My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Archers

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.

Spear Goblins Archers Giant Balloon

Offensive cards

Win conditions

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

Giant Balloon

Damage spells

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

Zap Fireball Rage

Punishments

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

Giant Balloon

Pump responses

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

Fireball

Dropped at the bridge

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

Spear Goblins Barbarians Giant Balloon

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.

Balloon

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 Archers Giant Balloon
Giant Snowball
Spear Goblins Archers Barbarians Balloon
Zap
Spear Goblins Archers Balloon
Barbarian Barrel
Spear Goblins Archers Barbarians
The Log
Spear Goblins Archers Barbarians
Earthquake
Spear Goblins Archers Barbarians
Arrows
Spear Goblins Archers
Royal Delivery
Spear Goblins Archers Barbarians Balloon
Fireball
Archers Barbarians Balloon
Poison
Spear Goblins Archers Barbarians Balloon
Lightning
Balloon
Rocket
Barbarians Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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 Rage

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.

Fireball

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.

Barbarians Fireball

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Zap Rage Archers Fireball Barbarians Giant Balloon

Shortest cycle

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

9 Spear Goblins Zap Rage Archers

Attack Synergies 5 9

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
Zap Giant Balloon
Zap
Fireball Giant Balloon Spear Goblins Archers
Archers
Zap Giant Balloon
Barbarians
Balloon
Fireball
Zap Giant
Giant
Zap Rage Spear Goblins Archers Fireball Balloon
Rage
Giant Balloon
Balloon
Zap Rage Spear Goblins Archers Barbarians Giant

Defense Synergies 1 5

Spear Goblins
Zap Archers Barbarians
Zap
Fireball Spear Goblins Archers Barbarians
Archers
Spear Goblins Zap
Barbarians
Spear Goblins Zap
Fireball
Zap
Giant
Rage
Balloon

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 Zap Fireball
Barbarians Zap
Barbarians Archers
Barbarians
Barbarians Fireball
Fireball Spear Goblins Zap Archers
Spear Goblins Zap Archers Fireball
Zap Barbarians Fireball
Barbarians
Spear Goblins Archers Barbarians
Archers Barbarians Spear Goblins Zap Fireball
Spear Goblins Zap Archers Fireball
Barbarians Zap Fireball
Fireball Zap Barbarians
Barbarians
Barbarians Zap Fireball
Barbarians Fireball
Fireball Spear Goblins Zap Archers Barbarians
Zap Spear Goblins Archers Barbarians Fireball
Barbarians
Spear Goblins Archers Barbarians Fireball

Counters to secondary win conditions

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

Barbarians Spear Goblins Zap Archers Fireball
Fireball Zap Archers
Barbarians Spear Goblins Zap
Zap Barbarians Fireball
Barbarians
Fireball Zap Archers
Spear Goblins Archers Barbarians Fireball
Barbarians
Zap Spear Goblins Barbarians Fireball
Barbarians
Barbarians
Zap Barbarians Fireball
Barbarians Fireball
Archers Barbarians Fireball
Barbarians Spear Goblins Zap Archers Fireball
Zap Archers Barbarians Fireball

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.)

Fireball
Fireball Zap
Fireball
Barbarians Fireball
Fireball Zap
Fireball Spear Goblins Zap
Archers
Fireball Zap
Fireball Zap
Fireball
Zap Fireball
Fireball Zap Archers
Fireball
Fireball
Zap Fireball
Spear Goblins Zap Fireball
Fireball
Fireball
Zap Archers Fireball
Zap Fireball
Fireball
Fireball
Zap Barbarians Fireball
Zap Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Zap Archers Fireball
Zap Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Zap Spear Goblins Archers Barbarians Fireball
Fireball Zap Archers
Fireball
Fireball
Zap Fireball
Zap Fireball
Zap Fireball
Zap Fireball
Zap Fireball

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