My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Missing cards in your collection

Rascals Magic Archer

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 Baby Dragon

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 Valkyrie Baby Dragon

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Fireball

Punishments

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

Goblin Gang Elite Barbarians

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 Elite Barbarians Valkyrie Baby Dragon

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.

Elite Barbarians Valkyrie

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 Elite Barbarians
Giant Snowball
Bats Archers Goblin Gang Baby Dragon
Zap
Bats Archers Goblin Gang
Barbarian Barrel
Archers Goblin Gang Elite Barbarians Valkyrie
The Log
Archers Goblin Gang Elite Barbarians
Earthquake
Archers Goblin Gang
Arrows
Bats Archers Goblin Gang
Royal Delivery
Bats Archers Goblin Gang Elite Barbarians Valkyrie Baby Dragon
Fireball
Archers Goblin Gang Elite Barbarians Baby Dragon
Poison
Bats Archers Goblin Gang
Lightning
Elite Barbarians Valkyrie Baby Dragon
Rocket
Elite Barbarians Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Valkyrie Baby Dragon

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 Valkyrie Baby Dragon

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.

Elite Barbarians 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

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.

Bats Zap Archers Goblin Gang Fireball Valkyrie Baby Dragon Elite Barbarians

Shortest cycle

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

10 Bats Zap Archers Goblin Gang

Attack Synergies 5 13

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
Valkyrie Zap Elite Barbarians Baby Dragon
Zap
Elite Barbarians Fireball Bats Archers Valkyrie Baby Dragon
Archers
Valkyrie Zap Elite Barbarians Baby Dragon
Goblin Gang
Valkyrie Baby Dragon
Elite Barbarians
Zap Valkyrie Bats Archers Fireball
Fireball
Zap Elite Barbarians Baby Dragon
Valkyrie
Bats Archers Elite Barbarians Zap Goblin Gang Baby Dragon
Baby Dragon
Bats Zap Archers Goblin Gang Fireball Valkyrie

Defense Synergies 3 13

Bats
Zap Valkyrie Baby Dragon
Zap
Fireball Bats Archers Goblin Gang Elite Barbarians Valkyrie Baby Dragon
Archers
Valkyrie Zap Goblin Gang Baby Dragon
Goblin Gang
Zap Archers Valkyrie
Elite Barbarians
Valkyrie Zap
Fireball
Zap Valkyrie
Valkyrie
Archers Elite Barbarians Bats Zap Goblin Gang Fireball Baby Dragon
Baby Dragon
Bats Zap Archers Valkyrie

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 Fireball Valkyrie Baby Dragon
Elite Barbarians Bats Zap Goblin Gang Valkyrie
Goblin Gang Bats Archers Elite Barbarians Valkyrie
Elite Barbarians Bats Goblin Gang Valkyrie
Elite Barbarians Fireball Valkyrie
Goblin Gang Fireball Bats Zap Archers Valkyrie Baby Dragon
Bats Zap Archers Goblin Gang Fireball Baby Dragon
Zap Fireball Valkyrie Baby Dragon
Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Archers Valkyrie
Bats Archers Goblin Gang Valkyrie Zap Fireball Baby Dragon
Bats Zap Archers Goblin Gang Fireball Baby Dragon
Bats Zap Goblin Gang Elite Barbarians Fireball Valkyrie
Fireball Valkyrie Bats Zap Goblin Gang Baby Dragon
Elite Barbarians Goblin Gang
Zap Goblin Gang Elite Barbarians Fireball
Bats Goblin Gang Elite Barbarians Fireball Valkyrie
Fireball Bats Zap Archers Goblin Gang Elite Barbarians Valkyrie Baby Dragon
Zap Valkyrie Baby Dragon Bats Archers Fireball
Elite Barbarians
Goblin Gang Valkyrie Bats Archers Elite Barbarians Fireball Baby Dragon

Counters to secondary win conditions

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

Goblin Gang Valkyrie Zap Archers Elite Barbarians Fireball
Fireball Zap Archers Goblin Gang Elite Barbarians Valkyrie Baby Dragon
Goblin Gang Bats Zap Elite Barbarians Valkyrie
Goblin Gang Valkyrie Bats Zap Elite Barbarians Fireball
Goblin Gang Elite Barbarians Valkyrie
Fireball Bats Zap Archers Goblin Gang Baby Dragon
Goblin Gang Bats Archers Elite Barbarians Fireball Valkyrie
Elite Barbarians Valkyrie
Zap Bats Elite Barbarians Fireball Valkyrie Baby Dragon
Goblin Gang
Bats Elite Barbarians Valkyrie
Zap Elite Barbarians Fireball Valkyrie
Elite Barbarians Goblin Gang Fireball Valkyrie
Archers Fireball Valkyrie Baby Dragon
Goblin Gang Elite Barbarians Bats Zap Archers Fireball Valkyrie Baby Dragon
Bats Valkyrie Zap Archers Elite Barbarians Fireball Baby 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.)

Fireball Valkyrie Baby Dragon
Fireball Zap Baby Dragon
Fireball Baby Dragon
Fireball Valkyrie
Fireball Zap Valkyrie Baby Dragon
Fireball Bats Zap Baby Dragon
Archers Baby Dragon
Fireball Zap Baby Dragon
Fireball Zap
Bats Goblin Gang Elite Barbarians Fireball
Zap Fireball Valkyrie
Fireball Zap Archers Baby Dragon
Elite Barbarians Fireball Baby Dragon
Fireball Baby Dragon
Zap Elite Barbarians Fireball Baby Dragon
Zap Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Bats
Zap Archers Fireball Baby Dragon
Zap Fireball Valkyrie Baby Dragon
Fireball Baby Dragon
Fireball
Zap Fireball Baby Dragon
Zap Fireball Valkyrie Baby Dragon
Fireball Zap Baby Dragon
Fireball Zap Baby Dragon
Fireball Zap Baby Dragon
Elite Barbarians Bats Zap Archers Fireball Baby Dragon
Zap Bats Fireball
Elite Barbarians Fireball
Zap Fireball
Zap Fireball
Fireball
Zap Bats Archers Goblin Gang Fireball
Fireball Zap Archers Baby Dragon
Fireball
Fireball Goblin Gang Valkyrie Baby Dragon
Zap Fireball Baby Dragon
Zap Fireball
Elite Barbarians
Zap Bats Goblin Gang Elite Barbarians Fireball Baby Dragon
Bats Zap Fireball
Zap Fireball Baby Dragon

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