My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Missing cards in your collection

Golden Knight

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Gang Firecracker Goblin Hut Inferno Tower

Defensive buildings

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

Goblin Hut Inferno Tower

Investments

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

Firecracker Goblin Hut Electro Giant

Offensive cards

Win conditions

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

Royal Hogs Electro Giant

Damage spells

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

Missing

Punishments

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

Goblin Gang Elite Barbarians Royal Hogs

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.

Goblin Gang Elite Barbarians Royal Hogs 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.

Firecracker Elite Barbarians Royal Hogs

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
Goblin Gang Elite Barbarians Royal Hogs Skeleton Army
Giant Snowball
Goblin Gang Goblin Hut Royal Hogs Skeleton Army
Zap
Goblin Gang Firecracker Goblin Hut Inferno Tower Royal Hogs Skeleton Army
Barbarian Barrel
Goblin Gang Firecracker Elite Barbarians Goblin Hut Inferno Tower Royal Hogs Skeleton Army
The Log
Goblin Gang Firecracker Elite Barbarians Goblin Hut Royal Hogs Skeleton Army
Earthquake
Goblin Gang Firecracker Goblin Hut Inferno Tower Royal Hogs Skeleton Army
Arrows
Goblin Gang Firecracker Goblin Hut Royal Hogs Skeleton Army
Royal Delivery
Goblin Gang Firecracker Elite Barbarians Goblin Hut Royal Hogs Skeleton Army
Fireball
Goblin Gang Firecracker Elite Barbarians Goblin Hut Inferno Tower Royal Hogs Skeleton Army
Poison
Goblin Gang Firecracker Goblin Hut Inferno Tower Royal Hogs Skeleton Army
Lightning
Elite Barbarians Goblin Hut Inferno Tower
Rocket
Elite Barbarians Goblin Hut Inferno Tower Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Electro Giant

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Inferno Tower Skeleton Army 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 Skeleton Army

Weak when underleveled

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

Goblin Gang

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.

Goblin Gang Firecracker Skeleton Army Goblin Hut Inferno Tower Royal Hogs Elite Barbarians Electro Giant

Shortest cycle

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

14 Goblin Gang Firecracker Skeleton Army Goblin Hut

Attack Synergies 0 7

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.

Goblin Gang
Firecracker Goblin Hut Royal Hogs
Firecracker
Goblin Gang Elite Barbarians Goblin Hut Royal Hogs
Elite Barbarians
Firecracker
Goblin Hut
Goblin Gang Firecracker Royal Hogs
Inferno Tower
Royal Hogs
Goblin Gang Firecracker Goblin Hut
Skeleton Army
Electro Giant

Defense Synergies 2 8

Goblin Gang
Inferno Tower Firecracker Goblin Hut Skeleton Army
Firecracker
Goblin Gang Goblin Hut Inferno Tower Skeleton Army
Elite Barbarians
Goblin Hut
Goblin Gang Firecracker Inferno Tower Skeleton Army
Inferno Tower
Goblin Gang Skeleton Army Firecracker Goblin Hut
Royal Hogs
Skeleton Army
Inferno Tower Goblin Gang Firecracker Goblin Hut
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.

Firecracker Goblin Hut Inferno Tower
Elite Barbarians Inferno Tower Skeleton Army Goblin Gang Firecracker Goblin Hut
Goblin Gang Goblin Hut Inferno Tower Skeleton Army Elite Barbarians
Elite Barbarians Goblin Hut Inferno Tower Skeleton Army Goblin Gang Firecracker
Firecracker Elite Barbarians Skeleton Army
Goblin Gang Skeleton Army Firecracker
Inferno Tower Goblin Gang Firecracker Goblin Hut
Inferno Tower Electro Giant
Inferno Tower Goblin Gang Elite Barbarians Goblin Hut Skeleton Army
Goblin Gang Elite Barbarians Skeleton Army Firecracker Inferno Tower
Goblin Gang Skeleton Army Firecracker Goblin Hut Electro Giant
Inferno Tower Goblin Gang Firecracker Goblin Hut
Goblin Hut Inferno Tower Skeleton Army Goblin Gang Elite Barbarians
Skeleton Army Goblin Gang Firecracker Goblin Hut
Elite Barbarians Inferno Tower Skeleton Army Goblin Gang Goblin Hut
Inferno Tower Skeleton Army Goblin Gang Elite Barbarians Goblin Hut Electro Giant
Goblin Gang Firecracker Elite Barbarians Goblin Hut Inferno Tower Skeleton Army
Goblin Gang Firecracker Elite Barbarians Goblin Hut Skeleton Army
Firecracker Goblin Hut
Elite Barbarians Goblin Hut Inferno Tower
Goblin Gang Skeleton Army Firecracker Elite Barbarians Electro Giant

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Elite Barbarians Goblin Hut Inferno Tower Electro Giant
Goblin Gang Firecracker Elite Barbarians
Goblin Gang Skeleton Army Elite Barbarians Goblin Hut Inferno Tower
Goblin Gang Skeleton Army Elite Barbarians Inferno Tower
Inferno Tower Goblin Gang Elite Barbarians Goblin Hut Skeleton Army
Firecracker Electro Giant Goblin Gang Goblin Hut
Goblin Gang Skeleton Army Elite Barbarians Goblin Hut Inferno Tower
Inferno Tower Elite Barbarians Skeleton Army
Firecracker Elite Barbarians Goblin Hut Inferno Tower Skeleton Army
Inferno Tower Goblin Gang Goblin Hut Skeleton Army
Elite Barbarians Goblin Hut Inferno Tower
Skeleton Army Elite Barbarians Electro Giant
Elite Barbarians Skeleton Army Goblin Gang Inferno Tower
Firecracker Skeleton Army Electro Giant
Goblin Gang Elite Barbarians Goblin Hut Inferno Tower Skeleton Army Electro Giant Firecracker
Firecracker Elite Barbarians Goblin Hut Inferno Tower 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.)

Firecracker
Firecracker
Goblin Hut
Firecracker
Firecracker
Firecracker Electro Giant
Firecracker
Firecracker
Firecracker
Goblin Gang Elite Barbarians
Firecracker
Firecracker
Firecracker Elite Barbarians Goblin Hut
Firecracker
Firecracker Elite Barbarians Goblin Hut
Firecracker Goblin Hut
Firecracker Goblin Hut
Firecracker
Firecracker Electro Giant
Firecracker Electro Giant
Firecracker
Firecracker
Elite Barbarians Firecracker Electro Giant
Firecracker Goblin Hut Electro Giant
Elite Barbarians
Firecracker
Firecracker
Goblin Gang Goblin Hut Skeleton Army
Firecracker
Goblin Gang Firecracker
Firecracker
Electro Giant
Firecracker Elite Barbarians
Electro Giant Goblin Gang Firecracker Elite Barbarians
Firecracker
Firecracker Electro Giant

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