My Best Clash Royale Deck

Deck Check Rating

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Minion Horde Wizard Electro 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 Balloon Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Fireball Rage Tornado

Punishments

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

Goblin Gang 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.

Goblin Gang Minion Horde 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 Electro Wizard

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 Minion Horde Balloon
Giant Snowball
Goblin Gang Minion Horde Balloon
Zap
Goblin Gang Minion Horde Balloon
Barbarian Barrel
Goblin Gang Wizard Electro Wizard
The Log
Goblin Gang
Earthquake
Goblin Gang
Arrows
Goblin Gang Minion Horde
Royal Delivery
Goblin Gang Minion Horde Wizard Balloon Electro Wizard
Fireball
Goblin Gang Minion Horde Wizard Balloon Electro Wizard
Poison
Goblin Gang Minion Horde Wizard Balloon Electro Wizard
Lightning
Wizard Balloon Electro Wizard
Rocket
Minion Horde Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Tornado

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.

Rage Tornado

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 Minion Horde Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Goblin Gang Tornado Fireball Electro Wizard Minion Horde Wizard Balloon

Shortest cycle

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

12 Rage Goblin Gang Tornado Fireball

Attack Synergies 4 7

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
Balloon
Minion Horde
Rage
Fireball
Tornado Electro Wizard
Wizard
Tornado Rage Balloon
Rage
Minion Horde Balloon Wizard Electro Wizard
Tornado
Fireball Wizard Balloon
Balloon
Rage Goblin Gang Wizard Tornado Electro Wizard
Electro Wizard
Fireball Rage Balloon

Defense Synergies 2 5

Goblin Gang
Electro Wizard
Minion Horde
Tornado
Fireball
Tornado Electro Wizard
Wizard
Tornado Electro Wizard
Rage
Tornado
Fireball Wizard Minion Horde Electro Wizard
Balloon
Electro Wizard
Goblin Gang Fireball Wizard Tornado

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.

Minion Horde Fireball Wizard Electro Wizard
Minion Horde Goblin Gang Electro Wizard
Goblin Gang Minion Horde Tornado Electro Wizard
Minion Horde Goblin Gang Electro Wizard
Fireball Tornado
Goblin Gang Fireball Tornado Electro Wizard
Minion Horde Tornado Electro Wizard Goblin Gang Fireball Wizard
Fireball Electro Wizard
Minion Horde Goblin Gang Tornado
Goblin Gang Tornado Minion Horde Electro Wizard
Goblin Gang Minion Horde Electro Wizard Fireball Wizard Tornado
Minion Horde Goblin Gang Fireball Wizard Tornado Electro Wizard
Minion Horde Goblin Gang Fireball Wizard Electro Wizard
Fireball Wizard Goblin Gang Minion Horde Tornado Electro Wizard
Goblin Gang Minion Horde Electro Wizard
Minion Horde Tornado Goblin Gang Fireball Electro Wizard
Minion Horde Wizard Goblin Gang Fireball Tornado Electro Wizard
Fireball Goblin Gang Minion Horde Wizard Tornado Electro Wizard
Wizard Tornado Fireball Electro Wizard
Tornado Electro Wizard
Goblin Gang Wizard Minion Horde Fireball Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Fireball Electro Wizard
Fireball Electro Wizard Goblin Gang Wizard
Goblin Gang Minion Horde Electro Wizard
Goblin Gang Minion Horde Fireball Tornado Electro Wizard
Goblin Gang Minion Horde
Fireball Wizard Goblin Gang Minion Horde Tornado Electro Wizard
Goblin Gang Minion Horde Fireball Electro Wizard
Minion Horde
Minion Horde Electro Wizard Fireball Tornado
Goblin Gang Minion Horde
Minion Horde
Fireball Tornado Electro Wizard
Goblin Gang Minion Horde Fireball Wizard
Wizard Minion Horde Fireball
Goblin Gang Electro Wizard Minion Horde Fireball Tornado
Minion Horde Fireball Wizard Electro 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.)

Fireball Minion Horde
Fireball Tornado Electro Wizard
Minion Horde Fireball
Fireball
Fireball Wizard Minion Horde
Fireball Wizard Minion Horde Tornado
Minion Horde Wizard Tornado
Fireball Wizard Tornado
Fireball Wizard Tornado
Goblin Gang Minion Horde Fireball Tornado Electro Wizard
Minion Horde Fireball Wizard Tornado Electro Wizard
Fireball Wizard Tornado
Fireball
Minion Horde Fireball
Fireball
Minion Horde Fireball Wizard
Minion Horde Fireball Wizard
Fireball Tornado
Minion Horde
Fireball Wizard Electro Wizard
Fireball Wizard Tornado
Minion Horde Fireball
Fireball Wizard Tornado
Tornado
Minion Horde Fireball
Tornado Fireball Wizard
Minion Horde
Fireball Wizard Tornado Electro Wizard
Fireball Wizard Tornado
Fireball Tornado
Minion Horde Fireball Wizard Tornado Electro Wizard
Electro Wizard Minion Horde Fireball Wizard
Minion Horde Fireball
Minion Horde Fireball Wizard
Minion Horde Fireball Electro Wizard
Minion Horde
Fireball Wizard
Minion Horde Electro Wizard Goblin Gang Fireball
Fireball Wizard Tornado Electro Wizard
Fireball
Fireball Goblin Gang Minion Horde Wizard Electro Wizard
Fireball Wizard
Fireball Tornado
Minion Horde
Goblin Gang Minion Horde Fireball Tornado Electro Wizard
Fireball Tornado Electro Wizard
Fireball Tornado Electro Wizard

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