My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Magic Archer

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Fire Spirit Bats Goblin Gang Inferno Tower

Defensive buildings

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

Inferno Tower

Investments

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

Bats

Offensive cards

Win conditions

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

Goblin Barrel

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 Goblin Barrel

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.

Fire Spirit Goblin Gang

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

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 Goblin Barrel Skeleton Army
Giant Snowball
Fire Spirit Bats Goblin Gang Goblin Barrel Skeleton Army
Zap
Fire Spirit Bats Goblin Gang Inferno Tower Goblin Barrel Skeleton Army
Barbarian Barrel
Fire Spirit Goblin Gang Inferno Tower Goblin Barrel Skeleton Army
The Log
Fire Spirit Goblin Gang Goblin Barrel Skeleton Army
Earthquake
Goblin Gang Inferno Tower Goblin Barrel Skeleton Army
Arrows
Fire Spirit Bats Goblin Gang Goblin Barrel Skeleton Army
Royal Delivery
Fire Spirit Bats Goblin Gang Goblin Barrel Skeleton Army
Fireball
Goblin Gang Inferno Tower Goblin Barrel Skeleton Army
Poison
Bats Goblin Gang Inferno Tower Skeleton Army
Lightning
Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap The Log

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 Bats Inferno Tower Skeleton Army

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 Skeleton Army

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 Goblin Barrel

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.

Fire Spirit Bats Zap The Log Goblin Gang Goblin Barrel Skeleton Army Inferno Tower

Shortest cycle

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

7 Fire Spirit Bats Zap The Log

Attack Synergies 1 6

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
Zap Goblin Barrel
Bats
Zap Goblin Barrel
Zap
Fire Spirit Bats The Log
Goblin Gang
Goblin Barrel
Inferno Tower
Goblin Barrel
Goblin Gang Fire Spirit Bats Skeleton Army
Skeleton Army
Goblin Barrel
The Log
Zap

Defense Synergies 3 13

Fire Spirit
Zap Inferno Tower The Log
Bats
Zap Inferno Tower The Log
Zap
Fire Spirit Bats Goblin Gang Inferno Tower Skeleton Army The Log
Goblin Gang
Inferno Tower Zap Skeleton Army The Log
Inferno Tower
Goblin Gang Skeleton Army The Log Fire Spirit Bats Zap
Goblin Barrel
Skeleton Army
Inferno Tower Zap Goblin Gang The Log
The Log
Inferno Tower Fire Spirit Bats Zap Goblin Gang Skeleton Army

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.

Zap Inferno Tower The Log
Inferno Tower Skeleton Army Bats Zap Goblin Gang The Log
Goblin Gang Inferno Tower Skeleton Army Fire Spirit Bats
Inferno Tower Skeleton Army Bats Goblin Gang
Skeleton Army The Log
Goblin Gang Skeleton Army The Log Fire Spirit Bats Zap
Bats Inferno Tower Fire Spirit Zap Goblin Gang
Zap Inferno Tower The Log
Inferno Tower Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Fire Spirit Inferno Tower
Bats Goblin Gang Skeleton Army Zap The Log
Inferno Tower Bats Zap Goblin Gang
Inferno Tower Skeleton Army Fire Spirit Bats Zap Goblin Gang The Log
Fire Spirit Skeleton Army Bats Zap Goblin Gang The Log
Inferno Tower Skeleton Army Goblin Gang
Inferno Tower Skeleton Army Zap Goblin Gang The Log
Bats Goblin Gang Inferno Tower Skeleton Army
Fire Spirit Bats Zap Goblin Gang Skeleton Army The Log
Zap The Log Fire Spirit Bats
Inferno Tower
Goblin Gang Skeleton Army Fire Spirit Bats The Log

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Zap Inferno Tower
Zap Goblin Gang The Log
Goblin Gang Skeleton Army Bats Zap Inferno Tower The Log
Goblin Gang Skeleton Army Bats Zap Inferno Tower The Log
Inferno Tower Goblin Gang Skeleton Army
Fire Spirit Bats Zap Goblin Gang
Goblin Gang Skeleton Army Bats Inferno Tower
Inferno Tower Skeleton Army
Zap Bats Inferno Tower Skeleton Army The Log
Inferno Tower Goblin Gang Skeleton Army
Bats Inferno Tower
Skeleton Army Zap The Log
Skeleton Army Goblin Gang Inferno Tower
Skeleton Army
Goblin Gang Inferno Tower Skeleton Army Bats Zap The Log
Bats Zap Inferno Tower 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.)

The Log
Zap The Log
The Log
The Log
Fire Spirit Zap The Log
Fire Spirit Bats Zap
Fire Spirit The Log
The Log Fire Spirit Zap
The Log Zap
Fire Spirit Bats Goblin Gang
Zap The Log
Fire Spirit Zap
Fire Spirit The Log
Zap The Log
Zap The Log
The Log
Bats
Fire Spirit Zap The Log
Fire Spirit Zap The Log
The Log
The Log
Zap The Log
Zap The Log Fire Spirit
The Log Zap
Zap The Log
Zap The Log
Fire Spirit Bats Zap
Zap Bats
Zap The Log
Zap
The Log
Zap Fire Spirit Bats Goblin Gang Skeleton Army
Fire Spirit Zap
The Log
Goblin Gang
The Log Zap
Zap
Zap Bats Goblin Gang The Log
Bats Zap
Zap The Log

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