My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Missing cards in your collection

Wall Breakers

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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Goblin Gang Furnace Three Musketeers Night Witch

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.

Archers Furnace Three Musketeers Golem Night Witch

Offensive cards

Win conditions

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

Three Musketeers Golem

Damage spells

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

Rage

Punishments

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

Goblin Gang

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.

Goblin Gang Barbarians Golem

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.

Golem

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 Goblin Gang Three Musketeers Night Witch
Giant Snowball
Archers Goblin Gang Barbarians Furnace Three Musketeers Night Witch
Zap
Archers Goblin Gang Furnace Three Musketeers Night Witch
Barbarian Barrel
Archers Goblin Gang Barbarians Furnace Three Musketeers Night Witch
The Log
Archers Goblin Gang Barbarians Furnace Three Musketeers
Earthquake
Archers Goblin Gang Barbarians Furnace
Arrows
Archers Goblin Gang Furnace Night Witch
Royal Delivery
Archers Goblin Gang Barbarians Three Musketeers Night Witch
Fireball
Archers Goblin Gang Barbarians Furnace Three Musketeers Night Witch
Poison
Archers Goblin Gang Barbarians Furnace Three Musketeers Night Witch
Lightning
Furnace Three Musketeers Night Witch
Rocket
Barbarians Furnace Three Musketeers Night Witch

Against air swarms

Spells and units that can counter air swarms.

Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Furnace

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.

Rage Golem Night Witch

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 Barbarians Furnace Three Musketeers

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Archers Goblin Gang Furnace Night Witch Barbarians Golem Three Musketeers

Shortest cycle

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

12 Rage Archers Goblin Gang Furnace

Attack Synergies 1 6

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
Golem
Goblin Gang
Three Musketeers Golem
Barbarians
Furnace
Golem
Three Musketeers
Goblin Gang Rage
Rage
Three Musketeers Night Witch
Golem
Night Witch Archers Goblin Gang Furnace
Night Witch
Golem Rage

Defense Synergies 0 5

Archers
Goblin Gang Furnace
Goblin Gang
Archers Barbarians Furnace
Barbarians
Goblin Gang Furnace
Furnace
Archers Goblin Gang Barbarians
Three Musketeers
Rage
Golem
Night Witch

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.

Barbarians Goblin Gang Furnace Three Musketeers Night Witch
Goblin Gang Barbarians Furnace Three Musketeers Archers Night Witch
Barbarians Three Musketeers Night Witch Goblin Gang Furnace
Barbarians
Goblin Gang Archers Furnace Night Witch
Furnace Three Musketeers Archers Goblin Gang Night Witch
Barbarians
Barbarians Three Musketeers Goblin Gang Furnace Night Witch
Goblin Gang Archers Barbarians Night Witch
Archers Goblin Gang Barbarians Furnace Night Witch
Three Musketeers Archers Goblin Gang Furnace Night Witch
Barbarians Furnace Night Witch Goblin Gang Three Musketeers
Three Musketeers Goblin Gang Barbarians Furnace Night Witch
Barbarians Goblin Gang Furnace Three Musketeers
Barbarians Goblin Gang Furnace Three Musketeers
Barbarians Three Musketeers Goblin Gang Furnace Night Witch
Archers Goblin Gang Barbarians Furnace Three Musketeers Night Witch
Furnace Archers Barbarians
Barbarians Three Musketeers
Goblin Gang Archers Barbarians Furnace Night Witch

Counters to secondary win conditions

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

Goblin Gang Barbarians Archers Furnace
Archers Goblin Gang
Goblin Gang Barbarians Furnace
Goblin Gang Barbarians Night Witch
Barbarians Goblin Gang Three Musketeers Night Witch
Furnace Archers Goblin Gang Three Musketeers
Goblin Gang Archers Barbarians Furnace Night Witch
Barbarians
Barbarians
Goblin Gang Barbarians Three Musketeers
Barbarians
Barbarians
Barbarians Goblin Gang Three Musketeers Night Witch
Archers Barbarians Furnace Three Musketeers
Goblin Gang Barbarians Archers Furnace Three Musketeers Night Witch
Archers Barbarians

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.)

Barbarians
Furnace
Furnace
Archers Furnace
Goblin Gang Three Musketeers Night Witch
Archers
Three Musketeers
Furnace
Furnace Three Musketeers
Furnace Three Musketeers
Three Musketeers
Night Witch
Archers Three Musketeers
Night Witch
Barbarians
Furnace
Archers Furnace Night Witch
Night Witch
Night Witch
Archers Goblin Gang Barbarians Night Witch
Archers Three Musketeers
Goblin Gang Three Musketeers
Three Musketeers
Goblin Gang

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