My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Spear Goblins Bats Minions Goblin Gang

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.

Spear Goblins Bats Dark Prince Prince Mega Knight

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.

Zap

Punishments

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

Goblin Gang Dark Prince Prince Mega Knight

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.

Spear Goblins Goblin Gang Dark Prince Prince Mega Knight

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.

Dark Prince

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
Spear Goblins Bats Minions Goblin Gang Dark Prince Prince
Giant Snowball
Spear Goblins Bats Minions Goblin Gang
Zap
Spear Goblins Bats Minions Goblin Gang Dark Prince Prince
Barbarian Barrel
Spear Goblins Goblin Gang Dark Prince
The Log
Spear Goblins Goblin Gang Dark Prince Prince
Earthquake
Spear Goblins Goblin Gang
Arrows
Spear Goblins Bats Minions Goblin Gang
Royal Delivery
Spear Goblins Bats Minions Goblin Gang Dark Prince Prince
Fireball
Minions Goblin Gang
Poison
Spear Goblins Bats Minions Goblin Gang
Lightning
Dark Prince Prince
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince Mega Knight

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.

Spear Goblins Bats Dark Prince Prince Mega Knight

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.

Minions Goblin Gang

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.

Spear Goblins Bats Zap Minions Goblin Gang Dark Prince Prince Mega Knight

Shortest cycle

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

9 Spear Goblins Bats Zap Minions

Attack Synergies 5 16

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.

Spear Goblins
Zap Goblin Gang Dark Prince Prince Mega Knight
Bats
Mega Knight Zap Minions Dark Prince Prince
Zap
Prince Spear Goblins Bats Minions Dark Prince Mega Knight
Minions
Mega Knight Bats Zap Dark Prince Prince
Goblin Gang
Spear Goblins Dark Prince Prince
Dark Prince
Prince Spear Goblins Bats Zap Minions Goblin Gang
Prince
Zap Dark Prince Mega Knight Spear Goblins Bats Minions Goblin Gang
Mega Knight
Bats Minions Prince Spear Goblins Zap

Defense Synergies 1 22

Spear Goblins
Bats Zap Minions Goblin Gang Dark Prince Prince Mega Knight
Bats
Spear Goblins Zap Minions Dark Prince Prince Mega Knight
Zap
Mega Knight Spear Goblins Bats Minions Goblin Gang Dark Prince Prince
Minions
Spear Goblins Bats Zap Dark Prince Prince Mega Knight
Goblin Gang
Spear Goblins Zap Dark Prince Prince
Dark Prince
Spear Goblins Bats Zap Minions Goblin Gang Prince
Prince
Spear Goblins Bats Zap Minions Goblin Gang Dark Prince
Mega Knight
Zap Spear Goblins Bats Minions

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.

Spear Goblins Zap Minions
Bats Zap Minions Goblin Gang Dark Prince Prince Mega Knight
Goblin Gang Prince Mega Knight Bats Minions Dark Prince
Prince Bats Minions Goblin Gang Dark Prince Mega Knight
Dark Prince Prince Mega Knight
Goblin Gang Spear Goblins Bats Zap Minions Dark Prince Mega Knight
Bats Minions Spear Goblins Zap Goblin Gang
Zap Mega Knight
Minions Goblin Gang Prince
Goblin Gang Spear Goblins Dark Prince Prince Mega Knight
Bats Minions Goblin Gang Spear Goblins Zap Dark Prince Mega Knight
Minions Spear Goblins Bats Zap Goblin Gang
Prince Mega Knight Bats Zap Minions Goblin Gang Dark Prince
Mega Knight Bats Zap Minions Goblin Gang Dark Prince Prince
Goblin Gang Prince Mega Knight
Zap Goblin Gang Prince Mega Knight
Mega Knight Bats Minions Goblin Gang Dark Prince Prince
Mega Knight Spear Goblins Bats Zap Minions Goblin Gang Dark Prince Prince
Zap Spear Goblins Bats Minions Dark Prince Mega Knight
Prince
Goblin Gang Dark Prince Mega Knight Spear Goblins Bats Minions Prince

Counters to secondary win conditions

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

Goblin Gang Mega Knight Spear Goblins Zap Dark Prince Prince
Zap Goblin Gang Prince Mega Knight
Goblin Gang Mega Knight Spear Goblins Bats Zap Minions Dark Prince Prince
Goblin Gang Dark Prince Prince Mega Knight Bats Zap
Goblin Gang Dark Prince Prince Mega Knight
Bats Zap Minions Goblin Gang
Goblin Gang Dark Prince Prince Spear Goblins Bats Minions
Mega Knight Dark Prince Prince
Zap Mega Knight Spear Goblins Bats Minions Dark Prince Prince
Goblin Gang
Mega Knight Bats Minions Dark Prince Prince
Mega Knight Zap Dark Prince Prince
Dark Prince Prince Mega Knight Goblin Gang
Mega Knight
Goblin Gang Spear Goblins Bats Zap Minions Dark Prince Prince
Bats Minions Mega Knight Zap Dark Prince

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.)

Zap
Dark Prince Prince
Zap Dark Prince Mega Knight
Spear Goblins Bats Zap Minions
Zap
Zap
Bats Minions Goblin Gang Prince
Zap Dark Prince Prince
Zap
Minions
Zap Prince
Spear Goblins Zap
Mega Knight
Bats Minions
Zap Dark Prince Prince Mega Knight
Zap Mega Knight
Minions Prince Mega Knight
Prince
Zap
Zap Dark Prince Mega Knight
Zap
Zap Prince Mega Knight
Zap
Bats Zap
Zap Bats Minions
Zap Mega Knight
Zap
Prince Mega Knight
Zap Spear Goblins Bats Minions Goblin Gang Dark Prince Prince
Zap
Goblin Gang Dark Prince Prince Mega Knight
Zap
Zap
Dark Prince Prince Mega Knight
Zap Bats Minions Goblin Gang
Bats Zap
Zap Dark Prince Prince Mega Knight

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