My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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.

Spear Goblins Bats Wizard

Defensive buildings

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

Cannon

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 Wizard Giant Skeleton

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows

Punishments

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

Elite Barbarians

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 Elite Barbarians Giant Skeleton

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 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
Spear Goblins Bats Elite Barbarians Clone Giant Skeleton
Giant Snowball
Spear Goblins Bats Cannon Clone
Zap
Spear Goblins Bats Cannon Clone
Barbarian Barrel
Spear Goblins Cannon Elite Barbarians Wizard Clone Giant Skeleton
The Log
Spear Goblins Cannon Elite Barbarians Clone Giant Skeleton
Earthquake
Spear Goblins Cannon Clone
Arrows
Spear Goblins Bats Clone
Royal Delivery
Spear Goblins Bats Elite Barbarians Wizard Clone Giant Skeleton
Fireball
Cannon Elite Barbarians Wizard Clone
Poison
Spear Goblins Bats Cannon Wizard Clone
Lightning
Cannon Elite Barbarians Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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.

Spear Goblins Bats Arrows Clone 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.

Elite Barbarians

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.

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Bats Arrows Cannon Clone Wizard Elite Barbarians Giant Skeleton

Shortest cycle

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

10 Spear Goblins Bats Arrows Cannon

Attack Synergies 3 7

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
Elite Barbarians Giant Skeleton
Bats
Giant Skeleton Elite Barbarians Clone
Arrows
Elite Barbarians Giant Skeleton
Cannon
Elite Barbarians
Arrows Spear Goblins Bats Wizard
Wizard
Elite Barbarians Giant Skeleton
Clone
Giant Skeleton Bats
Giant Skeleton
Bats Clone Spear Goblins Arrows Wizard

Defense Synergies 0 11

Spear Goblins
Bats Arrows Cannon Giant Skeleton
Bats
Spear Goblins Cannon Giant Skeleton
Arrows
Spear Goblins Cannon Giant Skeleton
Cannon
Spear Goblins Bats Arrows Wizard
Elite Barbarians
Wizard
Wizard
Cannon Elite Barbarians Giant Skeleton
Clone
Giant Skeleton
Spear Goblins Bats Arrows Wizard

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.

Spear Goblins Cannon Wizard
Elite Barbarians Bats Cannon
Cannon Bats Elite Barbarians Giant Skeleton
Cannon Elite Barbarians Bats
Arrows Elite Barbarians Giant Skeleton
Arrows Spear Goblins Bats Cannon
Bats Spear Goblins Arrows Cannon Wizard
Arrows Cannon Giant Skeleton
Cannon Elite Barbarians
Elite Barbarians Spear Goblins Cannon Giant Skeleton
Bats Spear Goblins Arrows Cannon Wizard Giant Skeleton
Arrows Spear Goblins Bats Wizard
Cannon Bats Elite Barbarians Wizard Giant Skeleton
Wizard Bats Arrows Cannon
Elite Barbarians Cannon
Cannon Elite Barbarians
Wizard Bats Arrows Cannon Elite Barbarians
Arrows Cannon Spear Goblins Bats Elite Barbarians Wizard
Arrows Wizard Spear Goblins Bats Cannon Giant Skeleton
Cannon Elite Barbarians
Wizard Spear Goblins Bats Arrows Cannon Elite Barbarians Giant Skeleton
Cannon

Counters to secondary win conditions

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

Spear Goblins Elite Barbarians Giant Skeleton
Arrows Elite Barbarians Wizard
Giant Skeleton Spear Goblins Bats Elite Barbarians
Giant Skeleton Bats Elite Barbarians
Giant Skeleton Cannon Elite Barbarians
Arrows Wizard Bats
Spear Goblins Bats Elite Barbarians Giant Skeleton
Giant Skeleton Elite Barbarians
Giant Skeleton Spear Goblins Bats Elite Barbarians
Cannon
Bats Elite Barbarians Giant Skeleton
Arrows Elite Barbarians Giant Skeleton
Elite Barbarians Giant Skeleton Cannon Wizard
Wizard Cannon
Elite Barbarians Spear Goblins Bats Giant Skeleton
Bats Arrows Cannon Elite Barbarians Wizard Giant Skeleton
Arrows Cannon

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.)

Arrows Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Giant Skeleton
Wizard Arrows
Arrows Wizard Spear Goblins Bats
Arrows Wizard
Arrows Wizard
Arrows Wizard
Bats Elite Barbarians
Arrows Wizard
Arrows Wizard
Elite Barbarians
Arrows
Arrows Elite Barbarians
Spear Goblins Arrows Wizard
Arrows Wizard
Arrows
Bats
Arrows Wizard
Arrows Wizard
Giant Skeleton
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Elite Barbarians Bats Arrows Wizard
Bats Wizard
Elite Barbarians
Arrows Wizard
Arrows
Giant Skeleton
Arrows Wizard
Spear Goblins Bats
Arrows Wizard
Arrows
Wizard
Arrows Wizard
Arrows Giant Skeleton
Elite Barbarians
Bats Elite Barbarians Giant Skeleton
Bats
Giant Skeleton
Wizard

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