My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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.

Bats Goblin Giant

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.

Bomber Bats Giant Skeleton Goblin Giant

Offensive cards

Win conditions

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

Royal Hogs Goblin Giant

Damage spells

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

Giant Snowball Rage

Punishments

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

Royal Hogs Goblin 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.

Royal Hogs Giant Skeleton Goblin Giant

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.

Royal Hogs Giant Skeleton

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
Bomber Bats Royal Hogs Skeleton Army Giant Skeleton
Giant Snowball
Bomber Bats Royal Hogs Skeleton Army
Zap
Bomber Bats Royal Hogs Skeleton Army Goblin Giant
Barbarian Barrel
Bomber Royal Hogs Skeleton Army Giant Skeleton
The Log
Bomber Royal Hogs Skeleton Army Giant Skeleton
Earthquake
Bomber Royal Hogs Skeleton Army
Arrows
Bomber Bats Royal Hogs Skeleton Army
Royal Delivery
Bomber Bats Royal Hogs Skeleton Army Giant Skeleton
Fireball
Bomber Royal Hogs Skeleton Army
Poison
Bomber Bats Royal Hogs Skeleton Army
Lightning
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Giant Snowball

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.

Bats Rage Skeleton Army Giant Skeleton

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

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.

Bomber Bats Giant Snowball Rage Skeleton Army Royal Hogs Giant Skeleton Goblin Giant

Shortest cycle

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

8 Bomber Bats Giant Snowball Rage

Attack Synergies 2 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.

Bomber
Bats Giant Snowball Royal Hogs Giant Skeleton Goblin Giant
Bats
Giant Skeleton Bomber Royal Hogs Rage Goblin Giant
Giant Snowball
Royal Hogs Bomber Giant Skeleton Goblin Giant
Royal Hogs
Giant Snowball Bomber Bats
Rage
Bats Giant Skeleton Goblin Giant
Skeleton Army
Giant Skeleton
Bats Bomber Giant Snowball Rage
Goblin Giant
Bomber Bats Giant Snowball Rage

Defense Synergies 0 8

Bomber
Bats Giant Snowball
Bats
Bomber Giant Snowball Giant Skeleton Goblin Giant
Giant Snowball
Bomber Bats Giant Skeleton Goblin Giant
Royal Hogs
Rage
Skeleton Army
Giant Skeleton
Giant Skeleton
Bats Giant Snowball Skeleton Army
Goblin Giant
Bats Giant Snowball

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.

Bomber Goblin Giant
Skeleton Army Bomber Bats
Skeleton Army Bomber Bats Giant Snowball Giant Skeleton
Skeleton Army Bomber Bats
Bomber Skeleton Army Giant Skeleton
Skeleton Army Bomber Bats Giant Snowball
Bats Giant Snowball
Giant Skeleton Goblin Giant
Skeleton Army
Skeleton Army Bomber Giant Snowball Giant Skeleton
Bats Skeleton Army Bomber Giant Snowball Giant Skeleton Goblin Giant
Bats Giant Snowball
Skeleton Army Bomber Bats Giant Snowball Giant Skeleton
Bomber Skeleton Army Bats Giant Snowball
Skeleton Army
Skeleton Army Giant Snowball
Bomber Bats Skeleton Army
Bomber Bats Giant Snowball Skeleton Army
Giant Snowball Bomber Bats Giant Skeleton
Bomber Skeleton Army Bats Giant Snowball Giant Skeleton Goblin Giant

Counters to secondary win conditions

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

Skeleton Army Giant Snowball Giant Skeleton
Bomber Giant Snowball
Skeleton Army Giant Skeleton Bats Goblin Giant
Skeleton Army Giant Skeleton Bats Goblin Giant
Giant Skeleton Skeleton Army Goblin Giant
Bats Giant Snowball Goblin Giant
Skeleton Army Bats Giant Skeleton Goblin Giant
Giant Skeleton Skeleton Army Goblin Giant
Giant Skeleton Bats Giant Snowball Skeleton Army
Skeleton Army Goblin Giant
Bats Giant Skeleton
Skeleton Army Giant Snowball Giant Skeleton Goblin Giant
Skeleton Army Giant Skeleton Goblin Giant
Bomber Skeleton Army
Skeleton Army Bomber Bats Giant Skeleton Goblin Giant
Bats Bomber Giant Snowball Giant Skeleton

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.)

Giant Skeleton
Giant Snowball
Giant Skeleton Goblin Giant
Giant Skeleton
Bomber Giant Snowball
Bats Giant Snowball Goblin Giant
Bomber
Giant Snowball
Giant Snowball
Bats Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball
Bomber Giant Snowball
Giant Snowball
Bomber Bats
Bomber Giant Snowball
Bomber Giant Snowball
Giant Skeleton
Giant Snowball
Giant Snowball
Giant Snowball Bomber
Giant Snowball
Giant Snowball
Bats Giant Snowball
Bats Giant Snowball
Giant Snowball
Bomber Giant Snowball
Giant Snowball
Giant Skeleton
Giant Snowball
Bats Skeleton Army
Giant Snowball
Bomber Giant Snowball
Giant Snowball Giant Skeleton
Bats Giant Snowball Giant Skeleton
Bats Giant Snowball
Giant Snowball Giant Skeleton Goblin Giant

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