My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Wizard Baby Dragon Witch

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.

Bats Wizard Baby Dragon Witch

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball Barbarian Barrel

Punishments

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

Goblin Gang

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.

Goblin Gang Barbarian Barrel Baby Dragon

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
Bats Goblin Gang Guards
Giant Snowball
Bats Goblin Gang Guards Baby Dragon Witch
Zap
Bats Goblin Gang Guards Witch
Barbarian Barrel
Goblin Gang Wizard Guards Witch
The Log
Goblin Gang Guards Witch
Earthquake
Goblin Gang Guards Witch
Arrows
Bats Goblin Gang Guards Witch
Royal Delivery
Bats Goblin Gang Wizard Guards Baby Dragon Witch
Fireball
Goblin Gang Wizard Baby Dragon Witch
Poison
Bats Goblin Gang Wizard Guards Witch
Lightning
Wizard Baby Dragon Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Barbarian Barrel Baby Dragon

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.

Bats Guards Baby Dragon

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.

Goblin Gang Fireball Wizard Witch

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Barbarian Barrel Goblin Gang Guards Fireball Baby Dragon Wizard Witch

Shortest cycle

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

10 Bats Barbarian Barrel Goblin Gang Guards

Attack Synergies 0 6

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.

Bats
Barbarian Barrel Baby Dragon
Goblin Gang
Baby Dragon
Fireball
Baby Dragon
Wizard
Barbarian Barrel
Bats Baby Dragon
Guards
Baby Dragon
Bats Goblin Gang Fireball Barbarian Barrel Witch
Witch
Baby Dragon

Defense Synergies 1 12

Bats
Barbarian Barrel Baby Dragon
Goblin Gang
Barbarian Barrel Guards
Fireball
Barbarian Barrel
Wizard
Barbarian Barrel Guards
Barbarian Barrel
Fireball Bats Goblin Gang Wizard Guards Baby Dragon Witch
Guards
Goblin Gang Wizard Barbarian Barrel Baby Dragon Witch
Baby Dragon
Bats Barbarian Barrel Guards Witch
Witch
Barbarian Barrel Guards Baby Dragon

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.

Fireball Wizard Barbarian Barrel Baby Dragon
Bats Goblin Gang Witch
Goblin Gang Witch Bats
Witch Bats Goblin Gang Guards
Fireball Barbarian Barrel
Goblin Gang Fireball Barbarian Barrel Bats Guards Baby Dragon
Bats Goblin Gang Fireball Wizard Baby Dragon Witch
Fireball Barbarian Barrel Baby Dragon
Witch Goblin Gang
Goblin Gang Guards Barbarian Barrel
Bats Goblin Gang Guards Witch Fireball Wizard Barbarian Barrel Baby Dragon
Bats Goblin Gang Fireball Wizard Baby Dragon Witch
Bats Goblin Gang Fireball Wizard Guards Witch
Fireball Wizard Bats Goblin Gang Barbarian Barrel Guards Baby Dragon Witch
Goblin Gang
Goblin Gang Fireball
Wizard Bats Goblin Gang Fireball Witch
Fireball Bats Goblin Gang Wizard Barbarian Barrel Guards Baby Dragon Witch
Wizard Barbarian Barrel Baby Dragon Witch Bats Fireball Guards
Goblin Gang Wizard Bats Fireball Barbarian Barrel Guards Baby Dragon Witch

Counters to secondary win conditions

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

Goblin Gang Guards Fireball Barbarian Barrel Witch
Fireball Goblin Gang Wizard Barbarian Barrel Baby Dragon
Goblin Gang Guards Bats Witch
Goblin Gang Guards Bats Fireball Barbarian Barrel
Goblin Gang Guards Witch
Fireball Wizard Bats Goblin Gang Baby Dragon Witch
Goblin Gang Guards Bats Fireball Witch
Bats Fireball Barbarian Barrel Baby Dragon Witch
Witch Goblin Gang Guards
Bats Guards Witch
Fireball Guards
Goblin Gang Fireball Wizard Guards Witch
Wizard Fireball Baby Dragon Witch
Goblin Gang Guards Witch Bats Fireball Barbarian Barrel Baby Dragon
Bats Fireball Wizard Barbarian Barrel Baby Dragon Witch

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 Barbarian Barrel Guards Baby Dragon
Fireball Barbarian Barrel Baby Dragon
Fireball Barbarian Barrel Baby Dragon
Fireball Barbarian Barrel Guards
Fireball Wizard Barbarian Barrel Baby Dragon
Fireball Wizard Bats Baby Dragon Witch
Wizard Baby Dragon Witch
Fireball Wizard Barbarian Barrel Baby Dragon
Fireball Wizard
Bats Goblin Gang Fireball Guards
Fireball Wizard Barbarian Barrel
Fireball Wizard Baby Dragon
Fireball Barbarian Barrel Baby Dragon
Fireball Barbarian Barrel Baby Dragon
Fireball Barbarian Barrel Baby Dragon
Fireball Wizard Barbarian Barrel Baby Dragon Witch
Fireball Wizard Barbarian Barrel Baby Dragon
Fireball Barbarian Barrel
Bats
Fireball Wizard Barbarian Barrel Baby Dragon
Fireball Wizard Barbarian Barrel Baby Dragon Witch
Fireball Baby Dragon
Fireball Wizard
Fireball Barbarian Barrel Baby Dragon
Fireball Wizard Barbarian Barrel Baby Dragon Witch
Witch
Fireball Wizard Barbarian Barrel Baby Dragon Witch
Fireball Wizard Baby Dragon Witch
Fireball Barbarian Barrel Baby Dragon
Bats Fireball Wizard Baby Dragon Witch
Bats Fireball Wizard Guards Witch
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Bats Goblin Gang Fireball Barbarian Barrel Guards Witch
Fireball Wizard Baby Dragon Witch
Fireball Barbarian Barrel
Fireball Goblin Gang Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball
Bats Goblin Gang Fireball Guards Baby Dragon Witch
Bats Fireball Witch
Fireball Barbarian Barrel Baby Dragon Witch

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