My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Fisherman

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Goblin Hut Baby Dragon Ice Wizard

Defensive buildings

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

Goblin Hut

Investments

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

Knight Giant Goblin Hut Baby Dragon Ice Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Poison

Punishments

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

Goblin Gang Giant

Pump responses

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

Poison

Dropped at the bridge

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

Knight Goblin Gang Giant Baby Dragon

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
Giant Snowball
Goblin Gang Goblin Hut Baby Dragon
Zap
Goblin Gang Goblin Hut
Barbarian Barrel
Knight Goblin Gang Goblin Hut Ice Wizard
The Log
Goblin Gang Goblin Hut
Earthquake
Goblin Gang Goblin Hut
Arrows
Goblin Gang Goblin Hut
Royal Delivery
Knight Goblin Gang Goblin Hut Baby Dragon Ice Wizard
Fireball
Goblin Gang Goblin Hut Baby Dragon Ice Wizard
Poison
Goblin Gang Goblin Hut Ice Wizard
Lightning
Knight Goblin Hut Baby Dragon Ice Wizard
Rocket
Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Poison Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon Poison 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.

Arrows Knight Baby Dragon Poison Ice Wizard

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 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.

Arrows Knight Goblin Gang Ice Wizard Baby Dragon Poison Giant Goblin Hut

Shortest cycle

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

12 Arrows Knight Goblin Gang Ice Wizard

Attack Synergies 4 14

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
Giant Knight
Knight
Goblin Gang Baby Dragon Arrows Goblin Hut Poison Ice Wizard
Goblin Gang
Knight Giant Goblin Hut Baby Dragon
Giant
Arrows Poison Goblin Gang Goblin Hut Baby Dragon Ice Wizard
Goblin Hut
Knight Goblin Gang Giant Baby Dragon Ice Wizard
Baby Dragon
Knight Goblin Gang Giant Goblin Hut Poison Ice Wizard
Poison
Giant Knight Baby Dragon
Ice Wizard
Knight Giant Goblin Hut Baby Dragon

Defense Synergies 3 11

Arrows
Knight Goblin Hut Ice Wizard
Knight
Goblin Gang Ice Wizard Arrows Goblin Hut Baby Dragon Poison
Goblin Gang
Knight Goblin Hut Ice Wizard
Giant
Goblin Hut
Arrows Knight Goblin Gang Baby Dragon Ice Wizard
Baby Dragon
Ice Wizard Knight Goblin Hut
Poison
Knight Ice Wizard
Ice Wizard
Knight Baby Dragon Arrows Goblin Gang Goblin Hut Poison

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.

Knight Goblin Hut Baby Dragon
Knight Goblin Gang Goblin Hut Ice Wizard
Goblin Gang Goblin Hut Knight Ice Wizard
Goblin Hut Knight Goblin Gang Ice Wizard
Arrows Poison
Arrows Goblin Gang Baby Dragon Ice Wizard
Arrows Goblin Gang Goblin Hut Baby Dragon Poison Ice Wizard
Arrows Baby Dragon Poison
Goblin Gang Goblin Hut Ice Wizard
Knight Goblin Gang Ice Wizard
Goblin Gang Poison Ice Wizard Arrows Knight Goblin Hut Baby Dragon
Arrows Goblin Gang Goblin Hut Baby Dragon Poison Ice Wizard
Goblin Hut Knight Goblin Gang Ice Wizard
Arrows Goblin Gang Goblin Hut Baby Dragon Poison
Knight Goblin Gang Goblin Hut
Goblin Gang Goblin Hut
Arrows Knight Goblin Gang Goblin Hut Poison
Arrows Knight Goblin Gang Goblin Hut Baby Dragon Ice Wizard
Arrows Baby Dragon Poison Knight Goblin Hut Ice Wizard
Goblin Hut
Goblin Gang Arrows Knight Baby Dragon Poison

Counters to secondary win conditions

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

Knight Goblin Gang Goblin Hut
Poison Arrows Knight Goblin Gang Baby Dragon
Goblin Gang Knight Goblin Hut
Goblin Gang Knight
Knight Goblin Gang Goblin Hut
Arrows Poison Goblin Gang Goblin Hut Baby Dragon Ice Wizard
Goblin Gang Knight Goblin Hut Ice Wizard
Knight
Knight Goblin Hut Baby Dragon Poison
Goblin Gang Goblin Hut
Knight Goblin Hut
Arrows Poison
Knight Goblin Gang
Baby Dragon
Goblin Gang Goblin Hut Knight Baby Dragon Poison
Arrows Poison Goblin Hut Baby Dragon 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.)

Poison Arrows Knight Baby Dragon
Arrows Poison Baby Dragon Ice Wizard
Arrows Goblin Hut Baby Dragon Poison
Arrows Knight Poison
Poison Arrows Baby Dragon
Arrows Poison Baby Dragon Ice Wizard
Arrows Baby Dragon Poison
Arrows Poison Baby Dragon Ice Wizard
Arrows Poison
Goblin Gang Poison
Poison Arrows Knight
Poison Arrows Baby Dragon
Poison Knight Goblin Hut Baby Dragon
Arrows Baby Dragon Poison
Arrows Goblin Hut Baby Dragon Poison
Arrows Goblin Hut Baby Dragon Poison
Arrows Goblin Hut Baby Dragon Poison
Arrows Poison
Arrows Baby Dragon Poison
Arrows Baby Dragon Poison
Baby Dragon Poison
Arrows Poison
Arrows Baby Dragon Poison
Arrows Poison Baby Dragon Ice Wizard
Arrows Poison Baby Dragon Ice Wizard
Arrows Baby Dragon Poison
Poison Arrows Baby Dragon
Poison Arrows Baby Dragon Ice Wizard
Goblin Hut Poison
Poison Arrows
Arrows Poison
Arrows Poison
Goblin Gang Goblin Hut
Poison Arrows Baby Dragon Ice Wizard
Arrows
Poison Knight Goblin Gang Baby Dragon
Arrows Baby Dragon Poison
Arrows Poison
Goblin Gang Baby Dragon Poison
Poison
Poison Baby Dragon

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