My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Musketeer Goblin Hut Electro Wizard

Defensive buildings

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

Cannon Goblin Hut

Investments

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

Spear Goblins Knight Musketeer Giant Goblin Hut Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows

Punishments

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

Giant

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.

Spear Goblins Knight 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.

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
Spear Goblins Giant
Giant Snowball
Spear Goblins Cannon Musketeer Goblin Hut
Zap
Spear Goblins Cannon Goblin Hut
Barbarian Barrel
Spear Goblins Knight Cannon Musketeer Goblin Hut Electro Wizard
The Log
Spear Goblins Cannon Musketeer Goblin Hut
Earthquake
Spear Goblins Cannon Goblin Hut
Arrows
Spear Goblins Goblin Hut
Royal Delivery
Spear Goblins Knight Musketeer Goblin Hut Electro Wizard
Fireball
Cannon Musketeer Goblin Hut Electro Wizard
Poison
Spear Goblins Cannon Musketeer Goblin Hut Electro Wizard
Lightning
Knight Cannon Musketeer Goblin Hut Electro Wizard
Rocket
Musketeer Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Spear Goblins Arrows Knight

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.

Musketeer 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.

Spear Goblins Arrows Knight Cannon Musketeer Electro Wizard Giant Goblin Hut

Shortest cycle

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

11 Spear Goblins Arrows Knight Cannon

Attack Synergies 4 8

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.

Spear Goblins
Knight Giant Goblin Hut
Arrows
Giant Knight
Knight
Spear Goblins Musketeer Arrows Goblin Hut Electro Wizard
Cannon
Musketeer
Knight Giant Goblin Hut
Giant
Arrows Musketeer Spear Goblins Goblin Hut Electro Wizard
Goblin Hut
Spear Goblins Knight Musketeer Giant
Electro Wizard
Knight Giant

Defense Synergies 5 13

Spear Goblins
Knight Arrows Cannon Musketeer Goblin Hut Electro Wizard
Arrows
Spear Goblins Knight Cannon Goblin Hut
Knight
Spear Goblins Cannon Musketeer Electro Wizard Arrows Goblin Hut
Cannon
Knight Musketeer Spear Goblins Arrows Electro Wizard
Musketeer
Knight Cannon Spear Goblins Goblin Hut Electro Wizard
Giant
Goblin Hut
Spear Goblins Arrows Knight Musketeer Electro Wizard
Electro Wizard
Knight Spear Goblins Cannon Musketeer Goblin Hut

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.

Spear Goblins Knight Cannon Musketeer Goblin Hut Electro Wizard
Knight Cannon Musketeer Goblin Hut Electro Wizard
Cannon Goblin Hut Knight Musketeer Electro Wizard
Cannon Goblin Hut Knight Musketeer Electro Wizard
Arrows
Arrows Spear Goblins Cannon Musketeer Electro Wizard
Musketeer Electro Wizard Spear Goblins Arrows Cannon Goblin Hut
Arrows Cannon Musketeer Electro Wizard
Cannon Musketeer Goblin Hut
Knight Spear Goblins Cannon Musketeer Electro Wizard
Electro Wizard Spear Goblins Arrows Knight Cannon Musketeer Goblin Hut
Arrows Musketeer Spear Goblins Goblin Hut Electro Wizard
Cannon Goblin Hut Knight Musketeer Electro Wizard
Arrows Cannon Goblin Hut Electro Wizard
Knight Cannon Goblin Hut Electro Wizard
Cannon Goblin Hut Electro Wizard
Arrows Knight Cannon Musketeer Goblin Hut Electro Wizard
Arrows Cannon Spear Goblins Knight Musketeer Goblin Hut Electro Wizard
Arrows Spear Goblins Knight Cannon Musketeer Goblin Hut Electro Wizard
Cannon Musketeer Goblin Hut Electro Wizard
Spear Goblins Arrows Knight Cannon Musketeer Electro Wizard

Counters to secondary win conditions

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

Knight Spear Goblins Goblin Hut Electro Wizard
Electro Wizard Arrows Knight Musketeer
Spear Goblins Knight Musketeer Goblin Hut Electro Wizard
Knight Musketeer Electro Wizard
Knight Cannon Musketeer Goblin Hut
Arrows Musketeer Goblin Hut Electro Wizard
Spear Goblins Knight Musketeer Goblin Hut Electro Wizard
Knight
Electro Wizard Spear Goblins Knight Goblin Hut
Cannon Musketeer Goblin Hut
Knight Musketeer Goblin Hut
Arrows Electro Wizard
Knight Cannon
Cannon Musketeer
Goblin Hut Electro Wizard Spear Goblins Knight Musketeer
Arrows Cannon Musketeer Goblin Hut 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.)

Arrows Knight Musketeer
Arrows Musketeer Electro Wizard
Arrows Goblin Hut
Arrows Knight Musketeer
Arrows
Arrows Spear Goblins Musketeer
Arrows Musketeer
Arrows
Arrows
Musketeer Electro Wizard
Arrows Knight Musketeer Electro Wizard
Arrows Musketeer
Knight Musketeer Goblin Hut
Arrows Musketeer
Arrows Musketeer Goblin Hut
Spear Goblins Arrows Musketeer Goblin Hut
Arrows Musketeer Goblin Hut
Arrows
Arrows Musketeer Electro Wizard
Arrows
Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows
Arrows Musketeer Electro Wizard
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Electro Wizard
Electro Wizard Musketeer Goblin Hut
Arrows Musketeer
Arrows Electro Wizard
Arrows
Electro Wizard Spear Goblins Musketeer Goblin Hut
Arrows Musketeer Electro Wizard
Arrows
Knight Musketeer Electro Wizard
Arrows Musketeer
Arrows
Musketeer
Musketeer Electro Wizard
Musketeer Electro Wizard
Musketeer Electro Wizard

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