My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Electro Wizard Inferno Dragon

Defensive buildings

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

Mortar

Investments

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

Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Mortar Wall Breakers

Damage spells

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

The Log

Punishments

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

Goblin Gang Mortar Wall Breakers

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 Goblin Gang Mortar Barbarians Wall Breakers

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.

Electro Wizard

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 Wall Breakers Inferno Dragon
Giant Snowball
Goblins Goblin Gang Barbarians Wall Breakers Inferno Dragon
Zap
Goblins Goblin Gang Mortar Wall Breakers Inferno Dragon
Barbarian Barrel
Goblins Goblin Gang Mortar Barbarians Wall Breakers Electro Wizard
The Log
Goblins Goblin Gang Barbarians Wall Breakers
Earthquake
Goblin Gang Mortar Barbarians
Arrows
Goblins Goblin Gang Wall Breakers
Royal Delivery
Goblins Goblin Gang Barbarians Wall Breakers Electro Wizard Inferno Dragon
Fireball
Goblin Gang Mortar Barbarians Wall Breakers Electro Wizard Inferno Dragon
Poison
Goblin Gang Mortar Barbarians Electro Wizard
Lightning
Mortar Electro Wizard Inferno Dragon
Rocket
Mortar Barbarians Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mortar The Log

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.

Inferno Dragon

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 Barbarians Electro 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 Wall Breakers The Log Goblin Gang Mortar Electro Wizard Inferno Dragon Barbarians

Shortest cycle

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

9 Goblins Wall Breakers The Log Goblin Gang

Attack Synergies 0 4

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
Goblin Gang
Mortar
Mortar
Goblin Gang The Log
Barbarians
Wall Breakers
The Log Electro Wizard
The Log
Mortar Wall Breakers
Electro Wizard
Wall Breakers
Inferno Dragon

Defense Synergies 0 14

Goblins
Mortar The Log Electro Wizard
Goblin Gang
Mortar Barbarians The Log Electro Wizard Inferno Dragon
Mortar
Goblins Goblin Gang The Log Electro Wizard Inferno Dragon
Barbarians
Goblin Gang
Wall Breakers
The Log
Goblins Goblin Gang Mortar Electro Wizard Inferno Dragon
Electro Wizard
Goblins Goblin Gang Mortar The Log Inferno Dragon
Inferno Dragon
Goblin Gang Mortar The Log Electro Wizard

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.

Mortar The Log Electro Wizard
Barbarians Inferno Dragon Goblins Goblin Gang Mortar The Log Electro Wizard
Goblin Gang Mortar Barbarians Goblins Electro Wizard Inferno Dragon
Barbarians Inferno Dragon Goblins Goblin Gang Mortar Electro Wizard
Barbarians The Log
Goblin Gang The Log Goblins Electro Wizard
Electro Wizard Inferno Dragon Goblin Gang Mortar
Barbarians The Log Electro Wizard
Barbarians Inferno Dragon Goblins Goblin Gang Mortar
Goblin Gang Goblins Barbarians Electro Wizard
Goblins Goblin Gang Barbarians Electro Wizard The Log
Inferno Dragon Goblin Gang Electro Wizard
Mortar Barbarians Goblin Gang The Log Electro Wizard
Goblins Goblin Gang Mortar Barbarians The Log Electro Wizard
Barbarians Inferno Dragon Goblin Gang Mortar Electro Wizard
Barbarians Goblin Gang Mortar The Log Electro Wizard Inferno Dragon
Barbarians Goblins Goblin Gang Mortar Electro Wizard
Mortar Goblins Goblin Gang Barbarians The Log Electro Wizard
Mortar The Log Barbarians Electro Wizard Inferno Dragon
Barbarians Mortar Electro Wizard Inferno Dragon
Goblin Gang Goblins Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Barbarians Goblins Electro Wizard
Electro Wizard Goblin Gang Mortar The Log Inferno Dragon
Goblin Gang Barbarians Goblins The Log Electro Wizard
Goblin Gang Barbarians The Log Electro Wizard
Barbarians Goblin Gang Inferno Dragon
Goblin Gang Electro Wizard
Goblin Gang Goblins Barbarians Electro Wizard
Barbarians Inferno Dragon
Electro Wizard Goblins Mortar Barbarians The Log Inferno Dragon
Goblin Gang Barbarians Inferno Dragon
Inferno Dragon Barbarians
Barbarians The Log Electro Wizard
Barbarians Goblin Gang
Barbarians
Goblin Gang Barbarians Electro Wizard Goblins Mortar The Log Inferno Dragon
Barbarians The Log Electro Wizard Inferno Dragon

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.)

Mortar The Log
Mortar The Log Electro Wizard
The Log
Barbarians The Log
Mortar The Log
Mortar The Log
The Log
The Log Mortar
Goblins Goblin Gang Electro Wizard
Mortar The Log Electro Wizard
Mortar The Log
Mortar
Mortar The Log
Mortar The Log
Mortar The Log
Mortar
Mortar The Log Electro Wizard
Mortar The Log
The Log
The Log
Mortar Barbarians The Log
The Log Mortar
Inferno Dragon
Mortar The Log Electro Wizard
Mortar The Log
Mortar The Log
Electro Wizard
Electro Wizard
Mortar The Log
Electro Wizard
The Log
Electro Wizard Goblin Gang Barbarians
Electro Wizard
The Log
Goblin Gang Electro Wizard
The Log Mortar
Goblin Gang The Log Electro Wizard
Electro Wizard
Mortar The Log Electro Wizard

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