My Best Clash Royale Deck

Deck Check Rating

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

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.

Skeleton Dragons Wizard Electro Wizard Night Witch

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.

Skeleton Dragons Elixir Golem Wizard Electro Wizard Night Witch Lava Hound

Offensive cards

Win conditions

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

Elixir Golem Lava Hound

Damage spells

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

Lightning

Punishments

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

Elixir Golem

Pump responses

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

Lightning

Dropped at the bridge

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

Goblins Elixir Golem Lava Hound

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 Wizard

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
Elixir Golem Night Witch Lava Hound
Giant Snowball
Goblins Skeleton Dragons Night Witch Lava Hound
Zap
Goblins Night Witch Lava Hound
Barbarian Barrel
Goblins Elixir Golem Wizard Electro Wizard Night Witch
The Log
Goblins Elixir Golem
Earthquake
Elixir Golem
Arrows
Goblins Skeleton Dragons Night Witch Lava Hound
Royal Delivery
Goblins Skeleton Dragons Elixir Golem Wizard Electro Wizard Night Witch Lava Hound
Fireball
Skeleton Dragons Elixir Golem Wizard Electro Wizard Night Witch Lava Hound
Poison
Skeleton Dragons Elixir Golem Wizard Electro Wizard Night Witch Lava Hound
Lightning
Skeleton Dragons Wizard Electro Wizard Night Witch
Rocket
Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Skeleton Dragons Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton Dragons Wizard

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.

Elixir Golem Night Witch

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 Wizard Electro Wizard Lava Hound

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Elixir Golem Skeleton Dragons Electro Wizard Night Witch Wizard Lightning Lava Hound

Shortest cycle

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

13 Goblins Elixir Golem Skeleton Dragons Electro Wizard

Attack Synergies 4 3

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
Skeleton Dragons
Lava Hound Elixir Golem
Elixir Golem
Lightning Night Witch Skeleton Dragons Wizard
Wizard
Elixir Golem
Lightning
Elixir Golem Lava Hound
Electro Wizard
Night Witch
Elixir Golem Lava Hound
Lava Hound
Skeleton Dragons Lightning Night Witch

Defense Synergies 0 8

Goblins
Skeleton Dragons Wizard Electro Wizard Night Witch
Skeleton Dragons
Goblins Electro Wizard Night Witch
Elixir Golem
Wizard
Goblins Electro Wizard
Lightning
Electro Wizard
Goblins Skeleton Dragons Wizard Night Witch
Night Witch
Goblins Skeleton Dragons Electro Wizard
Lava Hound

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.

Lightning Skeleton Dragons Wizard Electro Wizard
Goblins Skeleton Dragons Electro Wizard Night Witch
Goblins Skeleton Dragons Lightning Electro Wizard Night Witch
Night Witch Goblins Skeleton Dragons Electro Wizard
Lightning
Goblins Skeleton Dragons Electro Wizard Night Witch
Skeleton Dragons Lightning Electro Wizard Wizard Night Witch
Lightning Skeleton Dragons Electro Wizard
Goblins Night Witch
Goblins Electro Wizard Night Witch
Goblins Skeleton Dragons Electro Wizard Wizard Night Witch
Skeleton Dragons Wizard Electro Wizard Night Witch
Night Witch Skeleton Dragons Wizard Lightning Electro Wizard
Wizard Goblins Skeleton Dragons Electro Wizard Night Witch
Electro Wizard
Lightning Electro Wizard
Wizard Goblins Skeleton Dragons Electro Wizard Night Witch
Goblins Skeleton Dragons Wizard Electro Wizard Night Witch
Wizard Skeleton Dragons Electro Wizard
Electro Wizard
Skeleton Dragons Wizard Goblins Electro Wizard Night Witch

Counters to secondary win conditions

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

Goblins Electro Wizard
Electro Wizard Skeleton Dragons Wizard Lightning
Goblins Lightning Electro Wizard
Lightning Electro Wizard Night Witch
Night Witch
Skeleton Dragons Wizard Electro Wizard
Goblins Lightning Electro Wizard Night Witch
Lightning Electro Wizard Goblins Skeleton Dragons
Skeleton Dragons
Lightning Electro Wizard
Lightning Wizard Night Witch
Wizard Skeleton Dragons
Electro Wizard Goblins Skeleton Dragons Lightning Night Witch
Skeleton Dragons Wizard Electro Wizard

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.)

Lightning Skeleton Dragons
Skeleton Dragons Electro Wizard
Lightning Skeleton Dragons
Lightning Skeleton Dragons
Wizard Skeleton Dragons
Skeleton Dragons Wizard
Skeleton Dragons Wizard
Skeleton Dragons Wizard Lightning
Skeleton Dragons Wizard Lightning
Lightning Goblins Electro Wizard Night Witch
Lightning Skeleton Dragons Wizard Electro Wizard
Lightning Skeleton Dragons Wizard
Lightning Skeleton Dragons
Lightning Skeleton Dragons
Lightning Skeleton Dragons
Lightning Skeleton Dragons Wizard
Lightning Skeleton Dragons Wizard
Lightning
Skeleton Dragons Lightning Night Witch
Lightning Skeleton Dragons Wizard Electro Wizard
Lightning Skeleton Dragons Wizard
Lightning Skeleton Dragons Night Witch
Lightning Skeleton Dragons Wizard
Lightning
Lightning Skeleton Dragons
Skeleton Dragons Wizard
Skeleton Dragons Wizard Lightning Electro Wizard
Lightning Skeleton Dragons Wizard
Lightning Skeleton Dragons
Lightning Skeleton Dragons Wizard Electro Wizard Night Witch
Lightning Electro Wizard Skeleton Dragons Wizard
Lightning Night Witch
Lightning Skeleton Dragons Wizard Night Witch
Lightning Skeleton Dragons Electro Wizard
Wizard Lightning
Lightning Electro Wizard Night Witch
Lightning Skeleton Dragons Wizard Electro Wizard
Lightning Skeleton Dragons Wizard Electro Wizard
Skeleton Dragons Wizard Lightning
Lightning
Skeleton Dragons
Skeleton Dragons Lightning Electro Wizard
Skeleton Dragons Lightning Electro Wizard
Lightning Electro Wizard

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