My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Goblin Gang

Defensive buildings

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

Barbarian Hut

Investments

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

Archers Battle Ram Barbarian Hut

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap The Log

Punishments

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

Goblin Gang Elite Barbarians Battle Ram

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 Barbarians Elite Barbarians Battle Ram

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.

Elite Barbarians

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
Archers Goblin Gang Elite Barbarians Battle Ram
Giant Snowball
Archers Goblin Gang Barbarians Battle Ram
Zap
Archers Goblin Gang Battle Ram
Barbarian Barrel
Archers Goblin Gang Barbarians Elite Barbarians Battle Ram Barbarian Hut
The Log
Archers Goblin Gang Barbarians Elite Barbarians Battle Ram Barbarian Hut
Earthquake
Archers Goblin Gang Barbarians Barbarian Hut
Arrows
Archers Goblin Gang
Royal Delivery
Archers Goblin Gang Barbarians Elite Barbarians Battle Ram
Fireball
Archers Goblin Gang Barbarians Elite Barbarians Battle Ram Barbarian Hut
Poison
Archers Goblin Gang Barbarians Barbarian Hut
Lightning
Elite Barbarians Battle Ram Barbarian Hut
Rocket
Barbarians Elite Barbarians Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log

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.

Battle Ram

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.

Elite Barbarians

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 Barbarians

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Archers Goblin Gang Battle Ram Barbarians Elite Barbarians Barbarian Hut

Shortest cycle

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

10 Zap The Log Archers Goblin Gang

Attack Synergies 3 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.

Zap
Elite Barbarians Battle Ram Archers Barbarian Hut The Log
Archers
Zap Elite Barbarians Battle Ram Barbarian Hut
Goblin Gang
Battle Ram Barbarian Hut
Barbarians
Elite Barbarians
Zap Archers Battle Ram The Log
Battle Ram
Zap The Log Archers Goblin Gang Elite Barbarians Barbarian Hut
Barbarian Hut
Zap Archers Goblin Gang Battle Ram
The Log
Battle Ram Zap Elite Barbarians

Defense Synergies 0 14

Zap
Archers Goblin Gang Barbarians Elite Barbarians Barbarian Hut The Log
Archers
Zap Goblin Gang Barbarian Hut The Log
Goblin Gang
Zap Archers Barbarians Barbarian Hut The Log
Barbarians
Zap Goblin Gang
Elite Barbarians
Zap The Log
Battle Ram
Barbarian Hut
Zap Archers Goblin Gang The Log
The Log
Zap Archers Goblin Gang Elite Barbarians Barbarian Hut

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.

Barbarian Hut Zap The Log
Barbarians Elite Barbarians Barbarian Hut Zap Goblin Gang The Log
Goblin Gang Barbarians Barbarian Hut Archers Elite Barbarians
Barbarians Elite Barbarians Barbarian Hut Goblin Gang
Barbarians Elite Barbarians The Log
Goblin Gang The Log Zap Archers
Zap Archers Goblin Gang Barbarian Hut
Barbarian Hut Zap Barbarians The Log
Barbarians Barbarian Hut Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Archers Barbarians
Archers Goblin Gang Barbarians Zap The Log
Zap Archers Goblin Gang Barbarian Hut
Barbarians Barbarian Hut Zap Goblin Gang Elite Barbarians The Log
Barbarian Hut Zap Goblin Gang Barbarians The Log
Barbarians Elite Barbarians Barbarian Hut Goblin Gang
Barbarians Barbarian Hut Zap Goblin Gang Elite Barbarians The Log
Barbarians Barbarian Hut Goblin Gang Elite Barbarians
Zap Archers Goblin Gang Barbarians Elite Barbarians Barbarian Hut The Log
Zap The Log Archers Barbarians Barbarian Hut
Barbarians Barbarian Hut Elite Barbarians
Goblin Gang Archers Barbarians Elite Barbarians The Log

Counters to secondary win conditions

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

Goblin Gang Barbarians Barbarian Hut Zap Archers Elite Barbarians
Zap Archers Goblin Gang Elite Barbarians The Log
Goblin Gang Barbarians Zap Elite Barbarians Barbarian Hut The Log
Goblin Gang Zap Barbarians Elite Barbarians Barbarian Hut The Log
Barbarians Barbarian Hut Goblin Gang Elite Barbarians
Zap Archers Goblin Gang
Goblin Gang Archers Barbarians Elite Barbarians Barbarian Hut
Barbarians Elite Barbarians Barbarian Hut
Zap Barbarians Elite Barbarians Barbarian Hut The Log
Goblin Gang Barbarians Barbarian Hut
Barbarians Elite Barbarians
Zap Barbarians Elite Barbarians The Log
Barbarians Elite Barbarians Goblin Gang Barbarian Hut
Archers Barbarians Barbarian Hut
Goblin Gang Barbarians Elite Barbarians Zap Archers Barbarian Hut The Log
Zap Archers Barbarians Elite Barbarians Barbarian Hut The Log

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.)

Barbarian Hut The Log
Zap The Log
Barbarian Hut The Log
Barbarians Barbarian Hut The Log
Zap The Log
Zap
Archers The Log
The Log Zap Barbarian Hut
The Log Zap
Goblin Gang Elite Barbarians
Zap The Log
Zap Archers
Elite Barbarians Barbarian Hut The Log
Zap Elite Barbarians Barbarian Hut The Log
Zap Barbarian Hut The Log
Barbarian Hut The Log
Zap Archers The Log
Zap The Log
The Log
The Log
Zap Barbarians Barbarian Hut The Log
Zap The Log
The Log Zap
Zap The Log
Zap The Log
Elite Barbarians Zap Archers
Zap
Elite Barbarians
Zap The Log
Zap
The Log
Zap Archers Goblin Gang Barbarians Barbarian Hut
Zap Archers
The Log
Goblin Gang
The Log Zap
Zap
Elite Barbarians
Zap Goblin Gang Elite Barbarians The Log
Zap
Zap The Log

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