My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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.

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.

Archers Bowler 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.

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 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

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

Against air swarms

Spells and units that can counter air swarms.

Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Bowler The Log 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.

Skeleton Army Tornado Bowler 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 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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Archers Goblin Gang Goblin Barrel Skeleton Army Tornado Ice Wizard Bowler

Shortest cycle

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

11 The Log Archers Goblin Gang Goblin Barrel

Attack Synergies 1 10

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.

Archers
Bowler
Goblin Gang
Goblin Barrel Bowler
Goblin Barrel
Goblin Gang Skeleton Army Bowler Ice Wizard
Skeleton Army
Goblin Barrel
Tornado
Bowler The Log Ice Wizard
Bowler
Archers Goblin Gang Goblin Barrel Tornado The Log Ice Wizard
The Log
Tornado Bowler
Ice Wizard
Goblin Barrel Tornado Bowler

Defense Synergies 3 14

Archers
Goblin Gang Skeleton Army Tornado Bowler The Log Ice Wizard
Goblin Gang
Archers Skeleton Army The Log Ice Wizard
Goblin Barrel
Skeleton Army
Archers Goblin Gang The Log Ice Wizard
Tornado
Bowler Ice Wizard Archers The Log
Bowler
Tornado The Log Archers Ice Wizard
The Log
Bowler Archers Goblin Gang Skeleton Army Tornado Ice Wizard
Ice Wizard
Tornado Archers Goblin Gang Skeleton Army Bowler The Log

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.

Bowler The Log
Skeleton Army Goblin Gang The Log Ice Wizard
Goblin Gang Skeleton Army Tornado Bowler Archers Ice Wizard
Skeleton Army Goblin Gang Bowler Ice Wizard
Skeleton Army Tornado Bowler The Log
Goblin Gang Skeleton Army Tornado Bowler The Log Archers Ice Wizard
Tornado Archers Goblin Gang Ice Wizard
Bowler The Log
Goblin Gang Skeleton Army Tornado Ice Wizard
Goblin Gang Skeleton Army Tornado Archers Bowler Ice Wizard
Archers Goblin Gang Skeleton Army Ice Wizard Tornado Bowler The Log
Archers Goblin Gang Tornado Ice Wizard
Skeleton Army Bowler Goblin Gang The Log Ice Wizard
Skeleton Army Bowler Goblin Gang Tornado The Log
Skeleton Army Goblin Gang
Skeleton Army Tornado Goblin Gang Bowler The Log
Goblin Gang Skeleton Army Tornado Bowler
Archers Goblin Gang Skeleton Army Tornado Bowler The Log Ice Wizard
Tornado The Log Archers Bowler Ice Wizard
Tornado
Goblin Gang Skeleton Army Bowler Archers The Log

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Archers Bowler
Archers Goblin Gang Bowler The Log
Goblin Gang Skeleton Army Bowler The Log
Goblin Gang Skeleton Army Bowler Tornado The Log
Goblin Gang Skeleton Army Bowler
Archers Goblin Gang Tornado Ice Wizard
Goblin Gang Skeleton Army Archers Bowler Ice Wizard
Skeleton Army
Skeleton Army Tornado The Log
Goblin Gang Skeleton Army
Bowler
Skeleton Army Tornado Bowler The Log
Skeleton Army Bowler Goblin Gang
Archers Skeleton Army Bowler
Goblin Gang Skeleton Army Archers Tornado Bowler The Log
Bowler Archers The Log 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.)

The Log
Tornado Bowler The Log Ice Wizard
The Log
The Log
Bowler The Log
Tornado Ice Wizard
Archers Tornado Bowler The Log
The Log Tornado Bowler Ice Wizard
The Log Tornado
Goblin Gang Tornado Bowler
Tornado Bowler The Log
Archers Tornado
Bowler The Log
The Log
Bowler The Log
Bowler The Log
Tornado
Archers Bowler The Log
Tornado Bowler The Log
Bowler The Log
Tornado
Tornado Bowler The Log
The Log
Tornado The Log Bowler Ice Wizard
The Log Tornado Bowler Ice Wizard
Tornado Bowler The Log
Tornado The Log
Archers Tornado Ice Wizard
Bowler
The Log
Bowler The Log
Archers Goblin Gang Skeleton Army
Archers Tornado Ice Wizard
The Log
Goblin Gang Bowler
The Log Bowler
Tornado
Goblin Gang Tornado Bowler The Log
Tornado
Tornado Bowler The Log

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