My Best Clash Royale Deck

Deck Check Rating

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

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.

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.

Spear Goblins Goblin Gang Electro Wizard Inferno Dragon Ram Rider

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.

Skeletons Spear Goblins Knight Electro Wizard Inferno Dragon Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows

Punishments

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

Goblin Gang Ram Rider

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.

Spear Goblins Knight Goblin Gang Ram Rider

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 Spear Goblins Goblin Gang Inferno Dragon Ram Rider
Giant Snowball
Skeletons Spear Goblins Goblin Gang Inferno Dragon Ram Rider
Zap
Skeletons Spear Goblins Goblin Gang Inferno Dragon Ram Rider
Barbarian Barrel
Skeletons Spear Goblins Knight Goblin Gang Electro Wizard
The Log
Skeletons Spear Goblins Goblin Gang Ram Rider
Earthquake
Skeletons Spear Goblins Goblin Gang
Arrows
Skeletons Spear Goblins Goblin Gang
Royal Delivery
Skeletons Spear Goblins Knight Goblin Gang Electro Wizard Inferno Dragon Ram Rider
Fireball
Goblin Gang Electro Wizard Inferno Dragon Ram Rider
Poison
Spear Goblins Goblin Gang Electro Wizard
Lightning
Knight Electro Wizard Inferno Dragon Ram Rider
Rocket
Inferno Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Spear Goblins Arrows Knight Inferno Dragon

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 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 Spear Goblins Arrows Knight Goblin Gang Electro Wizard Inferno Dragon Ram Rider

Shortest cycle

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

9 Skeletons Spear Goblins Arrows Knight

Attack Synergies 2 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.

Skeletons
Spear Goblins
Knight Goblin Gang Inferno Dragon Ram Rider
Arrows
Knight Ram Rider
Knight
Spear Goblins Goblin Gang Arrows Electro Wizard Ram Rider
Goblin Gang
Knight Spear Goblins
Electro Wizard
Knight Ram Rider
Inferno Dragon
Spear Goblins
Ram Rider
Spear Goblins Arrows Knight Electro Wizard

Defense Synergies 3 14

Skeletons
Spear Goblins Knight Electro Wizard Inferno Dragon Ram Rider
Spear Goblins
Knight Skeletons Arrows Goblin Gang Electro Wizard Inferno Dragon
Arrows
Spear Goblins Knight
Knight
Spear Goblins Goblin Gang Electro Wizard Skeletons Arrows
Goblin Gang
Knight Spear Goblins Electro Wizard Inferno Dragon
Electro Wizard
Knight Skeletons Spear Goblins Goblin Gang Inferno Dragon Ram Rider
Inferno Dragon
Skeletons Spear Goblins Goblin Gang Electro Wizard
Ram Rider
Skeletons 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.

Spear Goblins Knight Electro Wizard Ram Rider
Inferno Dragon Skeletons Knight Goblin Gang Electro Wizard Ram Rider
Goblin Gang Ram Rider Skeletons Knight Electro Wizard Inferno Dragon
Inferno Dragon Skeletons Knight Goblin Gang Electro Wizard Ram Rider
Arrows
Arrows Goblin Gang Skeletons Spear Goblins Electro Wizard
Electro Wizard Inferno Dragon Ram Rider Spear Goblins Arrows Goblin Gang
Arrows Electro Wizard Ram Rider
Inferno Dragon Skeletons Goblin Gang
Knight Goblin Gang Skeletons Spear Goblins Electro Wizard
Goblin Gang Electro Wizard Skeletons Spear Goblins Arrows Knight Ram Rider
Arrows Inferno Dragon Spear Goblins Goblin Gang Electro Wizard Ram Rider
Skeletons Knight Goblin Gang Electro Wizard Ram Rider
Arrows Goblin Gang Electro Wizard
Inferno Dragon Knight Goblin Gang Electro Wizard Ram Rider
Goblin Gang Electro Wizard Inferno Dragon Ram Rider
Skeletons Arrows Knight Goblin Gang Electro Wizard
Arrows Spear Goblins Knight Goblin Gang Electro Wizard Ram Rider
Arrows Spear Goblins Knight Electro Wizard Inferno Dragon Ram Rider
Electro Wizard Inferno Dragon Ram Rider
Goblin Gang Spear Goblins Arrows Knight Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Skeletons Spear Goblins Electro Wizard
Electro Wizard Arrows Knight Goblin Gang Inferno Dragon
Goblin Gang Skeletons Spear Goblins Knight Electro Wizard Ram Rider
Goblin Gang Knight Electro Wizard Ram Rider
Skeletons Knight Goblin Gang Inferno Dragon Ram Rider
Arrows Skeletons Goblin Gang Electro Wizard Ram Rider
Goblin Gang Skeletons Spear Goblins Knight Electro Wizard Ram Rider
Knight Inferno Dragon
Electro Wizard Skeletons Spear Goblins Knight Inferno Dragon
Skeletons Goblin Gang Inferno Dragon
Inferno Dragon Knight
Arrows Electro Wizard
Skeletons Knight Goblin Gang Ram Rider
Goblin Gang Electro Wizard Skeletons Spear Goblins Knight Inferno Dragon
Arrows Electro Wizard Inferno Dragon

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 Electro Wizard Ram Rider
Arrows
Arrows Knight
Arrows
Arrows Spear Goblins Ram Rider
Arrows
Arrows Ram Rider
Arrows Ram Rider
Goblin Gang Electro Wizard
Arrows Knight Electro Wizard Ram Rider
Arrows
Knight
Arrows
Arrows
Spear Goblins Arrows
Arrows
Arrows
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows
Inferno Dragon
Arrows Electro Wizard Ram Rider
Arrows Ram Rider
Arrows
Arrows Electro Wizard
Electro Wizard
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Spear Goblins Goblin Gang
Arrows Electro Wizard Ram Rider
Arrows
Knight Goblin Gang Electro Wizard
Arrows
Arrows
Goblin Gang Electro Wizard
Electro Wizard
Electro Wizard

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