My Best Clash Royale Deck

Deck Check Rating

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

3 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Archers Mega Minion Goblin Hut

Defensive buildings

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

Mortar Goblin Hut

Investments

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

Archers Royal Giant Mega Minion Goblin Hut

Offensive cards

Win conditions

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

Mortar Royal Giant

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.

Mortar Royal Giant

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.

Mortar Barbarians Royal Giant

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
Archers Royal Giant
Giant Snowball
Archers Barbarians Mega Minion Goblin Hut
Zap
Archers Mortar Royal Giant Goblin Hut
Barbarian Barrel
Archers Mortar Barbarians Goblin Hut
The Log
Archers Barbarians Royal Giant Goblin Hut
Earthquake
Archers Mortar Barbarians Goblin Hut
Arrows
Archers Goblin Hut
Royal Delivery
Archers Barbarians Mega Minion Goblin Hut
Fireball
Archers Mortar Barbarians Mega Minion Goblin Hut
Poison
Archers Mortar Barbarians Mega Minion Goblin Hut
Lightning
Mortar Mega Minion Goblin Hut
Rocket
Mortar Barbarians Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Fireball

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 Mega Minion

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.

Royal Giant 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.

Barbarians Fireball

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Mega Minion Mortar Fireball Barbarians Goblin Hut Royal Giant

Shortest cycle

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

13 Archers Arrows Mega Minion Mortar

Attack Synergies 4 12

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.

Archers
Arrows Mortar Royal Giant Goblin Hut
Arrows
Royal Giant Fireball Archers Mortar Mega Minion
Mortar
Royal Giant Archers Arrows Mega Minion Fireball Goblin Hut
Barbarians
Royal Giant
Arrows Mortar Fireball Archers Mega Minion Goblin Hut
Mega Minion
Arrows Mortar Royal Giant Fireball
Fireball
Arrows Royal Giant Mortar Mega Minion
Goblin Hut
Archers Mortar Royal Giant

Defense Synergies 0 13

Archers
Mortar Mega Minion Goblin Hut
Arrows
Mortar Barbarians Mega Minion Fireball Goblin Hut
Mortar
Archers Arrows Mega Minion Fireball Goblin Hut
Barbarians
Arrows
Royal Giant
Mega Minion
Archers Arrows Mortar Goblin Hut
Fireball
Arrows Mortar Goblin Hut
Goblin Hut
Archers Arrows Mortar Mega Minion Fireball

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.

Mortar Mega Minion Fireball Goblin Hut
Barbarians Mortar Mega Minion Goblin Hut
Mortar Barbarians Goblin Hut Archers Mega Minion
Barbarians Goblin Hut Mortar Mega Minion
Arrows Barbarians Fireball
Arrows Fireball Archers Mega Minion
Mega Minion Archers Arrows Mortar Fireball Goblin Hut
Arrows Barbarians Fireball
Barbarians Mortar Goblin Hut
Archers Barbarians
Archers Barbarians Arrows Mega Minion Fireball Goblin Hut
Arrows Mega Minion Archers Fireball Goblin Hut
Mortar Barbarians Goblin Hut Fireball
Fireball Arrows Mortar Barbarians Mega Minion Goblin Hut
Barbarians Mortar Goblin Hut
Barbarians Mortar Fireball Goblin Hut
Barbarians Arrows Mortar Fireball Goblin Hut
Arrows Mortar Fireball Archers Barbarians Mega Minion Goblin Hut
Arrows Mortar Archers Barbarians Mega Minion Fireball Goblin Hut
Barbarians Mortar Goblin Hut
Archers Arrows Barbarians Fireball

Counters to secondary win conditions

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

Barbarians Archers Fireball Goblin Hut
Fireball Archers Arrows Mortar Mega Minion
Barbarians Goblin Hut
Barbarians Fireball
Barbarians Goblin Hut
Arrows Fireball Archers Goblin Hut
Archers Barbarians Mega Minion Fireball Goblin Hut
Barbarians
Mortar Barbarians Mega Minion Fireball Goblin Hut
Barbarians Mega Minion Goblin Hut
Barbarians Mega Minion Goblin Hut
Arrows Barbarians Fireball
Barbarians Fireball
Archers Barbarians Fireball
Barbarians Goblin Hut Archers Mortar Mega Minion Fireball
Arrows Archers Barbarians Mega Minion Fireball Goblin Hut

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 Mortar
Arrows Mortar Fireball
Arrows Fireball Goblin Hut
Arrows Barbarians Fireball
Fireball Arrows Mortar
Arrows Fireball Mega Minion
Archers Arrows Mortar
Arrows Fireball
Arrows Fireball Mortar
Fireball
Arrows Mortar Fireball
Fireball Archers Arrows
Mortar Fireball Goblin Hut
Arrows Mortar Fireball
Arrows Mortar Fireball Goblin Hut
Arrows Mortar Fireball Goblin Hut
Arrows Mortar Fireball Goblin Hut
Arrows Mortar Fireball
Archers Arrows Mortar Mega Minion Fireball
Arrows Mortar Fireball
Fireball
Arrows Fireball
Arrows Mortar Barbarians Fireball
Arrows Mortar Fireball
Mega Minion
Arrows Mortar Fireball
Fireball Arrows Mortar
Fireball Arrows Mortar
Archers Arrows Fireball
Mega Minion Fireball Goblin Hut
Mega Minion Fireball
Arrows Mortar Fireball
Arrows Fireball
Arrows Fireball
Archers Barbarians Fireball Goblin Hut
Fireball Archers Arrows Mega Minion
Arrows Fireball
Fireball Mega Minion
Arrows Mortar Fireball
Arrows Fireball
Mega Minion
Fireball
Fireball
Mortar Fireball

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