My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Dart Goblin 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.

Wizard Giant Skeleton Electro Giant Fisherman

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows Poison

Punishments

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

Goblin Gang Electro Giant

Pump responses

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

Poison

Dropped at the bridge

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

Goblin Gang Dart Goblin Giant Skeleton Electro 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.

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
Goblin Gang Giant Skeleton Fisherman
Giant Snowball
Goblin Gang Dart Goblin Fisherman
Zap
Goblin Gang Dart Goblin Fisherman
Barbarian Barrel
Goblin Gang Dart Goblin Wizard Giant Skeleton
The Log
Goblin Gang Dart Goblin Giant Skeleton Fisherman
Earthquake
Goblin Gang
Arrows
Goblin Gang Dart Goblin
Royal Delivery
Goblin Gang Dart Goblin Wizard Giant Skeleton Fisherman
Fireball
Goblin Gang Dart Goblin Wizard Fisherman
Poison
Goblin Gang Dart Goblin Wizard Fisherman
Lightning
Wizard Fisherman
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Poison Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Poison Electro Giant

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.

Arrows Poison Giant Skeleton Electro 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 Dart Goblin 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.

Arrows Goblin Gang Dart Goblin Fisherman Poison Wizard Giant Skeleton Electro Giant

Shortest cycle

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

12 Arrows Goblin Gang Dart Goblin Fisherman

Attack Synergies 0 8

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.

Arrows
Giant Skeleton
Goblin Gang
Dart Goblin Giant Skeleton
Dart Goblin
Goblin Gang Giant Skeleton
Wizard
Giant Skeleton
Poison
Giant Skeleton
Giant Skeleton
Arrows Goblin Gang Dart Goblin Wizard Poison Fisherman
Electro Giant
Fisherman
Fisherman
Giant Skeleton Electro Giant

Defense Synergies 0 8

Arrows
Giant Skeleton
Goblin Gang
Dart Goblin Giant Skeleton Fisherman
Dart Goblin
Goblin Gang Giant Skeleton Fisherman
Wizard
Giant Skeleton
Poison
Giant Skeleton
Arrows Goblin Gang Dart Goblin Wizard
Electro Giant
Fisherman
Fisherman
Goblin Gang Dart Goblin Electro Giant

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.

Dart Goblin Wizard
Goblin Gang Dart Goblin Fisherman
Goblin Gang Fisherman Dart Goblin Giant Skeleton
Goblin Gang Dart Goblin Fisherman
Arrows Poison Giant Skeleton
Arrows Goblin Gang Dart Goblin
Dart Goblin Arrows Goblin Gang Wizard Poison
Arrows Dart Goblin Poison Giant Skeleton Electro Giant
Goblin Gang Fisherman
Goblin Gang Dart Goblin Giant Skeleton Fisherman
Goblin Gang Dart Goblin Poison Arrows Wizard Giant Skeleton Electro Giant Fisherman
Arrows Goblin Gang Dart Goblin Wizard Poison
Goblin Gang Wizard Giant Skeleton
Wizard Arrows Goblin Gang Dart Goblin Poison
Goblin Gang
Goblin Gang Electro Giant Fisherman
Wizard Arrows Goblin Gang Poison Fisherman
Arrows Goblin Gang Dart Goblin Wizard Fisherman
Arrows Wizard Poison Dart Goblin Giant Skeleton Fisherman
Dart Goblin Fisherman
Goblin Gang Wizard Arrows Dart Goblin Poison Giant Skeleton Electro Giant Fisherman

Counters to secondary win conditions

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

Goblin Gang Giant Skeleton Electro Giant Fisherman
Poison Arrows Goblin Gang Wizard Fisherman
Goblin Gang Giant Skeleton Fisherman
Goblin Gang Giant Skeleton Fisherman
Giant Skeleton Goblin Gang Fisherman
Arrows Wizard Poison Electro Giant Goblin Gang Dart Goblin
Goblin Gang Dart Goblin Giant Skeleton
Giant Skeleton Fisherman
Giant Skeleton Poison
Goblin Gang Dart Goblin
Dart Goblin Giant Skeleton
Arrows Poison Giant Skeleton Electro Giant
Giant Skeleton Goblin Gang Wizard
Wizard Dart Goblin Electro Giant
Goblin Gang Electro Giant Dart Goblin Poison Giant Skeleton Fisherman
Arrows Poison Dart Goblin Wizard Giant Skeleton Electro Giant
Arrows

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.)

Poison Arrows Dart Goblin Giant Skeleton
Arrows Poison Dart Goblin Fisherman
Arrows Dart Goblin Poison Giant Skeleton
Arrows Dart Goblin Poison Giant Skeleton
Wizard Poison Arrows
Arrows Wizard Poison Electro Giant Dart Goblin
Arrows Dart Goblin Wizard Poison
Arrows Poison Dart Goblin Wizard
Arrows Poison Dart Goblin Wizard Fisherman
Goblin Gang Poison Fisherman
Poison Arrows Dart Goblin Wizard Fisherman
Poison Arrows Dart Goblin Wizard
Poison Dart Goblin Fisherman
Arrows Dart Goblin Poison Fisherman
Arrows Dart Goblin Poison Fisherman
Arrows Dart Goblin Wizard Poison
Arrows Dart Goblin Wizard Poison
Arrows Poison
Fisherman
Arrows Dart Goblin Wizard Poison Fisherman
Arrows Dart Goblin Wizard Poison Electro Giant
Poison Giant Skeleton
Arrows Wizard Poison
Fisherman
Arrows Poison
Arrows Poison Electro Giant Wizard
Fisherman
Arrows Poison Dart Goblin Wizard Fisherman
Arrows Wizard Poison Fisherman
Poison Arrows Dart Goblin Fisherman
Poison Arrows Dart Goblin Wizard Electro Giant
Dart Goblin Wizard Poison Electro Giant
Poison Arrows Dart Goblin Wizard
Arrows Poison
Giant Skeleton
Arrows Wizard Poison
Goblin Gang Dart Goblin
Poison Arrows Dart Goblin Wizard
Arrows
Poison Goblin Gang Dart Goblin Wizard
Arrows Dart Goblin Wizard Poison
Arrows Poison Giant Skeleton Electro Giant
Dart Goblin
Electro Giant Goblin Gang Dart Goblin Poison Giant Skeleton
Dart Goblin Poison
Poison Dart Goblin Giant Skeleton Electro Giant
Dart Goblin Wizard

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