My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Dart Goblin

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 Giant Skeleton

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 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 Dart Goblin Giant Skeleton

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 Giant Skeleton

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

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 Skeleton Army Giant Skeleton

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 Dart Goblin 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.

Mediocre

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 Dart Goblin Goblin Barrel Skeleton Army Giant Skeleton

Shortest cycle

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

7 Fire Spirit Bats Zap The Log

Attack Synergies 2 13

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 Giant Skeleton
Bats
Giant Skeleton Zap Goblin Barrel
Zap
Fire Spirit Bats Dart Goblin Giant Skeleton The Log
Dart Goblin
Goblin Barrel Zap Giant Skeleton The Log
Goblin Barrel
Dart Goblin Fire Spirit Bats Skeleton Army Giant Skeleton
Skeleton Army
Goblin Barrel
Giant Skeleton
Bats Fire Spirit Zap Dart Goblin Goblin Barrel The Log
The Log
Zap Dart Goblin Giant Skeleton

Defense Synergies 0 17

Fire Spirit
Zap Giant Skeleton The Log
Bats
Zap Dart Goblin Giant Skeleton The Log
Zap
Fire Spirit Bats Dart Goblin Skeleton Army Giant Skeleton The Log
Dart Goblin
Bats Zap Skeleton Army Giant Skeleton The Log
Goblin Barrel
Skeleton Army
Zap Dart Goblin Giant Skeleton The Log
Giant Skeleton
Fire Spirit Bats Zap Dart Goblin Skeleton Army The Log
The Log
Fire Spirit Bats Zap Dart Goblin Skeleton Army Giant Skeleton

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 Dart Goblin The Log
Skeleton Army Bats Zap Dart Goblin The Log
Skeleton Army Fire Spirit Bats Dart Goblin Giant Skeleton
Skeleton Army Bats Dart Goblin
Skeleton Army Giant Skeleton The Log
Skeleton Army The Log Fire Spirit Bats Zap Dart Goblin
Bats Dart Goblin Fire Spirit Zap
Zap Dart Goblin Giant Skeleton The Log
Skeleton Army
Skeleton Army Fire Spirit Dart Goblin Giant Skeleton
Bats Dart Goblin Skeleton Army Zap Giant Skeleton The Log
Bats Zap Dart Goblin
Skeleton Army Fire Spirit Bats Zap Giant Skeleton The Log
Fire Spirit Skeleton Army Bats Zap Dart Goblin The Log
Skeleton Army
Skeleton Army Zap The Log
Bats Skeleton Army
Fire Spirit Bats Zap Dart Goblin Skeleton Army The Log
Zap The Log Fire Spirit Bats Dart Goblin Giant Skeleton
Dart Goblin
Skeleton Army Fire Spirit Bats Dart Goblin Giant Skeleton The Log

Counters to secondary win conditions

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

Skeleton Army Zap Giant Skeleton
Zap The Log
Skeleton Army Giant Skeleton Bats Zap The Log
Skeleton Army Giant Skeleton Bats Zap The Log
Giant Skeleton Skeleton Army
Fire Spirit Bats Zap Dart Goblin
Skeleton Army Bats Dart Goblin Giant Skeleton
Giant Skeleton Skeleton Army
Zap Giant Skeleton Bats Skeleton Army The Log
Dart Goblin Skeleton Army
Bats Dart Goblin Giant Skeleton
Skeleton Army Zap Giant Skeleton The Log
Skeleton Army Giant Skeleton
Dart Goblin Skeleton Army
Skeleton Army Bats Zap Dart Goblin Giant Skeleton The Log
Bats Zap Dart Goblin Giant Skeleton 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.)

Dart Goblin Giant Skeleton The Log
Zap Dart Goblin The Log
Dart Goblin Giant Skeleton The Log
Dart Goblin Giant Skeleton The Log
Fire Spirit Zap The Log
Fire Spirit Bats Zap Dart Goblin
Fire Spirit Dart Goblin The Log
The Log Fire Spirit Zap Dart Goblin
The Log Zap Dart Goblin
Fire Spirit Bats
Zap Dart Goblin The Log
Fire Spirit Zap Dart Goblin
Fire Spirit Dart Goblin The Log
Dart Goblin
Zap Dart Goblin The Log
Zap Dart Goblin The Log
Dart Goblin The Log
Bats
Fire Spirit Zap Dart Goblin The Log
Fire Spirit Zap Dart Goblin The Log
Giant Skeleton The Log
The Log
Zap The Log
Zap The Log Fire Spirit
The Log Zap Dart Goblin
Zap The Log
Zap Dart Goblin The Log
Fire Spirit Bats Zap Dart Goblin
Zap Bats Dart Goblin
Zap Dart Goblin The Log
Zap
Giant Skeleton
The Log
Zap Fire Spirit Bats Dart Goblin Skeleton Army
Fire Spirit Zap Dart Goblin
The Log
Dart Goblin
The Log Zap Dart Goblin
Zap Giant Skeleton
Dart Goblin
Zap Bats Dart Goblin Giant Skeleton The Log
Bats Zap Dart Goblin
Zap Dart Goblin Giant Skeleton The Log

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