My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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.

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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Witch Electro Wizard Ram Rider

Defensive buildings

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

Mortar

Investments

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

Skeletons Witch Electro Wizard Ram Rider Mega Knight

Offensive cards

Win conditions

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

Mortar Ram Rider

Damage spells

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

Zap

Punishments

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

Goblin Gang Mortar Ram Rider Mega Knight

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.

Goblin Gang Mortar Ram Rider Mega Knight

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.

Electro Wizard Ram Rider

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
Skeletons Goblin Gang Ram Rider
Giant Snowball
Skeletons Goblin Gang Witch Ram Rider
Zap
Skeletons Goblin Gang Mortar Witch Ram Rider
Barbarian Barrel
Skeletons Goblin Gang Mortar Witch Electro Wizard
The Log
Skeletons Goblin Gang Witch Ram Rider
Earthquake
Skeletons Goblin Gang Mortar Witch
Arrows
Skeletons Goblin Gang Witch
Royal Delivery
Skeletons Goblin Gang Witch Electro Wizard Ram Rider
Fireball
Goblin Gang Mortar Witch Electro Wizard Ram Rider
Poison
Goblin Gang Mortar Witch Electro Wizard
Lightning
Mortar Witch Electro Wizard Ram Rider
Rocket
Mortar Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mortar Mega Knight

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.

Mega Knight

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 Witch 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Goblin Gang Mortar Electro Wizard Witch Ram Rider Mega Knight

Shortest cycle

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

10 Skeletons Zap Goblin Gang Mortar

Attack Synergies 2 10

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.

Skeletons
Zap
Electro Wizard Ram Rider Mortar Witch Mega Knight
Goblin Gang
Mortar
Mortar
Zap Goblin Gang Ram Rider
Witch
Zap Ram Rider Mega Knight
Electro Wizard
Zap Ram Rider Mega Knight
Ram Rider
Zap Mortar Witch Electro Wizard Mega Knight
Mega Knight
Zap Witch Electro Wizard Ram Rider

Defense Synergies 2 16

Skeletons
Zap Mortar Witch Electro Wizard Ram Rider
Zap
Electro Wizard Mega Knight Skeletons Goblin Gang Mortar Witch Ram Rider
Goblin Gang
Zap Mortar Electro Wizard
Mortar
Skeletons Zap Goblin Gang Electro Wizard
Witch
Skeletons Zap Electro Wizard Mega Knight
Electro Wizard
Zap Skeletons Goblin Gang Mortar Witch Ram Rider Mega Knight
Ram Rider
Skeletons Zap Electro Wizard
Mega Knight
Zap Witch 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.

Zap Mortar Electro Wizard Ram Rider
Skeletons Zap Goblin Gang Mortar Witch Electro Wizard Ram Rider Mega Knight
Goblin Gang Mortar Witch Ram Rider Mega Knight Skeletons Electro Wizard
Witch Skeletons Goblin Gang Mortar Electro Wizard Ram Rider Mega Knight
Mega Knight
Goblin Gang Skeletons Zap Electro Wizard Mega Knight
Electro Wizard Ram Rider Zap Goblin Gang Mortar Witch
Zap Electro Wizard Ram Rider Mega Knight
Witch Skeletons Goblin Gang Mortar
Goblin Gang Skeletons Electro Wizard Mega Knight
Goblin Gang Witch Electro Wizard Skeletons Zap Ram Rider Mega Knight
Zap Goblin Gang Witch Electro Wizard Ram Rider
Mortar Mega Knight Skeletons Zap Goblin Gang Witch Electro Wizard Ram Rider
Mega Knight Zap Goblin Gang Mortar Witch Electro Wizard
Goblin Gang Mortar Electro Wizard Ram Rider Mega Knight
Zap Goblin Gang Mortar Electro Wizard Ram Rider Mega Knight
Mega Knight Skeletons Goblin Gang Mortar Witch Electro Wizard
Mortar Mega Knight Zap Goblin Gang Witch Electro Wizard Ram Rider
Zap Mortar Witch Electro Wizard Ram Rider Mega Knight
Mortar Electro Wizard Ram Rider
Goblin Gang Mega Knight Witch Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Skeletons Zap Witch Electro Wizard
Electro Wizard Zap Goblin Gang Mortar Mega Knight
Goblin Gang Mega Knight Skeletons Zap Witch Electro Wizard Ram Rider
Goblin Gang Mega Knight Zap Electro Wizard Ram Rider
Skeletons Goblin Gang Witch Ram Rider Mega Knight
Skeletons Zap Goblin Gang Witch Electro Wizard Ram Rider
Goblin Gang Skeletons Witch Electro Wizard Ram Rider
Mega Knight
Zap Electro Wizard Mega Knight Skeletons Mortar Witch
Witch Skeletons Goblin Gang
Mega Knight Witch
Mega Knight Zap Electro Wizard
Mega Knight Skeletons Goblin Gang Witch Ram Rider
Witch Mega Knight
Goblin Gang Witch Electro Wizard Skeletons Zap Mortar
Mega Knight Zap Witch 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.)

Mortar
Mortar Zap Electro Wizard Ram Rider
Zap Mortar Mega Knight
Zap Witch Ram Rider
Mortar Witch
Zap Ram Rider
Zap Mortar Ram Rider
Goblin Gang Electro Wizard
Zap Mortar Electro Wizard Ram Rider
Zap
Mortar
Mortar
Zap Mortar
Zap Mortar Witch
Mortar Mega Knight
Mortar
Zap Mortar Electro Wizard Mega Knight
Zap Mortar Witch Mega Knight
Mega Knight
Zap Mortar
Zap Mortar Witch Mega Knight
Witch
Mortar Zap Witch Electro Wizard Ram Rider
Zap Mortar Witch Ram Rider Mega Knight
Zap Mortar
Zap Witch Electro Wizard
Zap Electro Wizard Witch
Zap Mortar Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Goblin Gang Witch
Zap Witch Electro Wizard Ram Rider
Goblin Gang Electro Wizard Mega Knight
Zap Mortar
Zap
Mega Knight
Zap Goblin Gang Witch Electro Wizard
Zap Witch Electro Wizard
Zap Mortar Witch Electro Wizard Mega Knight

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