My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Fisherman

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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Ice Golem Flying Machine Magic Archer

Defensive buildings

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

Goblin Cage

Investments

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

Ice Golem Goblin Cage Flying Machine Giant Magic Archer

Offensive cards

Win conditions

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

Giant Wall Breakers

Damage spells

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

Rocket

Punishments

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

Giant Wall Breakers

Pump responses

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

Rocket

Dropped at the bridge

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

Goblins Ice Golem Flying Machine Giant Wall Breakers Magic Archer

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.

Magic Archer

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
Giant Wall Breakers
Giant Snowball
Goblins Flying Machine Wall Breakers
Zap
Goblins Flying Machine Wall Breakers
Barbarian Barrel
Goblins Goblin Cage Wall Breakers Magic Archer
The Log
Goblins Goblin Cage Wall Breakers
Earthquake
Goblin Cage
Arrows
Goblins Flying Machine Wall Breakers
Royal Delivery
Goblins Goblin Cage Flying Machine Wall Breakers Magic Archer
Fireball
Goblin Cage Flying Machine Wall Breakers Magic Archer
Poison
Goblin Cage Flying Machine Magic Archer
Lightning
Ice Golem Goblin Cage Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Rocket Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Rocket Magic Archer

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 Rocket

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 Ice Golem

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 Ice Golem Wall Breakers Goblin Cage Flying Machine Magic Archer Giant Rocket

Shortest cycle

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

10 Goblins Ice Golem Wall Breakers Goblin Cage

Attack Synergies 1 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.

Goblins
Ice Golem Giant
Ice Golem
Wall Breakers Goblins Flying Machine Magic Archer
Goblin Cage
Flying Machine Giant Wall Breakers Magic Archer
Flying Machine
Ice Golem Goblin Cage Giant
Giant
Goblins Goblin Cage Flying Machine Rocket Magic Archer
Rocket
Giant
Wall Breakers
Ice Golem Goblin Cage
Magic Archer
Ice Golem Goblin Cage Giant

Defense Synergies 0 8

Goblins
Ice Golem Goblin Cage Flying Machine Magic Archer
Ice Golem
Goblins Flying Machine Magic Archer
Goblin Cage
Goblins Flying Machine Magic Archer
Flying Machine
Goblins Ice Golem Goblin Cage
Giant
Rocket
Wall Breakers
Magic Archer
Goblins Ice Golem Goblin Cage

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.

Rocket Ice Golem Goblin Cage Flying Machine Magic Archer
Goblins Goblin Cage Flying Machine
Goblin Cage Rocket Goblins
Goblin Cage Goblins
Goblin Cage Rocket
Goblins Flying Machine Magic Archer
Rocket Goblin Cage Flying Machine Magic Archer
Rocket Ice Golem Goblin Cage Flying Machine Magic Archer
Goblins Goblin Cage
Goblins Ice Golem
Goblins Ice Golem Flying Machine Magic Archer
Flying Machine Magic Archer
Goblin Cage Flying Machine Rocket
Rocket Goblins Goblin Cage Magic Archer
Goblin Cage
Rocket Goblin Cage
Goblins Goblin Cage
Goblin Cage Goblins Flying Machine Magic Archer
Goblin Cage Ice Golem Flying Machine Magic Archer
Goblin Cage
Goblins Flying Machine

Counters to secondary win conditions

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

Goblins Ice Golem Goblin Cage
Ice Golem Flying Machine Rocket Magic Archer
Goblins Ice Golem Goblin Cage Rocket
Rocket Ice Golem Goblin Cage
Goblin Cage
Rocket Ice Golem Flying Machine Magic Archer
Rocket Goblins Ice Golem Goblin Cage Flying Machine
Goblin Cage
Goblin Cage Rocket Goblins Ice Golem Flying Machine Magic Archer
Goblin Cage
Goblin Cage Flying Machine
Rocket Goblin Cage
Rocket Ice Golem Goblin Cage
Goblin Cage Flying Machine Magic Archer
Goblins Ice Golem Goblin Cage Flying Machine Rocket Magic Archer
Ice Golem Goblin Cage Flying Machine Magic Archer

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.)

Magic Archer Ice Golem Flying Machine Rocket
Flying Machine Magic Archer
Rocket Flying Machine Magic Archer
Ice Golem Flying Machine Rocket
Rocket Magic Archer
Ice Golem Flying Machine Rocket Magic Archer
Flying Machine Magic Archer
Ice Golem Flying Machine Magic Archer
Flying Machine
Rocket Goblins
Rocket Flying Machine Magic Archer
Flying Machine Rocket Magic Archer
Flying Machine Rocket Ice Golem Magic Archer
Flying Machine Rocket Magic Archer
Ice Golem Flying Machine Magic Archer
Rocket Flying Machine Magic Archer
Magic Archer Flying Machine Rocket
Rocket
Rocket
Rocket Flying Machine Magic Archer
Rocket Flying Machine Magic Archer
Rocket Magic Archer
Rocket
Rocket
Rocket Flying Machine
Ice Golem Magic Archer
Flying Machine Magic Archer
Flying Machine Magic Archer
Rocket Magic Archer
Ice Golem Flying Machine Magic Archer
Rocket Flying Machine
Rocket Magic Archer
Rocket Magic Archer
Rocket Magic Archer
Flying Machine Rocket Magic Archer
Rocket Flying Machine Magic Archer
Flying Machine Rocket Magic Archer
Ice Golem Flying Machine Magic Archer
Rocket
Flying Machine
Flying Machine Rocket Magic Archer
Flying Machine Rocket Magic Archer
Flying Machine Rocket Magic Archer

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