My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Skeleton Dragons Ice Golem Zappies Goblin Giant

Defensive buildings

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

Missing

Investments

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

Archers Skeleton Dragons Ice Golem Zappies Giant Goblin Giant

Offensive cards

Win conditions

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

Giant Goblin Giant

Damage spells

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

Fireball

Punishments

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

Giant Goblin Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Goblins Ice Golem Giant Goblin Giant

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
Archers Giant
Giant Snowball
Goblins Archers Skeleton Dragons Zappies
Zap
Goblins Archers Zappies Goblin Giant
Barbarian Barrel
Goblins Archers Zappies
The Log
Goblins Archers Zappies
Earthquake
Archers Zappies
Arrows
Goblins Archers Skeleton Dragons Zappies
Royal Delivery
Goblins Archers Skeleton Dragons Zappies
Fireball
Archers Skeleton Dragons Zappies
Poison
Archers Skeleton Dragons Zappies
Lightning
Skeleton Dragons Ice Golem
Rocket

Against air swarms

Spells and units that can counter air swarms.

Skeleton Dragons Ice Golem Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton Dragons Ice Golem Fireball

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.

Ice Golem

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.

Fireball

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.

Goblins Ice Golem Fireball

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Ice Golem Archers Skeleton Dragons Fireball Zappies Giant Goblin Giant

Shortest cycle

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

11 Goblins Ice Golem Archers Skeleton Dragons

Attack Synergies 2 13

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.

Goblins
Archers Ice Golem Giant
Archers
Ice Golem Goblins Giant Goblin Giant
Skeleton Dragons
Ice Golem Zappies Giant Goblin Giant
Ice Golem
Archers Goblins Skeleton Dragons Zappies
Fireball
Goblin Giant Giant
Zappies
Skeleton Dragons Ice Golem Giant Goblin Giant
Giant
Goblins Archers Skeleton Dragons Fireball Zappies
Goblin Giant
Fireball Archers Skeleton Dragons Zappies

Defense Synergies 3 11

Goblins
Archers Skeleton Dragons Ice Golem Zappies
Archers
Ice Golem Goblins Skeleton Dragons Goblin Giant
Skeleton Dragons
Ice Golem Goblins Archers Fireball Zappies
Ice Golem
Archers Skeleton Dragons Goblins Fireball Zappies
Fireball
Goblin Giant Skeleton Dragons Ice Golem Zappies
Zappies
Goblins Skeleton Dragons Ice Golem Fireball
Giant
Goblin Giant
Fireball Archers

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.

Skeleton Dragons Ice Golem Fireball Zappies Goblin Giant
Goblins Skeleton Dragons Zappies
Goblins Archers Skeleton Dragons Zappies
Goblins Skeleton Dragons Zappies
Fireball
Fireball Goblins Archers Skeleton Dragons Zappies
Skeleton Dragons Archers Fireball Zappies
Skeleton Dragons Ice Golem Fireball Goblin Giant
Zappies Goblins
Goblins Archers Ice Golem Zappies
Goblins Archers Skeleton Dragons Ice Golem Fireball Zappies Goblin Giant
Skeleton Dragons Archers Fireball Zappies
Skeleton Dragons Fireball Zappies
Fireball Goblins Skeleton Dragons Zappies
Zappies
Fireball Zappies
Goblins Skeleton Dragons Fireball Zappies
Fireball Goblins Archers Skeleton Dragons Zappies
Archers Skeleton Dragons Ice Golem Fireball Zappies
Zappies
Skeleton Dragons Goblins Archers Fireball Zappies Goblin Giant

Counters to secondary win conditions

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

Goblins Archers Ice Golem Fireball Zappies
Fireball Archers Skeleton Dragons Ice Golem
Zappies Goblins Ice Golem Goblin Giant
Ice Golem Fireball Zappies Goblin Giant
Zappies Goblin Giant
Skeleton Dragons Fireball Archers Ice Golem Zappies Goblin Giant
Goblins Archers Ice Golem Fireball Zappies Goblin Giant
Zappies Goblin Giant
Goblins Skeleton Dragons Ice Golem Fireball Zappies
Skeleton Dragons Zappies Goblin Giant
Zappies
Fireball Goblin Giant
Ice Golem Fireball Zappies Goblin Giant
Archers Skeleton Dragons Fireball Zappies
Zappies Goblins Archers Skeleton Dragons Ice Golem Fireball Goblin Giant
Archers Skeleton Dragons Ice Golem Fireball Zappies

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.)

Fireball Skeleton Dragons Ice Golem
Fireball Skeleton Dragons
Skeleton Dragons Fireball Goblin Giant
Skeleton Dragons Ice Golem Fireball
Fireball Skeleton Dragons
Skeleton Dragons Fireball Ice Golem Goblin Giant
Archers Skeleton Dragons
Fireball Skeleton Dragons Ice Golem
Fireball Skeleton Dragons
Goblins Fireball
Skeleton Dragons Fireball
Fireball Archers Skeleton Dragons
Skeleton Dragons Ice Golem Fireball
Skeleton Dragons Fireball
Skeleton Dragons Ice Golem Fireball
Skeleton Dragons Fireball
Skeleton Dragons Fireball
Fireball
Skeleton Dragons
Archers Skeleton Dragons Fireball
Skeleton Dragons Fireball
Skeleton Dragons Fireball
Skeleton Dragons Fireball
Skeleton Dragons Fireball
Ice Golem Skeleton Dragons Fireball
Fireball Skeleton Dragons
Fireball Skeleton Dragons
Fireball Skeleton Dragons
Archers Skeleton Dragons Ice Golem Fireball
Skeleton Dragons Fireball Zappies
Fireball
Skeleton Dragons Fireball
Skeleton Dragons Fireball Zappies
Fireball
Archers Fireball Zappies
Fireball Archers Skeleton Dragons Zappies
Fireball
Fireball Skeleton Dragons
Skeleton Dragons Ice Golem Fireball
Fireball
Skeleton Dragons
Skeleton Dragons Fireball Zappies
Skeleton Dragons Fireball Zappies
Fireball Goblin Giant

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