My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Missing cards in your collection

Royal Ghost Magic Archer Mega Knight

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!
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!
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.

Fire Spirit 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.

Knight Dark Prince

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 Rage

Punishments

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

Goblin Gang Elite Barbarians Dark Prince

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.

Fire Spirit Knight Goblin Gang Barbarians Elite Barbarians Dark Prince

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 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
Goblin Gang Elite Barbarians Dark Prince
Giant Snowball
Fire Spirit Goblin Gang Barbarians
Zap
Fire Spirit Goblin Gang Dark Prince
Barbarian Barrel
Fire Spirit Knight Goblin Gang Barbarians Elite Barbarians Dark Prince
The Log
Fire Spirit Goblin Gang Barbarians Elite Barbarians Dark Prince
Earthquake
Goblin Gang Barbarians
Arrows
Fire Spirit Goblin Gang
Royal Delivery
Fire Spirit Knight Goblin Gang Barbarians Elite Barbarians Dark Prince
Fireball
Goblin Gang Barbarians Elite Barbarians
Poison
Goblin Gang Barbarians
Lightning
Knight Elite Barbarians Dark Prince
Rocket
Barbarians Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Dark Prince

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.

Fire Spirit Arrows Knight Rage Dark Prince

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.

Fire Spirit 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Rage Arrows Knight Goblin Gang Dark Prince Barbarians Elite Barbarians

Shortest cycle

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

9 Fire Spirit Rage Arrows Knight

Attack Synergies 3 8

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.

Fire Spirit
Knight Elite Barbarians Dark Prince
Arrows
Elite Barbarians Knight Dark Prince
Knight
Goblin Gang Fire Spirit Arrows Elite Barbarians
Goblin Gang
Knight Dark Prince
Barbarians
Elite Barbarians
Arrows Rage Fire Spirit Knight
Rage
Elite Barbarians Dark Prince
Dark Prince
Fire Spirit Arrows Goblin Gang Rage

Defense Synergies 3 5

Fire Spirit
Knight
Arrows
Knight Barbarians Dark Prince
Knight
Fire Spirit Goblin Gang Arrows
Goblin Gang
Knight Barbarians Dark Prince
Barbarians
Arrows Goblin Gang
Elite Barbarians
Dark Prince
Rage
Dark Prince
Elite Barbarians Arrows 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.

Knight
Barbarians Elite Barbarians Knight Goblin Gang Dark Prince
Goblin Gang Barbarians Fire Spirit Knight Elite Barbarians Dark Prince
Barbarians Elite Barbarians Knight Goblin Gang Dark Prince
Arrows Barbarians Elite Barbarians Dark Prince
Arrows Goblin Gang Fire Spirit Dark Prince
Fire Spirit Arrows Goblin Gang
Arrows Barbarians
Barbarians Goblin Gang Elite Barbarians
Knight Goblin Gang Elite Barbarians Fire Spirit Barbarians Dark Prince
Goblin Gang Barbarians Arrows Knight Dark Prince
Arrows Goblin Gang
Barbarians Fire Spirit Knight Goblin Gang Elite Barbarians Dark Prince
Fire Spirit Arrows Goblin Gang Barbarians Dark Prince
Barbarians Elite Barbarians Knight Goblin Gang
Barbarians Goblin Gang Elite Barbarians
Barbarians Arrows Knight Goblin Gang Elite Barbarians Dark Prince
Fire Spirit Arrows Knight Goblin Gang Barbarians Elite Barbarians Dark Prince
Arrows Fire Spirit Knight Barbarians Dark Prince
Barbarians Elite Barbarians
Goblin Gang Dark Prince Fire Spirit Arrows Knight Barbarians Elite Barbarians

Counters to secondary win conditions

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

Knight Goblin Gang Barbarians Elite Barbarians Dark Prince
Arrows Knight Goblin Gang Elite Barbarians
Goblin Gang Barbarians Knight Elite Barbarians Dark Prince
Goblin Gang Dark Prince Knight Barbarians Elite Barbarians
Barbarians Knight Goblin Gang Elite Barbarians Dark Prince
Fire Spirit Arrows Goblin Gang
Goblin Gang Dark Prince Knight Barbarians Elite Barbarians
Knight Barbarians Elite Barbarians Dark Prince
Knight Barbarians Elite Barbarians Dark Prince
Goblin Gang Barbarians
Knight Barbarians Elite Barbarians Dark Prince
Arrows Barbarians Elite Barbarians Dark Prince
Barbarians Elite Barbarians Dark Prince Knight Goblin Gang
Barbarians
Goblin Gang Barbarians Elite Barbarians Knight Dark Prince
Arrows Barbarians Elite Barbarians 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.)

Arrows Knight
Arrows
Arrows
Arrows Knight Barbarians Dark Prince
Fire Spirit Arrows Dark Prince
Arrows Fire Spirit
Fire Spirit Arrows
Arrows Fire Spirit
Arrows
Fire Spirit Goblin Gang Elite Barbarians
Arrows Knight Dark Prince
Fire Spirit Arrows
Fire Spirit Knight Elite Barbarians
Arrows
Arrows Elite Barbarians
Arrows
Arrows
Arrows
Fire Spirit Arrows Dark Prince
Fire Spirit Arrows
Arrows
Arrows Barbarians
Arrows Fire Spirit Dark Prince
Arrows
Arrows
Arrows
Elite Barbarians Fire Spirit Arrows
Elite Barbarians
Arrows
Arrows
Arrows
Fire Spirit Goblin Gang Barbarians Dark Prince
Fire Spirit Arrows
Arrows
Knight Goblin Gang Dark Prince
Arrows
Arrows
Elite Barbarians Dark Prince
Goblin Gang Elite Barbarians
Dark Prince

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