My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
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.

Ice 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.

Knight Golem Ice Wizard Bandit Lumberjack

Offensive cards

Win conditions

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

Royal Hogs Golem

Damage spells

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

Giant Snowball

Punishments

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

Royal Hogs Bandit 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.

Goblins Knight Royal Hogs Golem Bandit 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.

Royal Hogs Golem Bandit 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
Royal Hogs Bandit
Giant Snowball
Goblins Royal Hogs Lumberjack
Zap
Goblins Royal Hogs Bandit
Barbarian Barrel
Goblins Knight Royal Hogs Ice Wizard Bandit Lumberjack
The Log
Goblins Royal Hogs Bandit Lumberjack
Earthquake
Royal Hogs
Arrows
Goblins Royal Hogs
Royal Delivery
Goblins Knight Royal Hogs Ice Wizard Bandit Lumberjack
Fireball
Royal Hogs Ice Wizard Bandit Lumberjack
Poison
Royal Hogs Ice Wizard
Lightning
Knight Ice Wizard Bandit Lumberjack
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Ice Wizard

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.

Knight Golem Ice Wizard

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.

Goblins Ice 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.

Goblins Giant Snowball Knight Ice Wizard Bandit Lumberjack Royal Hogs Golem

Shortest cycle

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

10 Goblins Giant Snowball Knight Ice Wizard

Attack Synergies 1 15

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.

Goblins
Giant Snowball
Royal Hogs Knight Golem Bandit Lumberjack
Knight
Giant Snowball Royal Hogs Ice Wizard Lumberjack
Royal Hogs
Giant Snowball Knight Bandit Lumberjack
Golem
Giant Snowball Ice Wizard Bandit Lumberjack
Ice Wizard
Knight Golem Bandit Lumberjack
Bandit
Giant Snowball Royal Hogs Golem Ice Wizard Lumberjack
Lumberjack
Giant Snowball Knight Royal Hogs Golem Ice Wizard Bandit

Defense Synergies 1 12

Goblins
Giant Snowball Knight Ice Wizard Bandit
Giant Snowball
Goblins Knight Ice Wizard Bandit Lumberjack
Knight
Ice Wizard Goblins Giant Snowball Lumberjack
Royal Hogs
Golem
Ice Wizard
Knight Goblins Giant Snowball Bandit Lumberjack
Bandit
Goblins Giant Snowball Ice Wizard Lumberjack
Lumberjack
Giant Snowball Knight Ice Wizard Bandit

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.

Knight
Lumberjack Goblins Knight Ice Wizard Bandit
Lumberjack Goblins Giant Snowball Knight Ice Wizard Bandit
Lumberjack Goblins Knight Ice Wizard Bandit
Lumberjack
Goblins Giant Snowball Ice Wizard Bandit Lumberjack
Giant Snowball Ice Wizard
Bandit
Goblins Ice Wizard Lumberjack
Knight Goblins Giant Snowball Ice Wizard Bandit Lumberjack
Goblins Ice Wizard Giant Snowball Knight Bandit Lumberjack
Giant Snowball Ice Wizard
Lumberjack Giant Snowball Knight Ice Wizard Bandit
Goblins Giant Snowball Lumberjack
Knight Bandit Lumberjack
Giant Snowball Bandit Lumberjack
Goblins Knight Lumberjack
Goblins Giant Snowball Knight Ice Wizard Bandit Lumberjack
Giant Snowball Knight Ice Wizard Bandit Lumberjack
Lumberjack
Goblins Giant Snowball Knight Bandit Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Goblins Giant Snowball Bandit
Bandit Giant Snowball Knight Lumberjack
Bandit Lumberjack Goblins Knight
Lumberjack Knight Bandit
Knight Bandit Lumberjack
Giant Snowball Ice Wizard
Goblins Knight Ice Wizard Bandit Lumberjack
Knight Lumberjack
Goblins Giant Snowball Knight Bandit
Knight Lumberjack
Giant Snowball
Knight Bandit Lumberjack
Goblins Knight Lumberjack
Giant Snowball Ice 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.)

Knight Bandit
Giant Snowball Ice Wizard Bandit
Bandit
Knight
Giant Snowball
Giant Snowball Ice Wizard
Giant Snowball Ice Wizard
Giant Snowball Bandit
Goblins Giant Snowball Lumberjack
Knight Bandit
Giant Snowball
Giant Snowball Knight Bandit
Bandit
Giant Snowball
Giant Snowball Bandit
Bandit
Giant Snowball
Giant Snowball Bandit
Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball Ice Wizard
Giant Snowball Ice Wizard Bandit
Giant Snowball Bandit
Bandit
Giant Snowball Ice Wizard
Giant Snowball
Giant Snowball
Giant Snowball Bandit
Giant Snowball
Giant Snowball
Bandit
Giant Snowball Ice Wizard
Knight Lumberjack
Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball Bandit

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