My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
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 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 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 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.

Goblin Gang Mega Minion Wizard

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.

Mega Minion Valkyrie Wizard Royal Ghost

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.

Arrows Tornado The Log

Punishments

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

Goblin Gang Royal Ghost

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.

Goblin Gang Valkyrie Royal Ghost

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.

Valkyrie Royal Ghost

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
Giant Snowball
Goblin Gang Mega Minion
Zap
Goblin Gang
Barbarian Barrel
Goblin Gang Valkyrie Wizard Royal Ghost
The Log
Goblin Gang
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Mega Minion Valkyrie Wizard Royal Ghost
Fireball
Goblin Gang Mega Minion Wizard
Poison
Goblin Gang Mega Minion Wizard
Lightning
Mega Minion Valkyrie Wizard
Rocket
Valkyrie Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Tornado The Log Royal Ghost

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.

Arrows Mega Minion Valkyrie Tornado Royal Ghost

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 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.

The Log Arrows Goblin Gang Mega Minion Tornado Royal Ghost Valkyrie Wizard

Shortest cycle

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

11 The Log Arrows Goblin Gang Mega Minion

Attack Synergies 1 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.

Arrows
Mega Minion
Goblin Gang
Valkyrie Royal Ghost
Mega Minion
Arrows Valkyrie
Valkyrie
Goblin Gang Mega Minion Wizard Tornado Royal Ghost
Wizard
Tornado Valkyrie Royal Ghost
Tornado
Wizard Valkyrie The Log
The Log
Tornado
Royal Ghost
Goblin Gang Valkyrie Wizard

Defense Synergies 1 16

Arrows
Mega Minion Valkyrie Tornado
Goblin Gang
Valkyrie The Log
Mega Minion
Arrows Valkyrie Wizard Tornado The Log
Valkyrie
Arrows Goblin Gang Mega Minion Wizard Tornado The Log
Wizard
Tornado Mega Minion Valkyrie The Log Royal Ghost
Tornado
Wizard Arrows Mega Minion Valkyrie The Log
The Log
Goblin Gang Mega Minion Valkyrie Wizard Tornado Royal Ghost
Royal Ghost
Wizard The Log

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.

Mega Minion Valkyrie Wizard The Log
Goblin Gang Mega Minion Valkyrie The Log
Goblin Gang Tornado Mega Minion Valkyrie
Goblin Gang Mega Minion Valkyrie
Arrows Valkyrie Tornado The Log
Arrows Goblin Gang Tornado The Log Mega Minion Valkyrie Royal Ghost
Mega Minion Tornado Arrows Goblin Gang Wizard
Arrows Valkyrie The Log
Goblin Gang Tornado
Goblin Gang Tornado Valkyrie Royal Ghost
Goblin Gang Valkyrie Arrows Mega Minion Wizard Tornado The Log Royal Ghost
Arrows Mega Minion Goblin Gang Wizard Tornado
Goblin Gang Valkyrie Wizard The Log
Valkyrie Wizard Arrows Goblin Gang Mega Minion Tornado The Log Royal Ghost
Goblin Gang
Tornado Goblin Gang The Log
Wizard Arrows Goblin Gang Valkyrie Tornado
Arrows Goblin Gang Mega Minion Valkyrie Wizard Tornado The Log Royal Ghost
Arrows Valkyrie Wizard Tornado The Log Mega Minion Royal Ghost
Tornado
Goblin Gang Valkyrie Wizard Royal Ghost Arrows The Log

Counters to secondary win conditions

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

Goblin Gang Valkyrie Royal Ghost
Arrows Goblin Gang Mega Minion Valkyrie Wizard The Log Royal Ghost
Goblin Gang Valkyrie The Log
Goblin Gang Valkyrie Tornado The Log
Goblin Gang Valkyrie
Arrows Wizard Goblin Gang Tornado
Goblin Gang Mega Minion Valkyrie
Valkyrie
Mega Minion Valkyrie Tornado The Log
Goblin Gang Mega Minion
Mega Minion Valkyrie
Arrows Valkyrie Tornado The Log
Goblin Gang Valkyrie Wizard
Wizard Valkyrie
Goblin Gang Mega Minion Valkyrie Tornado The Log
Arrows Valkyrie Mega Minion Wizard The Log Royal Ghost

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.)

Arrows Valkyrie The Log Royal Ghost
Arrows Tornado The Log Royal Ghost
Arrows The Log
Arrows Valkyrie The Log
Wizard Arrows Valkyrie The Log
Arrows Wizard Mega Minion Tornado
Arrows Wizard Tornado The Log
Arrows The Log Wizard Tornado
Arrows The Log Wizard Tornado
Goblin Gang Tornado
Arrows Valkyrie Wizard Tornado The Log
Arrows Wizard Tornado
The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows Tornado
Arrows Mega Minion Wizard The Log
Arrows Valkyrie Wizard Tornado The Log
The Log
Arrows Wizard Tornado
Tornado The Log
Arrows The Log
Arrows Tornado The Log Valkyrie Wizard
Mega Minion
Arrows The Log Wizard Tornado Royal Ghost
Arrows Wizard Tornado The Log
Arrows Tornado The Log
Arrows Wizard Tornado
Mega Minion Wizard
Mega Minion
Arrows Wizard The Log
Arrows
Arrows Wizard The Log
Goblin Gang
Arrows Mega Minion Wizard Tornado
Arrows The Log
Goblin Gang Mega Minion Valkyrie Wizard
Arrows The Log Wizard
Arrows Tornado
Mega Minion
Goblin Gang Tornado The Log
Tornado
Tornado The Log Royal Ghost

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