My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Missing cards in your collection

Giant Snowball Royal Hogs The Log Ice Wizard Royal Ghost Bandit Electro Wizard Magic Archer Sparky

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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.

Fire Spirit Spear Goblins Bats Goblin Gang Furnace

Defensive buildings

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

Furnace

Investments

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

Spear Goblins Bats Furnace Giant

Offensive cards

Win conditions

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

Giant

Damage spells

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

Missing

Punishments

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

Goblin Gang Giant

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.

Fire Spirit Spear Goblins Goblin Gang 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
Spear Goblins Bats Goblin Gang Giant Skeleton Army
Giant Snowball
Fire Spirit Spear Goblins Bats Goblin Gang Furnace Skeleton Army
Zap
Fire Spirit Spear Goblins Bats Goblin Gang Furnace Skeleton Army
Barbarian Barrel
Fire Spirit Spear Goblins Goblin Gang Furnace Skeleton Army
The Log
Fire Spirit Spear Goblins Goblin Gang Furnace Skeleton Army
Earthquake
Spear Goblins Goblin Gang Furnace Skeleton Army
Arrows
Fire Spirit Spear Goblins Bats Goblin Gang Furnace Skeleton Army
Royal Delivery
Fire Spirit Spear Goblins Bats Goblin Gang Skeleton Army
Fireball
Goblin Gang Furnace Skeleton Army
Poison
Spear Goblins Bats Goblin Gang Furnace Skeleton Army
Lightning
Furnace
Rocket
Furnace

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Furnace

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Spear Goblins Bats Skeleton Army

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.

Skeleton Army

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.

Fire Spirit Goblin Gang Furnace

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.

Mirror Fire Spirit Spear Goblins Bats Goblin Gang Skeleton Army Furnace Giant

Shortest cycle

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

5 Mirror Fire Spirit Spear Goblins Bats

Attack Synergies 1 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.

Fire Spirit
Furnace Giant
Spear Goblins
Goblin Gang Furnace Giant
Bats
Giant
Goblin Gang
Spear Goblins Giant Mirror
Furnace
Fire Spirit Spear Goblins Giant Mirror
Giant
Bats Fire Spirit Spear Goblins Goblin Gang Furnace
Mirror
Goblin Gang Furnace Skeleton Army
Skeleton Army
Mirror

Defense Synergies 2 8

Fire Spirit
Spear Goblins
Spear Goblins
Fire Spirit Bats Goblin Gang Skeleton Army
Bats
Spear Goblins
Goblin Gang
Spear Goblins Furnace Mirror Skeleton Army
Furnace
Mirror Goblin Gang Skeleton Army
Giant
Mirror
Furnace Skeleton Army Goblin Gang
Skeleton Army
Mirror Spear Goblins Goblin Gang Furnace

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
Skeleton Army Bats Goblin Gang Furnace
Goblin Gang Furnace Skeleton Army Fire Spirit Bats
Skeleton Army Bats Goblin Gang Furnace
Skeleton Army
Goblin Gang Skeleton Army Fire Spirit Spear Goblins Bats Furnace
Bats Furnace Fire Spirit Spear Goblins Goblin Gang
Goblin Gang Furnace Skeleton Army
Goblin Gang Skeleton Army Fire Spirit Spear Goblins
Bats Goblin Gang Skeleton Army Spear Goblins Furnace
Spear Goblins Bats Goblin Gang Furnace
Furnace Skeleton Army Fire Spirit Bats Goblin Gang
Fire Spirit Skeleton Army Bats Goblin Gang Furnace
Skeleton Army Goblin Gang Furnace
Skeleton Army Goblin Gang Furnace
Bats Goblin Gang Furnace Skeleton Army
Fire Spirit Spear Goblins Bats Goblin Gang Furnace Skeleton Army
Furnace Fire Spirit Spear Goblins Bats
Goblin Gang Skeleton Army Fire Spirit Spear Goblins Bats Furnace

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Spear Goblins Furnace
Goblin Gang
Goblin Gang Skeleton Army Spear Goblins Bats Furnace
Goblin Gang Skeleton Army Bats
Goblin Gang Skeleton Army
Fire Spirit Furnace Bats Goblin Gang
Goblin Gang Skeleton Army Spear Goblins Bats Furnace
Skeleton Army
Spear Goblins Bats Skeleton Army
Goblin Gang Skeleton Army
Bats
Skeleton Army
Skeleton Army Goblin Gang
Furnace Skeleton Army
Goblin Gang Skeleton Army Spear Goblins Bats Furnace
Bats

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.)

Fire Spirit Furnace
Fire Spirit Spear Goblins Bats Furnace
Fire Spirit Furnace
Fire Spirit
Fire Spirit Bats Goblin Gang
Fire Spirit
Fire Spirit
Furnace
Spear Goblins Furnace
Furnace
Bats
Fire Spirit
Fire Spirit
Fire Spirit Furnace
Fire Spirit Bats Furnace
Bats
Fire Spirit Spear Goblins Bats Goblin Gang Skeleton Army
Fire Spirit
Goblin Gang
Bats Goblin Gang
Bats

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