My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Godly!
Versatility
Godly!
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 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!
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.

Archers Ice Golem Musketeer 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.

Archers Royal Giant Ice Golem Musketeer Prince 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.

Fireball Tornado

Punishments

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

Royal Giant Prince Goblin Giant

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.

Royal Giant Ice Golem Prince 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
Archers Royal Giant Prince
Giant Snowball
Archers Musketeer
Zap
Archers Royal Giant Prince Goblin Giant
Barbarian Barrel
Archers Musketeer
The Log
Archers Royal Giant Musketeer Prince
Earthquake
Archers
Arrows
Archers
Royal Delivery
Archers Musketeer Prince
Fireball
Archers Musketeer
Poison
Archers Musketeer
Lightning
Ice Golem Musketeer Prince
Rocket
Musketeer Prince

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Fireball Tornado

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.

Ice Golem Tornado Prince

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 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.

Ice Golem Fireball Musketeer

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.

Ice Golem Archers Tornado Fireball Musketeer Prince Royal Giant Goblin Giant

Shortest cycle

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

12 Ice Golem Archers Tornado Fireball

Attack Synergies 6 9

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.

Archers
Ice Golem Royal Giant Prince Goblin Giant
Royal Giant
Fireball Archers Ice Golem Musketeer Tornado
Ice Golem
Archers Musketeer Prince Royal Giant
Fireball
Royal Giant Tornado Goblin Giant
Musketeer
Ice Golem Royal Giant Prince Goblin Giant
Tornado
Fireball Royal Giant Goblin Giant
Prince
Ice Golem Archers Musketeer
Goblin Giant
Fireball Archers Musketeer Tornado

Defense Synergies 4 8

Archers
Ice Golem Tornado Goblin Giant
Royal Giant
Ice Golem
Archers Musketeer Fireball Tornado
Fireball
Tornado Goblin Giant Ice Golem Musketeer
Musketeer
Ice Golem Fireball Tornado
Tornado
Fireball Archers Ice Golem Musketeer Prince Goblin Giant
Prince
Tornado
Goblin Giant
Fireball Archers 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.

Ice Golem Fireball Musketeer Goblin Giant
Musketeer Prince
Tornado Prince Archers Musketeer
Prince Musketeer
Fireball Tornado Prince
Fireball Tornado Archers Musketeer
Musketeer Tornado Archers Fireball
Ice Golem Fireball Musketeer Goblin Giant
Musketeer Tornado Prince
Tornado Archers Ice Golem Musketeer Prince
Archers Ice Golem Fireball Musketeer Tornado Goblin Giant
Musketeer Archers Fireball Tornado
Prince Fireball Musketeer
Fireball Tornado Prince
Prince
Tornado Fireball Prince
Fireball Musketeer Tornado Prince
Fireball Archers Musketeer Tornado Prince
Tornado Archers Ice Golem Fireball Musketeer
Musketeer Tornado Prince
Archers Fireball Musketeer Prince Goblin Giant

Counters to secondary win conditions

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

Archers Ice Golem Fireball Prince
Fireball Archers Ice Golem Musketeer Prince
Ice Golem Musketeer Prince Goblin Giant
Prince Ice Golem Fireball Musketeer Tornado Goblin Giant
Musketeer Prince Goblin Giant
Fireball Archers Ice Golem Musketeer Tornado Goblin Giant
Prince Archers Ice Golem Fireball Musketeer Goblin Giant
Prince Goblin Giant
Ice Golem Fireball Tornado Prince
Musketeer Goblin Giant
Musketeer Prince
Fireball Tornado Prince Goblin Giant
Prince Ice Golem Fireball Goblin Giant
Archers Fireball Musketeer
Archers Ice Golem Fireball Musketeer Tornado Prince Goblin Giant
Archers Ice Golem Fireball Musketeer

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 Ice Golem Musketeer
Fireball Musketeer Tornado
Fireball Goblin Giant
Ice Golem Fireball Musketeer Prince
Fireball
Fireball Ice Golem Musketeer Tornado Goblin Giant
Archers Musketeer Tornado
Fireball Ice Golem Tornado
Fireball Tornado
Fireball Musketeer Tornado Prince
Fireball Musketeer Tornado Prince
Fireball Archers Musketeer Tornado
Ice Golem Fireball Musketeer
Fireball Musketeer
Ice Golem Fireball Musketeer Prince
Fireball Musketeer
Fireball Musketeer
Fireball Tornado
Archers Fireball Musketeer Prince
Fireball Tornado
Fireball Musketeer Prince
Fireball Tornado
Musketeer Tornado Prince
Fireball Musketeer
Ice Golem Tornado Fireball
Fireball Musketeer Tornado
Fireball Musketeer Tornado Prince
Fireball Musketeer Tornado
Archers Ice Golem Fireball Musketeer Tornado
Fireball Musketeer
Fireball
Fireball Musketeer
Fireball
Prince
Fireball
Archers Fireball Musketeer Prince
Fireball Archers Musketeer Tornado
Fireball
Fireball Musketeer Prince
Ice Golem Fireball Musketeer
Fireball Tornado
Musketeer Prince
Fireball Musketeer Tornado
Fireball Musketeer Tornado
Fireball Musketeer Tornado Prince Goblin Giant

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