My Best Clash Royale Deck

Deck Check Rating

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

Why?

Missing cards in your collection

Electro Dragon

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions Goblin Gang

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.

Archers Royal Giant

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 Fireball

Punishments

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

Goblin Gang Royal Giant Elite Barbarians

Pump responses

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

Fireball

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 Elite Barbarians

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.

Elite Barbarians

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 Minions Goblin Gang Royal Giant Elite Barbarians Skeleton Army
Giant Snowball
Archers Minions Goblin Gang Skeleton Army
Zap
Archers Minions Goblin Gang Royal Giant Skeleton Army
Barbarian Barrel
Archers Goblin Gang Elite Barbarians Skeleton Army
The Log
Archers Goblin Gang Royal Giant Elite Barbarians Skeleton Army
Earthquake
Archers Goblin Gang Skeleton Army
Arrows
Archers Minions Goblin Gang Skeleton Army
Royal Delivery
Archers Minions Goblin Gang Elite Barbarians Skeleton Army
Fireball
Archers Minions Goblin Gang Elite Barbarians Skeleton Army
Poison
Archers Minions Goblin Gang Skeleton Army
Lightning
Elite Barbarians
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

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.

Royal Giant Elite Barbarians Fireball 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.

Minions Goblin Gang Fireball

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Minions Goblin Gang Skeleton Army Fireball Royal Giant Elite Barbarians

Shortest cycle

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

11 Zap Archers Minions Goblin Gang

Attack Synergies 4 9

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
Elite Barbarians Fireball Archers Minions Royal Giant
Archers
Zap Royal Giant Elite Barbarians
Minions
Royal Giant Zap Elite Barbarians
Goblin Gang
Royal Giant
Royal Giant
Minions Fireball Zap Archers Goblin Gang Elite Barbarians
Elite Barbarians
Zap Archers Minions Royal Giant Fireball
Fireball
Zap Royal Giant Elite Barbarians
Skeleton Army

Defense Synergies 1 9

Zap
Fireball Archers Minions Goblin Gang Elite Barbarians Skeleton Army
Archers
Zap Minions Goblin Gang Skeleton Army
Minions
Zap Archers
Goblin Gang
Zap Archers Skeleton Army
Royal Giant
Elite Barbarians
Zap
Fireball
Zap
Skeleton Army
Zap Archers Goblin Gang

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.

Zap Minions Fireball
Elite Barbarians Skeleton Army Zap Minions Goblin Gang
Goblin Gang Skeleton Army Archers Minions Elite Barbarians
Elite Barbarians Skeleton Army Minions Goblin Gang
Elite Barbarians Fireball Skeleton Army
Goblin Gang Fireball Skeleton Army Zap Archers Minions
Minions Zap Archers Goblin Gang Fireball
Zap Fireball
Minions Goblin Gang Elite Barbarians Skeleton Army
Goblin Gang Elite Barbarians Skeleton Army Archers
Archers Minions Goblin Gang Skeleton Army Zap Fireball
Minions Zap Archers Goblin Gang Fireball
Skeleton Army Zap Minions Goblin Gang Elite Barbarians Fireball
Fireball Skeleton Army Zap Minions Goblin Gang
Elite Barbarians Skeleton Army Goblin Gang
Skeleton Army Zap Goblin Gang Elite Barbarians Fireball
Minions Goblin Gang Elite Barbarians Fireball Skeleton Army
Fireball Zap Archers Minions Goblin Gang Elite Barbarians Skeleton Army
Zap Archers Minions Fireball
Elite Barbarians
Goblin Gang Skeleton Army Archers Minions Elite Barbarians Fireball

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Zap Archers Elite Barbarians Fireball
Fireball Zap Archers Goblin Gang Elite Barbarians
Goblin Gang Skeleton Army Zap Minions Elite Barbarians
Goblin Gang Skeleton Army Zap Elite Barbarians Fireball
Goblin Gang Elite Barbarians Skeleton Army
Fireball Zap Archers Minions Goblin Gang
Goblin Gang Skeleton Army Archers Minions Elite Barbarians Fireball
Elite Barbarians Skeleton Army
Zap Minions Elite Barbarians Fireball Skeleton Army
Goblin Gang Skeleton Army
Minions Elite Barbarians
Skeleton Army Zap Elite Barbarians Fireball
Elite Barbarians Skeleton Army Goblin Gang Fireball
Archers Fireball Skeleton Army
Goblin Gang Elite Barbarians Skeleton Army Zap Archers Minions Fireball
Minions Zap Archers Elite Barbarians Fireball

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.)

Fireball
Fireball Zap
Fireball
Fireball
Fireball Zap
Fireball Zap Minions
Archers
Fireball Zap
Fireball Zap
Minions Goblin Gang Elite Barbarians Fireball
Zap Fireball
Fireball Zap Archers
Elite Barbarians Fireball
Minions Fireball
Zap Elite Barbarians Fireball
Zap Fireball
Fireball
Fireball
Minions
Zap Archers Fireball
Zap Fireball
Minions Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Elite Barbarians Zap Archers Fireball
Zap Minions Fireball
Elite Barbarians Fireball
Zap Fireball
Zap Fireball
Fireball
Zap Archers Minions Goblin Gang Fireball Skeleton Army
Fireball Zap Archers
Fireball
Fireball Goblin Gang
Zap Fireball
Zap Fireball
Elite Barbarians
Zap Minions Goblin Gang Elite Barbarians Fireball
Zap Fireball
Zap Fireball

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