My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Hut

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Goblin Hut Cannon Cart Giant Skeleton

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Fireball Tornado

Punishments

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

Goblin Barrel Cannon Cart

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Cannon Cart Giant Skeleton

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.

Goblin Barrel Giant Skeleton

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 Barrel Guards Cannon Cart Giant Skeleton
Giant Snowball
Goblin Hut Goblin Barrel Guards
Zap
Goblin Hut Goblin Barrel Guards Cannon Cart
Barbarian Barrel
Goblin Hut Goblin Barrel Guards Cannon Cart Giant Skeleton
The Log
Goblin Hut Goblin Barrel Guards Cannon Cart Giant Skeleton
Earthquake
Goblin Hut Goblin Barrel Guards
Arrows
Goblin Hut Goblin Barrel Guards
Royal Delivery
Goblin Hut Goblin Barrel Guards Cannon Cart Giant Skeleton
Fireball
Goblin Hut Goblin Barrel Cannon Cart
Poison
Goblin Hut Guards
Lightning
Goblin Hut Cannon Cart
Rocket
Goblin Hut Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Guards Tornado Giant Skeleton

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 Goblin Barrel

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.

Fireball Goblin Barrel

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Barrel Guards Tornado Fireball Goblin Hut Cannon Cart Giant Skeleton

Shortest cycle

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

11 Zap Goblin Barrel Guards Tornado

Attack Synergies 4 11

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.

Zap
Fireball Tornado Cannon Cart Goblin Hut Guards Giant Skeleton
Fireball
Zap Tornado
Goblin Hut
Zap Goblin Barrel Cannon Cart Giant Skeleton
Goblin Barrel
Goblin Hut Guards Cannon Cart Giant Skeleton
Guards
Zap Goblin Barrel
Tornado
Zap Fireball Cannon Cart Giant Skeleton
Cannon Cart
Zap Goblin Hut Goblin Barrel Tornado
Giant Skeleton
Zap Goblin Hut Goblin Barrel Tornado

Defense Synergies 2 13

Zap
Fireball Goblin Hut Guards Tornado Cannon Cart Giant Skeleton
Fireball
Zap Tornado Goblin Hut
Goblin Hut
Zap Fireball Cannon Cart Giant Skeleton
Goblin Barrel
Guards
Zap Cannon Cart Giant Skeleton
Tornado
Fireball Zap Cannon Cart Giant Skeleton
Cannon Cart
Zap Goblin Hut Guards Tornado Giant Skeleton
Giant Skeleton
Zap Goblin Hut Guards Tornado Cannon Cart

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.

Cannon Cart Zap Fireball Goblin Hut
Zap Goblin Hut Cannon Cart
Goblin Hut Tornado Cannon Cart Giant Skeleton
Goblin Hut Guards Cannon Cart
Fireball Tornado Giant Skeleton
Fireball Tornado Zap Guards Cannon Cart
Tornado Zap Fireball Goblin Hut
Zap Fireball Cannon Cart Giant Skeleton
Goblin Hut Tornado
Guards Tornado Cannon Cart Giant Skeleton
Guards Zap Fireball Goblin Hut Tornado Cannon Cart Giant Skeleton
Zap Fireball Goblin Hut Tornado
Goblin Hut Zap Fireball Guards Cannon Cart Giant Skeleton
Fireball Zap Goblin Hut Guards Tornado Cannon Cart
Goblin Hut Cannon Cart
Tornado Zap Fireball Goblin Hut
Fireball Goblin Hut Tornado Cannon Cart
Fireball Zap Goblin Hut Guards Tornado Cannon Cart
Zap Tornado Fireball Goblin Hut Guards Cannon Cart Giant Skeleton
Goblin Hut Tornado Cannon Cart
Fireball Guards Cannon Cart Giant Skeleton

Counters to secondary win conditions

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

Guards Zap Fireball Goblin Hut Cannon Cart Giant Skeleton
Fireball Zap Cannon Cart
Guards Giant Skeleton Zap Goblin Hut Cannon Cart
Guards Giant Skeleton Zap Fireball Tornado Cannon Cart
Giant Skeleton Goblin Hut Guards Cannon Cart
Fireball Zap Goblin Hut Tornado
Guards Fireball Goblin Hut Cannon Cart Giant Skeleton
Giant Skeleton Cannon Cart
Zap Giant Skeleton Fireball Goblin Hut Tornado Cannon Cart
Goblin Hut Guards
Goblin Hut Guards Cannon Cart Giant Skeleton
Zap Fireball Guards Tornado Giant Skeleton
Cannon Cart Giant Skeleton Fireball Guards
Fireball Cannon Cart
Goblin Hut Guards Zap Fireball Tornado Cannon Cart Giant Skeleton
Zap Fireball Goblin Hut Cannon Cart Giant Skeleton

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 Guards Giant Skeleton
Fireball Zap Tornado
Fireball Goblin Hut Cannon Cart Giant Skeleton
Cannon Cart Fireball Guards Giant Skeleton
Fireball Zap
Fireball Zap Tornado
Tornado
Fireball Zap Tornado
Fireball Zap Tornado
Fireball Guards Tornado
Zap Fireball Tornado Cannon Cart
Fireball Zap Tornado
Fireball Goblin Hut Cannon Cart
Fireball Cannon Cart
Zap Fireball Goblin Hut Cannon Cart
Zap Fireball Goblin Hut Cannon Cart
Fireball Goblin Hut Cannon Cart
Fireball Tornado
Zap Fireball
Zap Fireball Tornado
Fireball Giant Skeleton
Fireball Tornado
Tornado
Zap Fireball Cannon Cart
Zap Tornado Fireball
Fireball Zap Tornado
Fireball Zap Tornado
Fireball Zap Tornado
Zap Fireball Tornado
Zap Fireball Goblin Hut Guards
Fireball
Zap Fireball
Zap Fireball
Giant Skeleton
Fireball
Zap Fireball Goblin Hut Guards Cannon Cart
Fireball Zap Tornado
Fireball
Fireball Cannon Cart
Zap Fireball
Zap Fireball Tornado Giant Skeleton
Cannon Cart
Zap Fireball Guards Tornado Giant Skeleton
Zap Fireball Tornado
Zap Fireball Tornado Cannon Cart Giant Skeleton

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