My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang 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.

Wizard Giant Skeleton

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

Tornado The Log

Punishments

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

Goblin Gang Hog Rider 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 Hog Rider 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.

Hog Rider Goblin Barrel 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
Goblin Gang Hog Rider Goblin Barrel Skeleton Army Giant Skeleton
Giant Snowball
Goblin Gang Hog Rider Goblin Barrel Skeleton Army
Zap
Goblin Gang Goblin Barrel Skeleton Army
Barbarian Barrel
Goblin Gang Wizard Goblin Barrel Skeleton Army Giant Skeleton
The Log
Goblin Gang Hog Rider Goblin Barrel Skeleton Army Giant Skeleton
Earthquake
Goblin Gang Hog Rider Goblin Barrel Skeleton Army
Arrows
Goblin Gang Goblin Barrel Skeleton Army
Royal Delivery
Goblin Gang Hog Rider Wizard Goblin Barrel Skeleton Army Giant Skeleton
Fireball
Goblin Gang Hog Rider Wizard Goblin Barrel Skeleton Army
Poison
Goblin Gang Wizard Skeleton Army
Lightning
Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado The Log

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.

Skeleton Army Tornado Giant Skeleton

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 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 Wizard Goblin Barrel

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Goblin Gang Goblin Barrel Skeleton Army Tornado Hog Rider Wizard Giant Skeleton

Shortest cycle

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

11 The Log Goblin Gang Goblin Barrel Skeleton Army

Attack Synergies 4 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.

Goblin Gang
Hog Rider Goblin Barrel Giant Skeleton
Hog Rider
Goblin Gang The Log Wizard Goblin Barrel Tornado Giant Skeleton
Wizard
Tornado Hog Rider Giant Skeleton
Goblin Barrel
Goblin Gang Hog Rider Skeleton Army Giant Skeleton
Skeleton Army
Goblin Barrel
Tornado
Wizard Hog Rider Giant Skeleton The Log
Giant Skeleton
Goblin Gang Hog Rider Wizard Goblin Barrel Tornado The Log
The Log
Hog Rider Tornado Giant Skeleton

Defense Synergies 1 11

Goblin Gang
Skeleton Army Giant Skeleton The Log
Hog Rider
Wizard
Tornado Skeleton Army Giant Skeleton The Log
Goblin Barrel
Skeleton Army
Goblin Gang Wizard Giant Skeleton The Log
Tornado
Wizard Giant Skeleton The Log
Giant Skeleton
Goblin Gang Wizard Skeleton Army Tornado The Log
The Log
Goblin Gang Wizard Skeleton Army Tornado 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.

Wizard The Log
Skeleton Army Goblin Gang The Log
Goblin Gang Skeleton Army Tornado Giant Skeleton
Skeleton Army Goblin Gang
Skeleton Army Tornado Giant Skeleton The Log
Goblin Gang Skeleton Army Tornado The Log
Tornado Goblin Gang Wizard
Giant Skeleton The Log
Goblin Gang Skeleton Army Tornado
Goblin Gang Skeleton Army Tornado Giant Skeleton
Goblin Gang Skeleton Army Wizard Tornado Giant Skeleton The Log
Goblin Gang Wizard Tornado
Skeleton Army Goblin Gang Wizard Giant Skeleton The Log
Wizard Skeleton Army Goblin Gang Tornado The Log
Skeleton Army Goblin Gang
Skeleton Army Tornado Goblin Gang The Log
Wizard Goblin Gang Skeleton Army Tornado
Goblin Gang Wizard Skeleton Army Tornado The Log
Wizard Tornado The Log Giant Skeleton
Tornado
Goblin Gang Wizard Skeleton Army Giant Skeleton The Log

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Giant Skeleton
Goblin Gang Wizard The Log
Goblin Gang Skeleton Army Giant Skeleton The Log
Goblin Gang Skeleton Army Giant Skeleton Tornado The Log
Giant Skeleton Goblin Gang Skeleton Army
Wizard Goblin Gang Tornado
Goblin Gang Skeleton Army Giant Skeleton
Giant Skeleton Skeleton Army
Giant Skeleton Skeleton Army Tornado The Log
Goblin Gang Skeleton Army
Giant Skeleton
Skeleton Army Tornado Giant Skeleton The Log
Skeleton Army Giant Skeleton Goblin Gang Wizard
Wizard Skeleton Army
Goblin Gang Skeleton Army Tornado Giant Skeleton The Log
Wizard Giant Skeleton The Log

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.)

Giant Skeleton The Log
Tornado The Log
Giant Skeleton The Log
Giant Skeleton The Log
Wizard The Log
Wizard Tornado
Wizard Tornado The Log
The Log Wizard Tornado
The Log Wizard Tornado
Goblin Gang Tornado
Wizard Tornado The Log
Wizard Tornado
The Log
The Log
Wizard The Log
Wizard The Log
Tornado
Wizard The Log
Wizard Tornado The Log
Giant Skeleton The Log
Wizard Tornado
Tornado The Log
The Log
Tornado The Log Wizard
The Log Wizard Tornado
Wizard Tornado The Log
Tornado The Log
Wizard Tornado
Wizard
Wizard The Log
Giant Skeleton
Wizard The Log
Goblin Gang Skeleton Army
Wizard Tornado
The Log
Goblin Gang Wizard
The Log Wizard
Tornado Giant Skeleton
Goblin Gang Tornado Giant Skeleton The Log
Tornado
Tornado Giant Skeleton The Log

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