My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Goblin Gang Hunter Ram Rider

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 Hunter Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Zap Giant Snowball

Punishments

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

Goblin Gang Ram Rider

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 Goblin Gang Ram Rider

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.

Ram Rider

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 Skeleton Army Ram Rider
Giant Snowball
Goblins Goblin Gang Skeleton Army Ram Rider
Zap
Goblins Goblin Gang Skeleton Army Ram Rider
Barbarian Barrel
Goblins Knight Goblin Gang Skeleton Army Hunter
The Log
Goblins Goblin Gang Skeleton Army Hunter Ram Rider
Earthquake
Goblin Gang Skeleton Army
Arrows
Goblins Goblin Gang Skeleton Army
Royal Delivery
Goblins Knight Goblin Gang Skeleton Army Hunter Ram Rider
Fireball
Goblin Gang Skeleton Army Hunter Ram Rider
Poison
Goblin Gang Skeleton Army Hunter
Lightning
Knight Hunter Ram Rider
Rocket
Hunter Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Giant Snowball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Zap Giant Snowball Hunter

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 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.

Skeleton Army

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 Goblin Gang

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.

Goblins Zap Giant Snowball Knight Goblin Gang Skeleton Army Hunter Ram Rider

Shortest cycle

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

9 Goblins Zap Giant Snowball Knight

Attack Synergies 3 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.

Goblins
Zap
Zap
Ram Rider Goblins Giant Snowball Knight Hunter
Giant Snowball
Ram Rider Zap Knight Hunter
Knight
Goblin Gang Zap Giant Snowball Hunter Ram Rider
Goblin Gang
Knight
Skeleton Army
Hunter
Zap Giant Snowball Knight Ram Rider
Ram Rider
Zap Giant Snowball Knight Hunter

Defense Synergies 4 15

Goblins
Zap Giant Snowball Knight Hunter
Zap
Goblins Giant Snowball Knight Goblin Gang Skeleton Army Hunter Ram Rider
Giant Snowball
Goblin Gang Ram Rider Goblins Zap Knight Hunter
Knight
Goblin Gang Hunter Goblins Zap Giant Snowball Skeleton Army
Goblin Gang
Giant Snowball Knight Zap Skeleton Army
Skeleton Army
Zap Knight Goblin Gang
Hunter
Knight Goblins Zap Giant Snowball Ram Rider
Ram Rider
Giant Snowball Zap Hunter

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.

Zap Knight Ram Rider
Skeleton Army Hunter Goblins Zap Knight Goblin Gang Ram Rider
Goblin Gang Skeleton Army Hunter Ram Rider Goblins Giant Snowball Knight
Skeleton Army Hunter Goblins Knight Goblin Gang Ram Rider
Skeleton Army
Goblin Gang Skeleton Army Goblins Zap Giant Snowball Hunter
Giant Snowball Hunter Ram Rider Zap Goblin Gang
Zap Ram Rider
Hunter Goblins Goblin Gang Skeleton Army
Knight Goblin Gang Skeleton Army Goblins Giant Snowball Hunter
Goblins Goblin Gang Skeleton Army Zap Giant Snowball Knight Hunter Ram Rider
Hunter Zap Giant Snowball Goblin Gang Ram Rider
Skeleton Army Hunter Zap Giant Snowball Knight Goblin Gang Ram Rider
Skeleton Army Goblins Zap Giant Snowball Goblin Gang Hunter
Skeleton Army Knight Goblin Gang Hunter Ram Rider
Skeleton Army Zap Giant Snowball Goblin Gang Hunter Ram Rider
Goblins Knight Goblin Gang Skeleton Army Hunter
Goblins Zap Giant Snowball Knight Goblin Gang Skeleton Army Hunter Ram Rider
Zap Giant Snowball Hunter Knight Ram Rider
Hunter Ram Rider
Goblin Gang Skeleton Army Goblins Giant Snowball Knight Hunter

Counters to secondary win conditions

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

Knight Goblin Gang Skeleton Army Goblins Zap Giant Snowball
Zap Giant Snowball Knight Goblin Gang Hunter
Goblin Gang Skeleton Army Goblins Zap Knight Hunter Ram Rider
Goblin Gang Skeleton Army Hunter Zap Knight Ram Rider
Knight Goblin Gang Skeleton Army Hunter Ram Rider
Zap Giant Snowball Goblin Gang Hunter Ram Rider
Goblin Gang Skeleton Army Goblins Knight Hunter Ram Rider
Knight Skeleton Army Hunter
Zap Goblins Giant Snowball Knight Skeleton Army
Goblin Gang Skeleton Army
Knight Hunter
Skeleton Army Zap Giant Snowball
Skeleton Army Knight Goblin Gang Hunter Ram Rider
Skeleton Army
Goblin Gang Skeleton Army Goblins Zap Knight Hunter
Zap Giant Snowball Hunter

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
Zap Giant Snowball Ram Rider
Knight
Zap Giant Snowball
Zap Giant Snowball Hunter Ram Rider
Zap Giant Snowball Hunter Ram Rider
Zap Giant Snowball Ram Rider
Goblins Giant Snowball Goblin Gang
Zap Knight Ram Rider
Zap Giant Snowball
Giant Snowball Knight Hunter
Zap Giant Snowball
Zap Giant Snowball Hunter
Giant Snowball
Zap Giant Snowball Hunter
Zap Giant Snowball
Giant Snowball
Zap Giant Snowball
Zap Giant Snowball Hunter
Zap Giant Snowball Hunter Ram Rider
Zap Giant Snowball Ram Rider
Zap
Zap Giant Snowball Hunter
Zap Giant Snowball
Giant Snowball
Zap Giant Snowball Hunter
Zap Giant Snowball
Giant Snowball
Zap Goblin Gang Skeleton Army
Zap Giant Snowball Hunter Ram Rider
Knight Goblin Gang Hunter
Zap Giant Snowball
Zap Giant Snowball
Zap Giant Snowball Goblin Gang
Zap Giant Snowball
Zap Giant Snowball

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