My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Ram Rider

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Archers Goblin Gang Electro 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 Archers Dark Prince Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball

Punishments

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

Goblin Gang Hog Rider Dark Prince Lumberjack

Pump responses

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

Fireball

Dropped at the bridge

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

Goblin Gang Hog Rider Dark Prince Lumberjack

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.

Hog Rider Dark Prince Electro Wizard Lumberjack

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 Archers Goblin Gang Hog Rider Dark Prince
Giant Snowball
Bats Archers Goblin Gang Hog Rider Lumberjack
Zap
Bats Archers Goblin Gang Dark Prince
Barbarian Barrel
Archers Goblin Gang Dark Prince Electro Wizard Lumberjack
The Log
Archers Goblin Gang Hog Rider Dark Prince Lumberjack
Earthquake
Archers Goblin Gang Hog Rider
Arrows
Bats Archers Goblin Gang
Royal Delivery
Bats Archers Goblin Gang Hog Rider Dark Prince Electro Wizard Lumberjack
Fireball
Archers Goblin Gang Hog Rider Electro Wizard Lumberjack
Poison
Bats Archers Goblin Gang Electro Wizard
Lightning
Dark Prince Electro Wizard Lumberjack
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Dark Prince

Ladder info

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 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.

Fireball

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 Fireball Electro 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 Archers Goblin Gang Fireball Hog Rider Dark Prince Electro Wizard Lumberjack

Shortest cycle

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

12 Bats Archers Goblin Gang Fireball

Attack Synergies 3 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.

Bats
Hog Rider Dark Prince Lumberjack
Archers
Hog Rider Dark Prince Lumberjack
Goblin Gang
Hog Rider Dark Prince
Fireball
Hog Rider Dark Prince Electro Wizard
Hog Rider
Bats Goblin Gang Fireball Archers Dark Prince Electro Wizard Lumberjack
Dark Prince
Bats Archers Goblin Gang Fireball Hog Rider Electro Wizard Lumberjack
Electro Wizard
Fireball Hog Rider Dark Prince Lumberjack
Lumberjack
Bats Archers Hog Rider Dark Prince Electro Wizard

Defense Synergies 0 15

Bats
Dark Prince Electro Wizard Lumberjack
Archers
Goblin Gang Dark Prince Electro Wizard Lumberjack
Goblin Gang
Archers Dark Prince Electro Wizard Lumberjack
Fireball
Dark Prince Electro Wizard Lumberjack
Hog Rider
Dark Prince
Bats Archers Goblin Gang Fireball Electro Wizard
Electro Wizard
Bats Archers Goblin Gang Fireball Dark Prince Lumberjack
Lumberjack
Bats Archers Goblin Gang Fireball Electro Wizard

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.

Fireball Electro Wizard
Lumberjack Bats Goblin Gang Dark Prince Electro Wizard
Goblin Gang Lumberjack Bats Archers Dark Prince Electro Wizard
Lumberjack Bats Goblin Gang Dark Prince Electro Wizard
Fireball Dark Prince Lumberjack
Goblin Gang Fireball Bats Archers Dark Prince Electro Wizard Lumberjack
Bats Electro Wizard Archers Goblin Gang Fireball
Fireball Electro Wizard
Goblin Gang Lumberjack
Goblin Gang Archers Dark Prince Electro Wizard Lumberjack
Bats Archers Goblin Gang Electro Wizard Fireball Dark Prince Lumberjack
Bats Archers Goblin Gang Fireball Electro Wizard
Lumberjack Bats Goblin Gang Fireball Dark Prince Electro Wizard
Fireball Bats Goblin Gang Dark Prince Electro Wizard Lumberjack
Goblin Gang Electro Wizard Lumberjack
Goblin Gang Fireball Electro Wizard Lumberjack
Bats Goblin Gang Fireball Dark Prince Electro Wizard Lumberjack
Fireball Bats Archers Goblin Gang Dark Prince Electro Wizard Lumberjack
Bats Archers Fireball Dark Prince Electro Wizard Lumberjack
Electro Wizard Lumberjack
Goblin Gang Dark Prince Bats Archers Fireball Electro Wizard Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Archers Fireball Dark Prince Electro Wizard
Fireball Electro Wizard Archers Goblin Gang Lumberjack
Goblin Gang Lumberjack Bats Dark Prince Electro Wizard
Goblin Gang Dark Prince Lumberjack Bats Fireball Electro Wizard
Goblin Gang Dark Prince Lumberjack
Fireball Bats Archers Goblin Gang Electro Wizard
Goblin Gang Dark Prince Bats Archers Fireball Electro Wizard Lumberjack
Dark Prince Lumberjack
Electro Wizard Bats Fireball Dark Prince
Goblin Gang
Bats Dark Prince Lumberjack
Fireball Dark Prince Electro Wizard
Dark Prince Goblin Gang Fireball Lumberjack
Archers Fireball
Goblin Gang Electro Wizard Bats Archers Fireball Dark Prince Lumberjack
Bats Archers Fireball Dark Prince Electro 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.)

Fireball
Fireball Electro Wizard
Fireball
Fireball Dark Prince
Fireball Dark Prince
Fireball Bats
Archers
Fireball
Fireball
Bats Goblin Gang Fireball Electro Wizard Lumberjack
Fireball Dark Prince Electro Wizard
Fireball Archers
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Bats
Archers Fireball Dark Prince Electro Wizard
Fireball
Fireball
Fireball
Fireball
Fireball Dark Prince
Fireball Electro Wizard
Fireball
Fireball
Bats Archers Fireball Electro Wizard
Electro Wizard Bats Fireball
Fireball
Fireball
Fireball Electro Wizard
Fireball
Electro Wizard Bats Archers Goblin Gang Fireball Dark Prince
Fireball Archers Electro Wizard
Fireball
Fireball Goblin Gang Dark Prince Electro Wizard Lumberjack
Fireball
Fireball
Dark Prince
Bats Goblin Gang Fireball Electro Wizard
Bats Fireball Electro Wizard
Fireball Dark Prince Electro Wizard

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