My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
RIP
F2P score
RIP

3 problems 3 warnings Why?

Missing cards in your collection

Miner Ice Wizard Royal Ghost Bandit Fisherman Electro Wizard Magic Archer Night Witch Graveyard Lava Hound

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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

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.

Missing

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Rocket Barbarian Barrel Tornado Lightning

Punishments

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

Goblin Barrel

Pump responses

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

Rocket Goblin Barrel Lightning

Dropped at the bridge

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

Barbarian Barrel

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.

Goblin Barrel

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 Barrel Clone
Giant Snowball
Goblin Barrel Clone
Zap
Goblin Barrel Clone
Barbarian Barrel
Goblin Barrel Clone
The Log
Goblin Barrel Clone
Earthquake
Goblin Barrel Clone
Arrows
Goblin Barrel Clone
Royal Delivery
Goblin Barrel Clone
Fireball
Goblin Barrel Clone
Poison
Clone
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Rocket Barbarian Barrel Tornado

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.

Rocket Clone Tornado

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.

Goblin Barrel

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 Barrel

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Zap Barbarian Barrel Goblin Barrel Clone Tornado Rocket Lightning

Shortest cycle

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

7 Mirror Zap Barbarian Barrel Goblin Barrel

Attack Synergies 4 8

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.

Zap
Mirror Tornado Barbarian Barrel
Rocket
Tornado Mirror
Mirror
Zap Goblin Barrel Rocket Barbarian Barrel Tornado Lightning
Barbarian Barrel
Zap Mirror Goblin Barrel Tornado
Goblin Barrel
Mirror Barbarian Barrel Clone
Clone
Goblin Barrel
Tornado
Zap Rocket Mirror Barbarian Barrel
Lightning
Mirror

Defense Synergies 4 3

Zap
Mirror Barbarian Barrel Tornado
Rocket
Tornado
Mirror
Zap Barbarian Barrel Tornado
Barbarian Barrel
Mirror Zap Tornado
Goblin Barrel
Clone
Tornado
Rocket Mirror Zap Barbarian Barrel
Lightning

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 Lightning Zap Barbarian Barrel
Zap
Rocket Tornado Lightning
Lightning Rocket Barbarian Barrel Tornado
Barbarian Barrel Tornado Zap
Rocket Tornado Lightning Zap
Rocket Lightning Zap Barbarian Barrel
Tornado
Tornado Barbarian Barrel
Zap Barbarian Barrel Tornado
Zap Tornado
Zap Rocket Lightning
Rocket Zap Barbarian Barrel Tornado
Rocket Tornado Zap Lightning
Tornado
Zap Barbarian Barrel Tornado
Zap Barbarian Barrel Tornado
Tornado
Barbarian Barrel

Counters to secondary win conditions

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

Zap Barbarian Barrel
Zap Rocket Barbarian Barrel Lightning
Zap Rocket Lightning
Rocket Lightning Zap Barbarian Barrel Tornado
Rocket Zap Tornado
Rocket Lightning
Zap Rocket Lightning Barbarian Barrel Tornado
Rocket Lightning Zap Tornado
Rocket Lightning
Zap Rocket Barbarian Barrel Tornado Lightning
Zap Barbarian Barrel

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.)

Lightning Rocket Barbarian Barrel
Zap Barbarian Barrel Tornado
Rocket Lightning Barbarian Barrel
Lightning Rocket Barbarian Barrel
Rocket Zap Barbarian Barrel
Zap Rocket Tornado
Tornado
Zap Barbarian Barrel Tornado Lightning
Zap Tornado Lightning
Rocket Lightning Tornado
Rocket Lightning Zap Barbarian Barrel Tornado
Lightning Zap Rocket Tornado
Rocket Lightning Barbarian Barrel
Lightning Rocket Barbarian Barrel
Lightning Zap Barbarian Barrel
Rocket Lightning Zap Barbarian Barrel
Lightning Rocket Barbarian Barrel
Lightning Rocket Barbarian Barrel Tornado
Rocket Lightning
Rocket Lightning Zap Barbarian Barrel
Rocket Lightning Zap Barbarian Barrel Tornado
Rocket Lightning
Rocket Lightning Tornado
Rocket Tornado Lightning
Rocket Lightning Zap Barbarian Barrel
Zap Tornado Barbarian Barrel
Zap Barbarian Barrel Tornado Lightning
Lightning Zap Tornado
Rocket Lightning Zap Barbarian Barrel Tornado
Lightning Zap Tornado
Zap Rocket Lightning
Lightning
Lightning Zap Rocket
Zap Rocket Lightning
Rocket Lightning
Zap Lightning Rocket Barbarian Barrel
Rocket Lightning Zap Tornado
Barbarian Barrel
Lightning Rocket
Zap Lightning
Rocket Lightning Zap Tornado
Zap Rocket Tornado Lightning
Zap Rocket Tornado Lightning
Lightning Zap Rocket Barbarian Barrel Tornado

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