My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Elixir Golem Bandit Ram Rider

Deck tips

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

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.

Bats Goblin Gang Musketeer Ice 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.

Bats Elixir Golem Musketeer Balloon Ice Wizard

Offensive cards

Win conditions

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

Elixir Golem Goblin Barrel Balloon

Damage spells

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

Giant Snowball

Punishments

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

Goblin Gang Elixir Golem Goblin Barrel Balloon

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Goblin Gang Elixir Golem Balloon

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 Balloon

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
Bats Goblin Gang Elixir Golem Goblin Barrel Balloon
Giant Snowball
Bats Goblin Gang Musketeer Goblin Barrel Balloon
Zap
Bats Goblin Gang Goblin Barrel Balloon
Barbarian Barrel
Goblin Gang Elixir Golem Musketeer Goblin Barrel Ice Wizard
The Log
Goblin Gang Elixir Golem Musketeer Goblin Barrel
Earthquake
Goblin Gang Elixir Golem Goblin Barrel
Arrows
Bats Goblin Gang Goblin Barrel
Royal Delivery
Bats Goblin Gang Elixir Golem Musketeer Goblin Barrel Balloon Ice Wizard
Fireball
Goblin Gang Elixir Golem Musketeer Goblin Barrel Balloon Ice Wizard
Poison
Bats Goblin Gang Elixir Golem Musketeer Balloon Ice Wizard
Lightning
Musketeer Balloon Ice Wizard
Rocket
Musketeer Balloon

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Ice Wizard

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.

Bats Elixir Golem Ice Wizard

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 Gang Musketeer Goblin Barrel Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Giant Snowball Goblin Gang Elixir Golem Goblin Barrel Ice Wizard Musketeer Balloon

Shortest cycle

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

10 Bats Giant Snowball Goblin Gang Elixir Golem

Attack Synergies 3 15

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.

Bats
Balloon Elixir Golem Goblin Barrel
Giant Snowball
Balloon Elixir Golem Musketeer Goblin Barrel
Goblin Gang
Goblin Barrel Elixir Golem Balloon
Elixir Golem
Bats Giant Snowball Goblin Gang Musketeer Goblin Barrel Balloon Ice Wizard
Musketeer
Giant Snowball Elixir Golem Balloon
Goblin Barrel
Goblin Gang Bats Giant Snowball Elixir Golem Balloon Ice Wizard
Balloon
Bats Giant Snowball Goblin Gang Elixir Golem Musketeer Goblin Barrel Ice Wizard
Ice Wizard
Elixir Golem Goblin Barrel Balloon

Defense Synergies 2 6

Bats
Giant Snowball Musketeer Ice Wizard
Giant Snowball
Goblin Gang Bats Musketeer Ice Wizard
Goblin Gang
Giant Snowball Musketeer Ice Wizard
Elixir Golem
Musketeer
Goblin Gang Bats Giant Snowball
Goblin Barrel
Balloon
Ice Wizard
Bats Giant Snowball Goblin Gang

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.

Musketeer
Bats Goblin Gang Musketeer Ice Wizard
Goblin Gang Bats Giant Snowball Musketeer Ice Wizard
Bats Goblin Gang Musketeer Ice Wizard
Goblin Gang Bats Giant Snowball Musketeer Ice Wizard
Bats Giant Snowball Musketeer Goblin Gang Ice Wizard
Musketeer
Goblin Gang Musketeer Ice Wizard
Goblin Gang Giant Snowball Musketeer Ice Wizard
Bats Goblin Gang Ice Wizard Giant Snowball Musketeer
Musketeer Bats Giant Snowball Goblin Gang Ice Wizard
Bats Giant Snowball Goblin Gang Musketeer Ice Wizard
Bats Giant Snowball Goblin Gang
Goblin Gang
Giant Snowball Goblin Gang
Bats Goblin Gang Musketeer
Bats Giant Snowball Goblin Gang Musketeer Ice Wizard
Giant Snowball Bats Musketeer Ice Wizard
Musketeer
Goblin Gang Bats Giant Snowball Musketeer

Counters to secondary win conditions

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

Goblin Gang Giant Snowball
Giant Snowball Goblin Gang Musketeer
Goblin Gang Bats Musketeer
Goblin Gang Bats Musketeer
Goblin Gang Musketeer
Bats Giant Snowball Goblin Gang Musketeer Ice Wizard
Goblin Gang Bats Musketeer Ice Wizard
Bats Giant Snowball
Goblin Gang Musketeer
Bats Musketeer
Giant Snowball
Goblin Gang
Musketeer
Goblin Gang Bats Musketeer
Bats Giant Snowball Musketeer Ice Wizard

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.)

Musketeer
Giant Snowball Musketeer Ice Wizard
Musketeer
Giant Snowball
Bats Giant Snowball Musketeer Ice Wizard
Musketeer
Giant Snowball Ice Wizard
Giant Snowball
Bats Giant Snowball Goblin Gang Musketeer
Musketeer
Giant Snowball Musketeer
Giant Snowball Musketeer
Musketeer
Giant Snowball Musketeer
Giant Snowball Musketeer
Musketeer
Giant Snowball
Bats
Giant Snowball Musketeer
Giant Snowball
Musketeer
Giant Snowball
Musketeer
Giant Snowball Musketeer
Giant Snowball Ice Wizard
Giant Snowball Musketeer Ice Wizard
Giant Snowball Musketeer
Musketeer
Bats Giant Snowball Musketeer Ice Wizard
Bats Giant Snowball Musketeer
Giant Snowball
Giant Snowball Musketeer
Giant Snowball
Giant Snowball
Bats Goblin Gang Musketeer
Giant Snowball Musketeer Ice Wizard
Goblin Gang Musketeer
Giant Snowball Musketeer
Giant Snowball
Musketeer
Bats Giant Snowball Goblin Gang Musketeer
Bats Giant Snowball Musketeer
Giant Snowball Musketeer

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