My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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.

Bats Archers Goblin Gang Furnace

Defensive buildings

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

Furnace

Investments

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

Bats Archers Furnace Giant Skeleton

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball Tornado Poison

Punishments

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

Goblin Gang

Pump responses

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

Fireball Poison

Dropped at the bridge

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

Goblin Gang 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.

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
Bats Archers Goblin Gang Giant Skeleton
Giant Snowball
Bats Archers Goblin Gang Furnace
Zap
Bats Archers Goblin Gang Furnace
Barbarian Barrel
Archers Goblin Gang Furnace Giant Skeleton
The Log
Archers Goblin Gang Furnace Giant Skeleton
Earthquake
Archers Goblin Gang Furnace
Arrows
Bats Archers Goblin Gang Furnace
Royal Delivery
Bats Archers Goblin Gang Giant Skeleton
Fireball
Archers Goblin Gang Furnace
Poison
Bats Archers Goblin Gang Furnace
Lightning
Furnace
Rocket
Furnace

Against air swarms

Spells and units that can counter air swarms.

Fireball Furnace Tornado Poison

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Furnace Tornado Poison

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.

Bats Tornado Poison 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

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.

Goblin Gang Fireball Furnace

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.

Bats Archers Goblin Gang Tornado Fireball Furnace Poison Giant Skeleton

Shortest cycle

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

11 Bats Archers Goblin Gang Tornado

Attack Synergies 2 6

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.

Bats
Giant Skeleton
Archers
Giant Skeleton
Goblin Gang
Giant Skeleton
Fireball
Tornado
Furnace
Giant Skeleton
Tornado
Fireball Poison Giant Skeleton
Poison
Tornado Giant Skeleton
Giant Skeleton
Bats Archers Goblin Gang Furnace Tornado Poison

Defense Synergies 1 10

Bats
Giant Skeleton
Archers
Goblin Gang Furnace Tornado Giant Skeleton
Goblin Gang
Archers Furnace Giant Skeleton
Fireball
Tornado
Furnace
Archers Goblin Gang Tornado
Tornado
Fireball Archers Furnace Poison Giant Skeleton
Poison
Tornado
Giant Skeleton
Bats Archers Goblin Gang 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.

Fireball
Bats Goblin Gang Furnace
Goblin Gang Furnace Tornado Bats Archers Giant Skeleton
Bats Goblin Gang Furnace
Fireball Tornado Poison Giant Skeleton
Goblin Gang Fireball Tornado Bats Archers Furnace
Bats Furnace Tornado Archers Goblin Gang Fireball Poison
Fireball Poison Giant Skeleton
Goblin Gang Furnace Tornado
Goblin Gang Tornado Archers Giant Skeleton
Bats Archers Goblin Gang Poison Fireball Furnace Tornado Giant Skeleton
Bats Archers Goblin Gang Fireball Furnace Tornado Poison
Furnace Bats Goblin Gang Fireball Giant Skeleton
Fireball Bats Goblin Gang Furnace Tornado Poison
Goblin Gang Furnace
Tornado Goblin Gang Fireball Furnace
Bats Goblin Gang Fireball Furnace Tornado Poison
Fireball Bats Archers Goblin Gang Furnace Tornado
Furnace Tornado Poison Bats Archers Fireball Giant Skeleton
Tornado
Goblin Gang Bats Archers Fireball Furnace Poison Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Archers Fireball Furnace Giant Skeleton
Fireball Poison Archers Goblin Gang
Goblin Gang Giant Skeleton Bats Furnace
Goblin Gang Giant Skeleton Bats Fireball Tornado
Giant Skeleton Goblin Gang
Fireball Furnace Poison Bats Archers Goblin Gang Tornado
Goblin Gang Bats Archers Fireball Furnace Giant Skeleton
Giant Skeleton
Giant Skeleton Bats Fireball Tornado Poison
Goblin Gang
Bats Giant Skeleton
Fireball Tornado Poison Giant Skeleton
Giant Skeleton Goblin Gang Fireball
Archers Fireball Furnace
Goblin Gang Bats Archers Fireball Furnace Tornado Poison Giant Skeleton
Bats Poison Archers Fireball 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 Poison Giant Skeleton
Fireball Poison Tornado
Fireball Poison Giant Skeleton
Fireball Poison Giant Skeleton
Fireball Poison Furnace
Fireball Poison Bats Furnace Tornado
Archers Furnace Tornado Poison
Fireball Poison Tornado
Fireball Poison Tornado
Bats Goblin Gang Fireball Tornado Poison
Poison Fireball Tornado
Fireball Poison Archers Tornado
Poison Fireball
Fireball Poison
Fireball Furnace Poison
Fireball Furnace Poison
Fireball Furnace Poison
Fireball Tornado Poison
Bats
Archers Fireball Poison
Fireball Tornado Poison
Fireball Poison Giant Skeleton
Fireball Tornado Poison
Tornado
Fireball Poison
Tornado Poison Fireball Furnace
Fireball Poison Tornado
Fireball Tornado Poison
Fireball Poison Tornado
Poison Bats Archers Fireball Furnace Tornado
Bats Fireball Poison
Fireball
Poison Fireball
Fireball Poison
Giant Skeleton
Fireball Poison
Bats Archers Goblin Gang Fireball
Fireball Poison Archers Tornado
Fireball
Fireball Poison Goblin Gang
Fireball Poison
Fireball Tornado Poison Giant Skeleton
Bats Goblin Gang Fireball Tornado Poison Giant Skeleton
Bats Fireball Tornado Poison
Poison Fireball Tornado Giant Skeleton

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