro Giant
Elite Barbarians
Electro Giant Electro Spirit Giant Snowball Elite Barbarians Guards
Giant Snowball
Giant Snowball Electro Giant

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