My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Missing cards in your collection

Elixir Golem

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Mega Minion Zappies Goblin Giant

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.

Skeletons Archers Royal Giant Mega Minion Zappies Goblin Giant

Offensive cards

Win conditions

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

Royal Giant Goblin Giant

Damage spells

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

Barbarian Barrel

Punishments

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

Royal Giant Goblin Giant

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.

Royal Giant Barbarian Barrel Goblin Giant

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
Skeletons Archers Royal Giant Skeleton Army
Giant Snowball
Skeletons Archers Mega Minion Zappies Skeleton Army
Zap
Skeletons Archers Royal Giant Zappies Skeleton Army Goblin Giant
Barbarian Barrel
Skeletons Archers Zappies Skeleton Army
The Log
Skeletons Archers Royal Giant Zappies Skeleton Army
Earthquake
Skeletons Archers Zappies Skeleton Army
Arrows
Skeletons Archers Zappies Skeleton Army
Royal Delivery
Skeletons Archers Mega Minion Zappies Skeleton Army
Fireball
Archers Mega Minion Zappies Skeleton Army
Poison
Archers Mega Minion Zappies Skeleton Army
Lightning
Mega Minion
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Barbarian Barrel

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.

Mega Minion Skeleton Army

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.

Royal Giant Skeleton Army

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Barbarian Barrel Archers Mega Minion Skeleton Army Zappies Royal Giant Goblin Giant

Shortest cycle

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

9 Skeletons Barbarian Barrel Archers Mega Minion

Attack Synergies 2 8

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.

Skeletons
Archers
Royal Giant Barbarian Barrel Goblin Giant
Royal Giant
Barbarian Barrel Archers Mega Minion Zappies
Mega Minion
Goblin Giant Royal Giant
Zappies
Royal Giant Barbarian Barrel Goblin Giant
Barbarian Barrel
Royal Giant Archers Zappies Goblin Giant
Skeleton Army
Goblin Giant
Mega Minion Archers Zappies Barbarian Barrel

Defense Synergies 1 12

Skeletons
Archers Mega Minion Zappies Barbarian Barrel
Archers
Barbarian Barrel Skeletons Mega Minion Skeleton Army Goblin Giant
Royal Giant
Mega Minion
Skeletons Archers Zappies Barbarian Barrel Skeleton Army
Zappies
Skeletons Mega Minion Barbarian Barrel Skeleton Army
Barbarian Barrel
Archers Skeletons Mega Minion Zappies
Skeleton Army
Archers Mega Minion Zappies
Goblin Giant
Archers

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.

Mega Minion Zappies Barbarian Barrel Goblin Giant
Skeleton Army Skeletons Mega Minion Zappies
Skeleton Army Skeletons Archers Mega Minion Zappies
Skeleton Army Skeletons Mega Minion Zappies
Barbarian Barrel Skeleton Army
Barbarian Barrel Skeleton Army Skeletons Archers Mega Minion Zappies
Mega Minion Archers Zappies
Barbarian Barrel Goblin Giant
Zappies Skeletons Skeleton Army
Skeleton Army Skeletons Archers Zappies Barbarian Barrel
Archers Skeleton Army Skeletons Mega Minion Zappies Barbarian Barrel Goblin Giant
Mega Minion Archers Zappies
Skeleton Army Skeletons Zappies
Skeleton Army Mega Minion Zappies Barbarian Barrel
Skeleton Army Zappies
Skeleton Army Zappies
Skeletons Zappies Skeleton Army
Archers Mega Minion Zappies Barbarian Barrel Skeleton Army
Barbarian Barrel Archers Mega Minion Zappies
Zappies
Skeleton Army Archers Zappies Barbarian Barrel Goblin Giant

Counters to secondary win conditions

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

Skeleton Army Skeletons Archers Zappies Barbarian Barrel
Archers Mega Minion Barbarian Barrel
Zappies Skeleton Army Skeletons Goblin Giant
Skeleton Army Zappies Barbarian Barrel Goblin Giant
Skeletons Zappies Skeleton Army Goblin Giant
Skeletons Archers Zappies Goblin Giant
Skeleton Army Skeletons Archers Mega Minion Zappies Goblin Giant
Zappies Skeleton Army Goblin Giant
Skeletons Mega Minion Zappies Barbarian Barrel Skeleton Army
Skeletons Mega Minion Zappies Skeleton Army Goblin Giant
Mega Minion Zappies
Skeleton Army Goblin Giant
Skeleton Army Skeletons Zappies Goblin Giant
Archers Zappies Skeleton Army
Zappies Skeleton Army Skeletons Archers Mega Minion Barbarian Barrel Goblin Giant
Archers Mega Minion Zappies Barbarian Barrel

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.)

Barbarian Barrel
Barbarian Barrel
Barbarian Barrel Goblin Giant
Barbarian Barrel
Barbarian Barrel
Mega Minion Goblin Giant
Archers
Barbarian Barrel
Barbarian Barrel
Archers
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Archers Mega Minion Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Mega Minion
Barbarian Barrel
Barbarian Barrel
Archers
Mega Minion Zappies
Mega Minion
Zappies
Archers Zappies Barbarian Barrel Skeleton Army
Archers Mega Minion Zappies
Barbarian Barrel
Mega Minion
Mega Minion
Zappies
Zappies
Barbarian Barrel Goblin Giant

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