My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Goblin Gang Rascals Dart Goblin Baby Dragon 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.

Archers Rascals Baby Dragon Ice Wizard

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap

Punishments

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

Goblin Gang Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Goblin Gang Rascals Dart Goblin Baby Dragon

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.

Goblin Barrel

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 Goblin Gang Goblin Barrel
Giant Snowball
Archers Goblin Gang Dart Goblin Goblin Barrel Baby Dragon
Zap
Archers Goblin Gang Dart Goblin Goblin Barrel
Barbarian Barrel
Archers Goblin Gang Rascals Dart Goblin Goblin Barrel Ice Wizard
The Log
Archers Goblin Gang Rascals Dart Goblin Goblin Barrel
Earthquake
Archers Goblin Gang Goblin Barrel
Arrows
Archers Goblin Gang Rascals Dart Goblin Goblin Barrel
Royal Delivery
Archers Goblin Gang Rascals Dart Goblin Goblin Barrel Baby Dragon Ice Wizard
Fireball
Archers Goblin Gang Rascals Dart Goblin Goblin Barrel Baby Dragon Ice Wizard
Poison
Archers Goblin Gang Rascals Dart Goblin Ice Wizard
Lightning
Baby Dragon Ice Wizard
Rocket
Rascals

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon 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.

Baby Dragon 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.

Goblin Barrel

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 Dart Goblin Goblin Barrel 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.

Zap Archers Goblin Gang Dart Goblin Goblin Barrel Ice Wizard Baby Dragon Rascals

Shortest cycle

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

11 Zap Archers Goblin Gang Dart Goblin

Attack Synergies 3 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.

Zap
Archers Dart Goblin Baby Dragon Ice Wizard
Archers
Zap Baby Dragon
Goblin Gang
Goblin Barrel Dart Goblin Baby Dragon
Rascals
Goblin Barrel Dart Goblin Baby Dragon
Dart Goblin
Goblin Barrel Zap Goblin Gang Rascals Baby Dragon
Goblin Barrel
Goblin Gang Rascals Dart Goblin Baby Dragon Ice Wizard
Baby Dragon
Zap Archers Goblin Gang Rascals Dart Goblin Goblin Barrel Ice Wizard
Ice Wizard
Zap Goblin Barrel Baby Dragon

Defense Synergies 1 18

Zap
Archers Goblin Gang Rascals Dart Goblin Baby Dragon Ice Wizard
Archers
Zap Goblin Gang Rascals Dart Goblin Baby Dragon Ice Wizard
Goblin Gang
Zap Archers Rascals Dart Goblin Ice Wizard
Rascals
Zap Archers Goblin Gang Dart Goblin Baby Dragon
Dart Goblin
Zap Archers Goblin Gang Rascals Baby Dragon Ice Wizard
Goblin Barrel
Baby Dragon
Ice Wizard Zap Archers Rascals Dart Goblin
Ice Wizard
Baby Dragon Zap Archers Goblin Gang Dart Goblin

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.

Zap Dart Goblin Baby Dragon
Zap Goblin Gang Rascals Dart Goblin Ice Wizard
Goblin Gang Archers Rascals Dart Goblin Ice Wizard
Goblin Gang Rascals Dart Goblin Ice Wizard
Goblin Gang Zap Archers Rascals Dart Goblin Baby Dragon Ice Wizard
Dart Goblin Zap Archers Goblin Gang Rascals Baby Dragon Ice Wizard
Zap Rascals Dart Goblin Baby Dragon
Goblin Gang Rascals Ice Wizard
Goblin Gang Archers Rascals Dart Goblin Ice Wizard
Archers Goblin Gang Dart Goblin Ice Wizard Zap Rascals Baby Dragon
Zap Archers Goblin Gang Rascals Dart Goblin Baby Dragon Ice Wizard
Zap Goblin Gang Rascals Ice Wizard
Zap Goblin Gang Rascals Dart Goblin Baby Dragon
Goblin Gang Rascals
Zap Goblin Gang Rascals
Goblin Gang Rascals
Zap Archers Goblin Gang Rascals Dart Goblin Baby Dragon Ice Wizard
Zap Baby Dragon Archers Rascals Dart Goblin Ice Wizard
Dart Goblin
Goblin Gang Rascals Archers Dart Goblin Baby Dragon

Counters to secondary win conditions

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

Goblin Gang Rascals Zap Archers
Zap Archers Goblin Gang Baby Dragon
Goblin Gang Zap Rascals
Goblin Gang Zap Rascals
Goblin Gang Rascals
Zap Archers Goblin Gang Rascals Dart Goblin Baby Dragon Ice Wizard
Goblin Gang Rascals Archers Dart Goblin Ice Wizard
Rascals
Zap Baby Dragon
Goblin Gang Dart Goblin
Rascals Dart Goblin
Zap
Rascals Goblin Gang
Archers Rascals Dart Goblin Baby Dragon
Goblin Gang Rascals Zap Archers Dart Goblin Baby Dragon
Zap Archers Rascals Dart Goblin Baby Dragon 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.)

Rascals Dart Goblin Baby Dragon
Zap Dart Goblin Baby Dragon Ice Wizard
Dart Goblin Baby Dragon
Rascals Dart Goblin
Zap Baby Dragon
Zap Dart Goblin Baby Dragon Ice Wizard
Archers Dart Goblin Baby Dragon
Zap Dart Goblin Baby Dragon Ice Wizard
Zap Dart Goblin
Goblin Gang
Zap Dart Goblin
Zap Archers Dart Goblin Baby Dragon
Dart Goblin Baby Dragon
Dart Goblin Baby Dragon
Zap Dart Goblin Baby Dragon
Zap Dart Goblin Baby Dragon
Dart Goblin Baby Dragon
Zap Archers Dart Goblin Baby Dragon
Zap Dart Goblin Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Ice Wizard
Zap Dart Goblin Baby Dragon Ice Wizard
Zap Baby Dragon
Zap Dart Goblin Baby Dragon
Zap Archers Dart Goblin Baby Dragon Ice Wizard
Zap Dart Goblin
Zap Dart Goblin
Zap
Zap Archers Goblin Gang Dart Goblin
Zap Archers Dart Goblin Baby Dragon Ice Wizard
Goblin Gang Rascals Dart Goblin Baby Dragon
Zap Dart Goblin Baby Dragon
Zap
Dart Goblin
Zap Goblin Gang Rascals Dart Goblin Baby Dragon
Zap Dart Goblin
Zap Dart Goblin Baby Dragon

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