My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Wall Breakers Ram Rider

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Spear Goblins Bats

Defensive buildings

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

Barbarian Hut

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 Barbarian Hut Golem Bandit

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap

Punishments

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

Bandit

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.

Spear Goblins Barbarians Golem Bandit

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 Bandit

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 Skeleton Army Bandit
Giant Snowball
Spear Goblins Bats Barbarians Skeleton Army
Zap
Spear Goblins Bats Skeleton Army Bandit
Barbarian Barrel
Spear Goblins Barbarians Barbarian Hut Skeleton Army Bandit
The Log
Spear Goblins Barbarians Barbarian Hut Skeleton Army Bandit
Earthquake
Spear Goblins Barbarians Barbarian Hut Skeleton Army
Arrows
Spear Goblins Bats Skeleton Army
Royal Delivery
Spear Goblins Bats Barbarians Skeleton Army Bandit
Fireball
Barbarians Barbarian Hut Skeleton Army Bandit
Poison
Spear Goblins Bats Barbarians Barbarian Hut Skeleton Army
Lightning
Barbarian Hut Bandit
Rocket
Barbarians Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Spear Goblins Bats Skeleton Army Golem

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.

Barbarians

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.

Spear Goblins Bats Zap Skeleton Army Bandit Barbarians Barbarian Hut Golem

Shortest cycle

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

9 Spear Goblins Bats Zap Skeleton Army

Attack Synergies 2 11

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.

Spear Goblins
Barbarian Hut Zap Golem Bandit
Bats
Barbarian Hut Zap Golem Bandit
Zap
Spear Goblins Bats Barbarian Hut Golem Bandit
Barbarians
Barbarian Hut
Spear Goblins Bats Zap Bandit
Skeleton Army
Golem
Spear Goblins Bats Zap Bandit
Bandit
Spear Goblins Bats Zap Barbarian Hut Golem

Defense Synergies 1 15

Spear Goblins
Bats Zap Barbarians Barbarian Hut Skeleton Army Bandit
Bats
Barbarian Hut Spear Goblins Zap Bandit
Zap
Spear Goblins Bats Barbarians Barbarian Hut Skeleton Army Bandit
Barbarians
Spear Goblins Zap Skeleton Army
Barbarian Hut
Bats Spear Goblins Zap Skeleton Army
Skeleton Army
Spear Goblins Zap Barbarians Barbarian Hut Bandit
Golem
Bandit
Spear Goblins Bats Zap Skeleton Army

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.

Barbarian Hut Spear Goblins Zap
Barbarians Barbarian Hut Skeleton Army Bats Zap Bandit
Barbarians Barbarian Hut Skeleton Army Bats Bandit
Barbarians Barbarian Hut Skeleton Army Bats Bandit
Barbarians Skeleton Army
Skeleton Army Spear Goblins Bats Zap Bandit
Bats Spear Goblins Zap Barbarian Hut
Barbarian Hut Zap Barbarians Bandit
Barbarians Barbarian Hut Skeleton Army
Skeleton Army Spear Goblins Barbarians Bandit
Bats Barbarians Skeleton Army Spear Goblins Zap Bandit
Spear Goblins Bats Zap Barbarian Hut
Barbarians Barbarian Hut Skeleton Army Bats Zap Bandit
Barbarian Hut Skeleton Army Bats Zap Barbarians
Barbarians Barbarian Hut Skeleton Army Bandit
Barbarians Barbarian Hut Skeleton Army Zap Bandit
Barbarians Barbarian Hut Bats Skeleton Army
Spear Goblins Bats Zap Barbarians Barbarian Hut Skeleton Army Bandit
Zap Spear Goblins Bats Barbarians Barbarian Hut Bandit
Barbarians Barbarian Hut
Skeleton Army Spear Goblins Bats Barbarians Bandit

Counters to secondary win conditions

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

Barbarians Barbarian Hut Skeleton Army Spear Goblins Zap Bandit
Bandit Zap
Barbarians Skeleton Army Bandit Spear Goblins Bats Zap Barbarian Hut
Skeleton Army Bats Zap Barbarians Barbarian Hut Bandit
Barbarians Barbarian Hut Skeleton Army Bandit
Bats Zap
Skeleton Army Spear Goblins Bats Barbarians Barbarian Hut Bandit
Barbarians Barbarian Hut Skeleton Army
Zap Spear Goblins Bats Barbarians Barbarian Hut Skeleton Army Bandit
Barbarians Barbarian Hut Skeleton Army
Bats Barbarians
Skeleton Army Zap Barbarians
Barbarians Skeleton Army Barbarian Hut Bandit
Barbarians Barbarian Hut Skeleton Army
Barbarians Skeleton Army Spear Goblins Bats Zap Barbarian Hut
Bats Zap Barbarians Barbarian Hut

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.)

Barbarian Hut Bandit
Zap Bandit
Barbarian Hut Bandit
Barbarians Barbarian Hut
Zap
Spear Goblins Bats Zap
Zap Barbarian Hut
Zap Bandit
Bats
Zap Bandit
Zap
Barbarian Hut Bandit
Bandit
Zap Barbarian Hut
Spear Goblins Zap Barbarian Hut Bandit
Barbarian Hut Bandit
Bats
Zap Bandit
Zap
Zap Barbarians Barbarian Hut
Zap
Zap Bandit
Zap Bandit
Zap Bandit
Bats Zap
Zap Bats
Zap Bandit
Zap
Zap Spear Goblins Bats Barbarians Barbarian Hut Skeleton Army Bandit
Zap
Zap
Zap
Zap Bats
Bats Zap
Zap Bandit

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