My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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 Wizard Electro Wizard Magic Archer

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 Cannon Cart Golem Fisherman Electro Wizard Magic Archer Lumberjack

Offensive cards

Win conditions

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

Golem

Damage spells

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

Missing

Punishments

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

Goblin Gang Cannon Cart Lumberjack

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.

Goblin Gang Cannon Cart Golem Magic Archer Lumberjack

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.

Golem Electro Wizard Magic Archer Lumberjack

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 Cannon Cart Fisherman
Giant Snowball
Goblin Gang Fisherman Lumberjack
Zap
Goblin Gang Cannon Cart Fisherman
Barbarian Barrel
Goblin Gang Wizard Cannon Cart Electro Wizard Magic Archer Lumberjack
The Log
Goblin Gang Cannon Cart Fisherman Lumberjack
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Wizard Cannon Cart Fisherman Electro Wizard Magic Archer Lumberjack
Fireball
Goblin Gang Wizard Cannon Cart Fisherman Electro Wizard Magic Archer Lumberjack
Poison
Goblin Gang Wizard Fisherman Electro Wizard Magic Archer
Lightning
Wizard Cannon Cart Fisherman Electro Wizard Magic Archer Lumberjack
Rocket
Wizard Cannon Cart Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Magic Archer

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.

Golem

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Gang Fisherman Electro Wizard Magic Archer Lumberjack Wizard Cannon Cart Golem

Shortest cycle

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

14 Goblin Gang Fisherman Electro Wizard Magic Archer

Attack Synergies 1 14

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
Cannon Cart Golem
Wizard
Golem Lumberjack
Cannon Cart
Golem Goblin Gang Fisherman Electro Wizard Magic Archer Lumberjack
Golem
Cannon Cart Goblin Gang Wizard Electro Wizard Magic Archer Lumberjack
Fisherman
Cannon Cart
Electro Wizard
Cannon Cart Golem Magic Archer Lumberjack
Magic Archer
Cannon Cart Golem Electro Wizard Lumberjack
Lumberjack
Wizard Cannon Cart Golem Electro Wizard Magic Archer

Defense Synergies 0 15

Goblin Gang
Cannon Cart Fisherman Electro Wizard Magic Archer Lumberjack
Wizard
Cannon Cart Electro Wizard Lumberjack
Cannon Cart
Goblin Gang Wizard Electro Wizard Magic Archer Lumberjack
Golem
Fisherman
Goblin Gang Magic Archer
Electro Wizard
Goblin Gang Wizard Cannon Cart Magic Archer Lumberjack
Magic Archer
Goblin Gang Cannon Cart Fisherman Electro Wizard Lumberjack
Lumberjack
Goblin Gang Wizard Cannon Cart Electro Wizard Magic Archer

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.

Cannon Cart Wizard Electro Wizard Magic Archer
Lumberjack Goblin Gang Cannon Cart Fisherman Electro Wizard
Goblin Gang Fisherman Lumberjack Cannon Cart Electro Wizard
Lumberjack Goblin Gang Cannon Cart Fisherman Electro Wizard
Lumberjack
Goblin Gang Cannon Cart Electro Wizard Magic Archer Lumberjack
Electro Wizard Goblin Gang Wizard Magic Archer
Cannon Cart Electro Wizard Magic Archer
Goblin Gang Fisherman Lumberjack
Goblin Gang Cannon Cart Fisherman Electro Wizard Lumberjack
Goblin Gang Electro Wizard Wizard Cannon Cart Fisherman Magic Archer Lumberjack
Goblin Gang Wizard Electro Wizard Magic Archer
Lumberjack Goblin Gang Wizard Cannon Cart Electro Wizard
Wizard Goblin Gang Cannon Cart Electro Wizard Magic Archer Lumberjack
Goblin Gang Cannon Cart Electro Wizard Lumberjack
Goblin Gang Fisherman Electro Wizard Lumberjack
Wizard Goblin Gang Cannon Cart Fisherman Electro Wizard Lumberjack
Goblin Gang Wizard Cannon Cart Fisherman Electro Wizard Magic Archer Lumberjack
Wizard Cannon Cart Fisherman Electro Wizard Magic Archer Lumberjack
Cannon Cart Fisherman Electro Wizard Lumberjack
Goblin Gang Wizard Cannon Cart Fisherman Electro Wizard Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Cannon Cart Fisherman Electro Wizard
Electro Wizard Goblin Gang Wizard Cannon Cart Fisherman Magic Archer Lumberjack
Goblin Gang Lumberjack Cannon Cart Fisherman Electro Wizard
Goblin Gang Lumberjack Cannon Cart Fisherman Electro Wizard
Goblin Gang Cannon Cart Fisherman Lumberjack
Wizard Goblin Gang Electro Wizard Magic Archer
Goblin Gang Cannon Cart Electro Wizard Lumberjack
Cannon Cart Fisherman Lumberjack
Electro Wizard Cannon Cart Magic Archer
Goblin Gang
Cannon Cart Lumberjack
Electro Wizard
Cannon Cart Goblin Gang Wizard Lumberjack
Wizard Cannon Cart Magic Archer
Goblin Gang Electro Wizard Cannon Cart Fisherman Magic Archer Lumberjack
Wizard Cannon Cart Electro Wizard Magic Archer

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.)

Magic Archer
Fisherman Electro Wizard Magic Archer
Cannon Cart Magic Archer
Cannon Cart
Wizard Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Wizard Fisherman
Goblin Gang Fisherman Electro Wizard Lumberjack
Wizard Cannon Cart Fisherman Electro Wizard Magic Archer
Wizard Magic Archer
Cannon Cart Fisherman Magic Archer
Cannon Cart Fisherman Magic Archer
Cannon Cart Fisherman Magic Archer
Wizard Cannon Cart Magic Archer
Magic Archer Wizard Cannon Cart
Fisherman
Wizard Fisherman Electro Wizard Magic Archer
Wizard Magic Archer
Magic Archer
Wizard
Fisherman
Cannon Cart
Wizard Magic Archer
Fisherman
Wizard Fisherman Electro Wizard Magic Archer
Wizard Fisherman Magic Archer
Fisherman Magic Archer
Wizard Electro Wizard Magic Archer
Electro Wizard Wizard
Wizard Magic Archer
Electro Wizard Magic Archer
Wizard Magic Archer
Electro Wizard Goblin Gang Cannon Cart Magic Archer
Wizard Electro Wizard Magic Archer
Goblin Gang Wizard Cannon Cart Electro Wizard Magic Archer Lumberjack
Wizard Magic Archer
Cannon Cart
Goblin Gang Electro Wizard Magic Archer
Electro Wizard Magic Archer
Cannon Cart Electro Wizard Magic Archer

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