My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 Baby Dragon Electro Wizard

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.

Royal Giant Baby Dragon Bowler Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Rocket Tornado

Punishments

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

Goblin Gang Royal Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Royal Giant 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.

Electro Wizard

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 Royal Giant
Giant Snowball
Goblin Gang Baby Dragon
Zap
Goblin Gang Royal Giant
Barbarian Barrel
Goblin Gang Electro Wizard
The Log
Goblin Gang Royal Giant
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Baby Dragon Bowler Electro Wizard
Fireball
Goblin Gang Baby Dragon Bowler Electro Wizard
Poison
Goblin Gang Electro Wizard
Lightning
Baby Dragon Bowler Electro Wizard
Rocket
Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Rocket Tornado Baby Dragon Bowler

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.

Rocket Tornado Baby Dragon Bowler

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

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 Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Gang Tornado Baby Dragon Electro Wizard Bowler Royal Giant Rocket

Shortest cycle

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

12 Zap Goblin Gang Tornado Baby Dragon

Attack Synergies 4 15

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.

Zap
Tornado Electro Wizard Royal Giant Baby Dragon Bowler
Goblin Gang
Royal Giant Baby Dragon Bowler
Royal Giant
Zap Goblin Gang Rocket Tornado Baby Dragon Bowler Electro Wizard
Rocket
Tornado Royal Giant
Tornado
Zap Rocket Baby Dragon Royal Giant Bowler
Baby Dragon
Tornado Zap Goblin Gang Royal Giant Bowler Electro Wizard
Bowler
Zap Goblin Gang Royal Giant Tornado Baby Dragon Electro Wizard
Electro Wizard
Zap Royal Giant Baby Dragon Bowler

Defense Synergies 3 9

Zap
Electro Wizard Goblin Gang Tornado Baby Dragon Bowler
Goblin Gang
Zap Electro Wizard
Royal Giant
Rocket
Tornado
Tornado
Rocket Bowler Zap Baby Dragon Electro Wizard
Baby Dragon
Zap Tornado Bowler
Bowler
Tornado Zap Baby Dragon Electro Wizard
Electro Wizard
Zap Goblin Gang Tornado Bowler

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.

Rocket Bowler Zap Baby Dragon Electro Wizard
Zap Goblin Gang Electro Wizard
Goblin Gang Rocket Tornado Bowler Electro Wizard
Goblin Gang Bowler Electro Wizard
Rocket Tornado Bowler
Goblin Gang Tornado Bowler Zap Baby Dragon Electro Wizard
Rocket Tornado Electro Wizard Zap Goblin Gang Baby Dragon
Rocket Bowler Zap Baby Dragon Electro Wizard
Goblin Gang Tornado
Goblin Gang Tornado Bowler Electro Wizard
Goblin Gang Electro Wizard Zap Tornado Baby Dragon Bowler
Zap Goblin Gang Tornado Baby Dragon Electro Wizard
Bowler Zap Goblin Gang Rocket Electro Wizard
Rocket Bowler Zap Goblin Gang Tornado Baby Dragon Electro Wizard
Goblin Gang Electro Wizard
Rocket Tornado Zap Goblin Gang Bowler Electro Wizard
Goblin Gang Tornado Bowler Electro Wizard
Zap Goblin Gang Tornado Baby Dragon Bowler Electro Wizard
Zap Tornado Baby Dragon Bowler Electro Wizard
Tornado Electro Wizard
Goblin Gang Bowler Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Bowler Electro Wizard
Electro Wizard Zap Goblin Gang Rocket Baby Dragon Bowler
Goblin Gang Zap Rocket Bowler Electro Wizard
Goblin Gang Rocket Bowler Zap Tornado Electro Wizard
Goblin Gang Bowler
Rocket Zap Goblin Gang Tornado Baby Dragon Electro Wizard
Goblin Gang Rocket Bowler Electro Wizard
Zap Rocket Electro Wizard Tornado Baby Dragon
Goblin Gang
Bowler
Rocket Zap Tornado Bowler Electro Wizard
Rocket Bowler Goblin Gang
Baby Dragon Bowler
Goblin Gang Electro Wizard Zap Rocket Tornado Baby Dragon Bowler
Bowler Zap Baby Dragon Electro Wizard

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.)

Rocket Baby Dragon
Zap Tornado Baby Dragon Bowler Electro Wizard
Rocket Baby Dragon
Rocket
Rocket Zap Baby Dragon Bowler
Zap Rocket Tornado Baby Dragon
Tornado Baby Dragon Bowler
Zap Tornado Baby Dragon Bowler
Zap Tornado
Rocket Goblin Gang Tornado Bowler Electro Wizard
Rocket Zap Tornado Bowler Electro Wizard
Zap Rocket Tornado Baby Dragon
Rocket Baby Dragon Bowler
Rocket Baby Dragon
Zap Baby Dragon
Rocket Zap Baby Dragon Bowler
Rocket Baby Dragon Bowler
Rocket Tornado
Rocket
Rocket Zap Baby Dragon Bowler Electro Wizard
Rocket Zap Tornado Baby Dragon Bowler
Rocket Baby Dragon Bowler
Rocket Tornado
Rocket Tornado Bowler
Rocket Zap Baby Dragon
Zap Tornado Baby Dragon Bowler
Zap Tornado Baby Dragon Bowler Electro Wizard
Zap Tornado Baby Dragon Bowler
Rocket Zap Tornado Baby Dragon
Zap Tornado Baby Dragon Electro Wizard
Zap Rocket Electro Wizard
Bowler
Zap Rocket
Zap Rocket Electro Wizard
Rocket Bowler
Zap Electro Wizard Goblin Gang Rocket
Rocket Zap Tornado Baby Dragon Electro Wizard
Goblin Gang Rocket Baby Dragon Bowler Electro Wizard
Zap Baby Dragon Bowler
Rocket Zap Tornado
Zap Goblin Gang Rocket Tornado Baby Dragon Bowler Electro Wizard
Zap Rocket Tornado Electro Wizard
Zap Rocket Tornado Baby Dragon Bowler Electro Wizard

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