My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Goblin Gang Ice Wizard

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.

Bomber Archers Valkyrie Balloon Giant Skeleton Ice Wizard

Offensive cards

Win conditions

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

Balloon

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.

Goblin Gang Balloon

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.

Goblin Gang Valkyrie Balloon Giant Skeleton

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.

Valkyrie Balloon Giant Skeleton

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
Bomber Archers Goblin Gang Balloon Giant Skeleton
Giant Snowball
Bomber Archers Goblin Gang Balloon
Zap
Bomber Archers Goblin Gang Balloon
Barbarian Barrel
Bomber Archers Goblin Gang Valkyrie Giant Skeleton Ice Wizard
The Log
Bomber Archers Goblin Gang Giant Skeleton
Earthquake
Bomber Archers Goblin Gang
Arrows
Bomber Archers Goblin Gang
Royal Delivery
Bomber Archers Goblin Gang Valkyrie Balloon Giant Skeleton Ice Wizard
Fireball
Bomber Archers Goblin Gang Balloon Ice Wizard
Poison
Bomber Archers Goblin Gang Balloon Ice Wizard
Lightning
Valkyrie Balloon Ice Wizard
Rocket
Valkyrie Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball Valkyrie Ice Wizard

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.

Valkyrie Giant Skeleton Ice Wizard

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.

Goblin Gang Fireball Ice Wizard

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.

Bomber Archers Goblin Gang Ice Wizard Fireball Valkyrie Balloon Giant Skeleton

Shortest cycle

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

11 Bomber Archers Goblin Gang Ice Wizard

Attack Synergies 2 11

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.

Bomber
Valkyrie Giant Skeleton
Archers
Valkyrie Balloon Giant Skeleton
Goblin Gang
Valkyrie Balloon Giant Skeleton
Fireball
Valkyrie
Archers Balloon Bomber Goblin Gang Giant Skeleton
Balloon
Valkyrie Archers Goblin Gang Giant Skeleton Ice Wizard
Giant Skeleton
Bomber Archers Goblin Gang Valkyrie Balloon Ice Wizard
Ice Wizard
Balloon Giant Skeleton

Defense Synergies 1 11

Bomber
Valkyrie
Archers
Valkyrie Goblin Gang Giant Skeleton Ice Wizard
Goblin Gang
Archers Valkyrie Giant Skeleton Ice Wizard
Fireball
Valkyrie Ice Wizard
Valkyrie
Archers Bomber Goblin Gang Fireball Ice Wizard
Balloon
Giant Skeleton
Archers Goblin Gang Ice Wizard
Ice Wizard
Archers Goblin Gang Fireball Valkyrie Giant Skeleton

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.

Bomber Fireball Valkyrie
Bomber Goblin Gang Valkyrie Ice Wizard
Goblin Gang Bomber Archers Valkyrie Giant Skeleton Ice Wizard
Bomber Goblin Gang Valkyrie Ice Wizard
Bomber Fireball Valkyrie Giant Skeleton
Goblin Gang Fireball Bomber Archers Valkyrie Ice Wizard
Archers Goblin Gang Fireball Ice Wizard
Fireball Valkyrie Giant Skeleton
Goblin Gang Ice Wizard
Goblin Gang Bomber Archers Valkyrie Giant Skeleton Ice Wizard
Archers Goblin Gang Valkyrie Ice Wizard Bomber Fireball Giant Skeleton
Archers Goblin Gang Fireball Ice Wizard
Bomber Goblin Gang Fireball Valkyrie Giant Skeleton Ice Wizard
Bomber Fireball Valkyrie Goblin Gang
Goblin Gang
Goblin Gang Fireball
Bomber Goblin Gang Fireball Valkyrie
Fireball Bomber Archers Goblin Gang Valkyrie Ice Wizard
Valkyrie Bomber Archers Fireball Giant Skeleton Ice Wizard
Bomber Goblin Gang Valkyrie Archers Fireball Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Valkyrie Archers Fireball Giant Skeleton
Fireball Bomber Archers Goblin Gang Valkyrie
Goblin Gang Giant Skeleton Valkyrie
Goblin Gang Valkyrie Giant Skeleton Fireball
Giant Skeleton Goblin Gang Valkyrie
Fireball Archers Goblin Gang Ice Wizard
Goblin Gang Archers Fireball Valkyrie Giant Skeleton Ice Wizard
Giant Skeleton Valkyrie
Giant Skeleton Fireball Valkyrie
Goblin Gang
Valkyrie Giant Skeleton
Fireball Valkyrie Giant Skeleton
Giant Skeleton Goblin Gang Fireball Valkyrie
Bomber Archers Fireball Valkyrie
Goblin Gang Bomber Archers Fireball Valkyrie Giant Skeleton
Valkyrie Bomber Archers Fireball Giant Skeleton Ice 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.)

Fireball Valkyrie Giant Skeleton
Fireball Ice Wizard
Fireball Giant Skeleton
Fireball Valkyrie Giant Skeleton
Bomber Fireball Valkyrie
Fireball Ice Wizard
Bomber Archers
Fireball Ice Wizard
Fireball
Goblin Gang Fireball
Fireball Valkyrie
Fireball Archers
Fireball
Fireball
Fireball
Bomber Fireball
Fireball
Fireball
Bomber
Bomber Archers Fireball
Bomber Fireball Valkyrie
Fireball Giant Skeleton
Fireball
Fireball
Bomber Fireball Valkyrie Ice Wizard
Fireball Ice Wizard
Fireball
Fireball
Archers Fireball Ice Wizard
Fireball
Fireball
Bomber Fireball
Fireball
Giant Skeleton
Fireball
Archers Goblin Gang Fireball
Fireball Archers Ice Wizard
Fireball
Fireball Goblin Gang Valkyrie
Bomber Fireball
Fireball Giant Skeleton
Goblin Gang Fireball Giant Skeleton
Fireball
Fireball Giant Skeleton

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