My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Mediocre
Synergy
Bad
Versatility
RIP
F2P score
Good

5 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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

Defensive buildings

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

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Spear Goblins Bomber

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Missing

Punishments

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

Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Spear Goblins Heal Spirit

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.

Goblin Barrel

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
Skeletons Spear Goblins Bomber Goblin Barrel Clone
Giant Snowball
Skeletons Spear Goblins Bomber Goblin Barrel Clone
Zap
Skeletons Spear Goblins Bomber Goblin Barrel Clone
Barbarian Barrel
Skeletons Spear Goblins Bomber Heal Spirit Bomb Tower Goblin Barrel Clone
The Log
Skeletons Spear Goblins Bomber Heal Spirit Goblin Barrel Clone
Earthquake
Skeletons Spear Goblins Bomber Bomb Tower Goblin Barrel Clone
Arrows
Skeletons Spear Goblins Bomber Heal Spirit Goblin Barrel Clone
Royal Delivery
Skeletons Spear Goblins Bomber Heal Spirit Goblin Barrel Clone
Fireball
Bomber Bomb Tower Goblin Barrel Clone
Poison
Spear Goblins Bomber Bomb Tower Clone
Lightning
Bomb Tower
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Bomb Tower

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 Heal Spirit Clone

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.

Goblin Barrel

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.

Heal Spirit Goblin Barrel

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.

Mirror Skeletons Heal Spirit Spear Goblins Bomber Goblin Barrel Clone Bomb Tower

Shortest cycle

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

4 Mirror Skeletons Heal Spirit Spear Goblins

Attack Synergies 2 3

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.

Skeletons
Spear Goblins
Goblin Barrel Heal Spirit
Bomber
Heal Spirit
Heal Spirit
Spear Goblins Bomber
Bomb Tower
Mirror
Goblin Barrel
Goblin Barrel
Spear Goblins Mirror Clone
Clone
Goblin Barrel

Defense Synergies 0 5

Skeletons
Spear Goblins Bomber Bomb Tower
Spear Goblins
Skeletons Bomb Tower
Bomber
Skeletons
Heal Spirit
Bomb Tower
Skeletons Spear Goblins Mirror
Mirror
Bomb Tower
Goblin Barrel
Clone

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 Bomber
Bomb Tower Skeletons
Bomb Tower Skeletons Bomber
Bomb Tower Skeletons
Bomber Bomb Tower
Skeletons Spear Goblins Bomber Bomb Tower
Spear Goblins Bomb Tower
Bomb Tower
Skeletons Bomb Tower
Skeletons Spear Goblins Bomber
Skeletons Spear Goblins Bomber Bomb Tower
Spear Goblins
Bomb Tower Skeletons Bomber
Bomber Bomb Tower
Bomb Tower
Bomb Tower
Bomb Tower Skeletons Bomber
Bomb Tower Spear Goblins Bomber
Bomb Tower Spear Goblins Bomber
Bomb Tower
Bomber Spear Goblins Bomb Tower
Bomb Tower

Counters to secondary win conditions

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

Skeletons Spear Goblins
Bomber Bomb Tower
Skeletons Spear Goblins Bomb Tower
Skeletons
Skeletons Bomb Tower
Skeletons Spear Goblins Bomb Tower
Bomb Tower
Skeletons Spear Goblins Bomb Tower
Skeletons
Bomb Tower
Skeletons Bomb Tower
Bomber Bomb Tower
Skeletons Spear Goblins Bomber Bomb Tower
Bomber Bomb Tower
Bomber Bomb Tower

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.)

Bomber
Spear Goblins
Bomber
Spear Goblins Bomber
Bomber
Bomber
Bomber
Bomber
Bomber
Spear Goblins
Bomber

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