My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Rascals

Deck tips

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

Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Inferno Tower Wizard

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.

Knight Wizard Giant Skeleton

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.

Arrows 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

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.

Knight Goblin Gang Hog Rider 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.

Hog Rider 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
Goblin Gang Hog Rider Giant Skeleton
Giant Snowball
Goblin Gang Hog Rider
Zap
Goblin Gang Inferno Tower
Barbarian Barrel
Knight Goblin Gang Inferno Tower Wizard Giant Skeleton
The Log
Goblin Gang Hog Rider Giant Skeleton
Earthquake
Goblin Gang Hog Rider Inferno Tower
Arrows
Goblin Gang
Royal Delivery
Knight Goblin Gang Hog Rider Wizard Giant Skeleton
Fireball
Goblin Gang Hog Rider Inferno Tower Wizard
Poison
Goblin Gang Inferno Tower Wizard
Lightning
Knight Inferno Tower Wizard
Rocket
Hog Rider Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard

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.

Arrows Knight Inferno Tower 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.

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 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Goblin Gang Fireball Hog Rider Inferno Tower Wizard Giant Skeleton

Shortest cycle

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

13 Arrows Knight Goblin Gang Fireball

Attack Synergies 6 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.

Arrows
Fireball Hog Rider Knight Giant Skeleton
Knight
Goblin Gang Hog Rider Arrows Fireball Wizard
Goblin Gang
Knight Hog Rider Giant Skeleton
Fireball
Arrows Hog Rider Knight
Hog Rider
Arrows Knight Goblin Gang Fireball Wizard Giant Skeleton
Inferno Tower
Wizard
Knight Hog Rider Giant Skeleton
Giant Skeleton
Arrows Goblin Gang Hog Rider Wizard

Defense Synergies 3 9

Arrows
Knight Fireball Inferno Tower Giant Skeleton
Knight
Goblin Gang Inferno Tower Arrows Fireball Wizard
Goblin Gang
Knight Inferno Tower Giant Skeleton
Fireball
Arrows Knight Inferno Tower
Hog Rider
Inferno Tower
Knight Goblin Gang Arrows Fireball
Wizard
Knight Giant Skeleton
Giant Skeleton
Arrows Goblin Gang 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.

Knight Fireball Inferno Tower Wizard
Inferno Tower Knight Goblin Gang
Goblin Gang Inferno Tower Knight Giant Skeleton
Inferno Tower Knight Goblin Gang
Arrows Fireball Giant Skeleton
Arrows Goblin Gang Fireball
Inferno Tower Arrows Goblin Gang Fireball Wizard
Arrows Fireball Inferno Tower Giant Skeleton
Inferno Tower Goblin Gang
Knight Goblin Gang Inferno Tower Giant Skeleton
Goblin Gang Arrows Knight Fireball Wizard Giant Skeleton
Arrows Inferno Tower Goblin Gang Fireball Wizard
Inferno Tower Knight Goblin Gang Fireball Wizard Giant Skeleton
Fireball Wizard Arrows Goblin Gang
Inferno Tower Knight Goblin Gang
Inferno Tower Goblin Gang Fireball
Wizard Arrows Knight Goblin Gang Fireball Inferno Tower
Arrows Fireball Knight Goblin Gang Wizard
Arrows Wizard Knight Fireball Giant Skeleton
Inferno Tower
Goblin Gang Wizard Arrows Knight Fireball Giant Skeleton

Counters to secondary win conditions

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

Knight Goblin Gang Fireball Inferno Tower Giant Skeleton
Fireball Arrows Knight Goblin Gang Wizard
Goblin Gang Giant Skeleton Knight Inferno Tower
Goblin Gang Giant Skeleton Knight Fireball Inferno Tower
Inferno Tower Giant Skeleton Knight Goblin Gang
Arrows Fireball Wizard Goblin Gang
Goblin Gang Knight Fireball Inferno Tower Giant Skeleton
Inferno Tower Giant Skeleton Knight
Giant Skeleton Knight Fireball Inferno Tower
Inferno Tower Goblin Gang
Knight Inferno Tower Giant Skeleton
Arrows Fireball Giant Skeleton
Giant Skeleton Knight Goblin Gang Fireball Inferno Tower Wizard
Wizard Fireball
Goblin Gang Inferno Tower Knight Fireball Giant Skeleton
Arrows Fireball Inferno Tower Wizard Giant Skeleton

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 Arrows Knight Giant Skeleton
Arrows Fireball
Arrows Fireball Giant Skeleton
Arrows Knight Fireball Giant Skeleton
Fireball Wizard Arrows
Arrows Fireball Wizard
Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard
Goblin Gang Fireball
Arrows Knight Fireball Wizard
Fireball Arrows Wizard
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball Giant Skeleton
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball Arrows
Arrows Fireball Wizard
Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Giant Skeleton
Arrows Fireball Wizard
Goblin Gang Fireball
Fireball Arrows Wizard
Arrows Fireball
Fireball Knight Goblin Gang Wizard
Arrows Fireball Wizard
Arrows Fireball Giant Skeleton
Goblin Gang Fireball Giant Skeleton
Fireball
Fireball Giant Skeleton

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