My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of 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 Tesla Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Tesla Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Fireball

Punishments

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

Goblin Gang Elite Barbarians Mega Knight

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 Elite Barbarians Mega Knight

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.

Elite Barbarians 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
Goblin Gang Elite Barbarians Skeleton Army
Giant Snowball
Goblin Gang Skeleton Army
Zap
Goblin Gang Skeleton Army
Barbarian Barrel
Goblin Gang Tesla Elite Barbarians Skeleton Army Electro Wizard
The Log
Goblin Gang Elite Barbarians Skeleton Army
Earthquake
Goblin Gang Tesla Skeleton Army
Arrows
Goblin Gang Skeleton Army
Royal Delivery
Goblin Gang Elite Barbarians Skeleton Army Electro Wizard
Fireball
Goblin Gang Tesla Elite Barbarians Skeleton Army Electro Wizard
Poison
Goblin Gang Skeleton Army Electro Wizard
Lightning
Tesla Elite Barbarians Electro Wizard
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Mega Knight

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.

Arrows Skeleton Army Mega Knight

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 Fireball 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 Fireball Electro 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.

Arrows Goblin Gang Skeleton Army Tesla Fireball Electro Wizard Elite Barbarians Mega Knight

Shortest cycle

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

13 Arrows Goblin Gang Skeleton Army Tesla

Attack Synergies 2 6

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.

Arrows
Elite Barbarians Fireball Mega Knight
Goblin Gang
Tesla
Elite Barbarians
Arrows Fireball Mega Knight
Fireball
Arrows Elite Barbarians Electro Wizard Mega Knight
Skeleton Army
Electro Wizard
Fireball Mega Knight
Mega Knight
Arrows Elite Barbarians Fireball Electro Wizard

Defense Synergies 2 12

Arrows
Mega Knight Tesla Fireball
Goblin Gang
Tesla Skeleton Army Electro Wizard
Tesla
Goblin Gang Arrows Fireball Skeleton Army Electro Wizard
Elite Barbarians
Mega Knight
Fireball
Arrows Tesla Electro Wizard Mega Knight
Skeleton Army
Goblin Gang Tesla Electro Wizard
Electro Wizard
Goblin Gang Tesla Fireball Skeleton Army Mega Knight
Mega Knight
Arrows Elite Barbarians Fireball Electro Wizard

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.

Tesla Fireball Electro Wizard
Elite Barbarians Skeleton Army Goblin Gang Tesla Electro Wizard Mega Knight
Goblin Gang Tesla Skeleton Army Mega Knight Elite Barbarians Electro Wizard
Tesla Elite Barbarians Skeleton Army Goblin Gang Electro Wizard Mega Knight
Arrows Elite Barbarians Fireball Skeleton Army Mega Knight
Arrows Goblin Gang Fireball Skeleton Army Tesla Electro Wizard Mega Knight
Tesla Electro Wizard Arrows Goblin Gang Fireball
Arrows Tesla Fireball Electro Wizard Mega Knight
Tesla Goblin Gang Elite Barbarians Skeleton Army
Goblin Gang Elite Barbarians Skeleton Army Tesla Electro Wizard Mega Knight
Goblin Gang Skeleton Army Electro Wizard Arrows Tesla Fireball Mega Knight
Arrows Tesla Goblin Gang Fireball Electro Wizard
Tesla Skeleton Army Mega Knight Goblin Gang Elite Barbarians Fireball Electro Wizard
Fireball Skeleton Army Mega Knight Arrows Goblin Gang Tesla Electro Wizard
Elite Barbarians Skeleton Army Goblin Gang Tesla Electro Wizard Mega Knight
Skeleton Army Goblin Gang Tesla Elite Barbarians Fireball Electro Wizard Mega Knight
Tesla Mega Knight Arrows Goblin Gang Elite Barbarians Fireball Skeleton Army Electro Wizard
Arrows Tesla Fireball Mega Knight Goblin Gang Elite Barbarians Skeleton Army Electro Wizard
Arrows Tesla Fireball Electro Wizard Mega Knight
Tesla Elite Barbarians Electro Wizard
Goblin Gang Skeleton Army Mega Knight Arrows Tesla Elite Barbarians Fireball Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Mega Knight Tesla Elite Barbarians Fireball Electro Wizard
Fireball Electro Wizard Arrows Goblin Gang Tesla Elite Barbarians Mega Knight
Goblin Gang Skeleton Army Mega Knight Elite Barbarians Electro Wizard
Goblin Gang Skeleton Army Mega Knight Tesla Elite Barbarians Fireball Electro Wizard
Goblin Gang Tesla Elite Barbarians Skeleton Army Mega Knight
Arrows Fireball Goblin Gang Tesla Electro Wizard
Goblin Gang Skeleton Army Tesla Elite Barbarians Fireball Electro Wizard
Mega Knight Tesla Elite Barbarians Skeleton Army
Electro Wizard Mega Knight Elite Barbarians Fireball Skeleton Army
Goblin Gang Tesla Skeleton Army
Mega Knight Tesla Elite Barbarians
Skeleton Army Mega Knight Arrows Elite Barbarians Fireball Electro Wizard
Elite Barbarians Skeleton Army Mega Knight Goblin Gang Tesla Fireball
Tesla Fireball Skeleton Army Mega Knight
Goblin Gang Tesla Elite Barbarians Skeleton Army Electro Wizard Fireball
Arrows Mega Knight Tesla Elite Barbarians Fireball Electro Wizard
Arrows Fireball

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 Arrows
Arrows Fireball Electro Wizard
Arrows Fireball
Arrows Fireball
Fireball Arrows Mega Knight
Arrows Fireball
Arrows
Arrows Fireball
Arrows Fireball
Goblin Gang Elite Barbarians Fireball Electro Wizard
Arrows Fireball Electro Wizard
Fireball Arrows
Elite Barbarians Fireball
Arrows Fireball
Arrows Elite Barbarians Fireball
Arrows Fireball
Arrows Fireball Mega Knight
Arrows Fireball
Arrows Fireball Electro Wizard Mega Knight
Arrows Fireball Mega Knight
Fireball Mega Knight
Arrows Fireball
Arrows Fireball
Arrows Fireball Mega Knight
Arrows Fireball Electro Wizard
Fireball Arrows Mega Knight
Fireball Arrows
Elite Barbarians Arrows Fireball Electro Wizard
Electro Wizard Fireball
Elite Barbarians Fireball
Arrows Fireball Mega Knight
Arrows Fireball Electro Wizard
Mega Knight
Arrows Fireball
Electro Wizard Goblin Gang Fireball Skeleton Army
Fireball Arrows Electro Wizard
Arrows Fireball
Fireball Goblin Gang Electro Wizard Mega Knight
Arrows Fireball
Arrows Fireball
Elite Barbarians Mega Knight
Goblin Gang Elite Barbarians Fireball Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard Mega Knight

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