My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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!
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.

Goblin Gang Firecracker Witch Ram Rider

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.

Firecracker Witch Fisherman Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Zap Arrows

Punishments

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

Goblin Gang Ram Rider

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.

Goblin Gang Barbarians Ram Rider

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.

Firecracker Ram Rider

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 Fisherman Ram Rider
Giant Snowball
Goblin Gang Barbarians Witch Fisherman Ram Rider
Zap
Goblin Gang Firecracker Witch Fisherman Ram Rider
Barbarian Barrel
Goblin Gang Firecracker Barbarians Witch
The Log
Goblin Gang Firecracker Barbarians Witch Fisherman Ram Rider
Earthquake
Goblin Gang Firecracker Barbarians Witch
Arrows
Goblin Gang Firecracker Witch
Royal Delivery
Goblin Gang Firecracker Barbarians Witch Fisherman Ram Rider
Fireball
Goblin Gang Firecracker Barbarians Witch Fisherman Ram Rider
Poison
Goblin Gang Firecracker Barbarians Witch Fisherman
Lightning
Witch Fisherman Ram Rider
Rocket
Barbarians Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker

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

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 Barbarians Witch

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.

Zap Arrows Goblin Gang Firecracker Fisherman Barbarians Witch Ram Rider

Shortest cycle

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

11 Zap Arrows Goblin Gang Firecracker

Attack Synergies 3 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.

Zap
Arrows Firecracker Ram Rider Witch Fisherman
Arrows
Zap Ram Rider
Goblin Gang
Firecracker
Firecracker
Zap Goblin Gang Fisherman Ram Rider
Barbarians
Witch
Zap Ram Rider
Fisherman
Zap Firecracker Ram Rider
Ram Rider
Zap Arrows Firecracker Witch Fisherman

Defense Synergies 0 14

Zap
Arrows Goblin Gang Firecracker Barbarians Witch Fisherman Ram Rider
Arrows
Zap Barbarians
Goblin Gang
Zap Firecracker Barbarians Fisherman
Firecracker
Zap Goblin Gang Fisherman
Barbarians
Zap Arrows Goblin Gang
Witch
Zap Fisherman
Fisherman
Zap Goblin Gang Firecracker Witch Ram Rider
Ram Rider
Zap Fisherman

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 Firecracker Ram Rider
Barbarians Zap Goblin Gang Firecracker Witch Fisherman Ram Rider
Goblin Gang Barbarians Witch Fisherman Ram Rider
Barbarians Witch Goblin Gang Firecracker Fisherman Ram Rider
Arrows Firecracker Barbarians
Arrows Goblin Gang Zap Firecracker
Ram Rider Zap Arrows Goblin Gang Firecracker Witch
Zap Arrows Barbarians Ram Rider
Barbarians Witch Goblin Gang Fisherman
Goblin Gang Firecracker Barbarians Fisherman
Goblin Gang Barbarians Witch Zap Arrows Firecracker Fisherman Ram Rider
Arrows Zap Goblin Gang Firecracker Witch Ram Rider
Barbarians Zap Goblin Gang Witch Ram Rider
Zap Arrows Goblin Gang Firecracker Barbarians Witch
Barbarians Goblin Gang Ram Rider
Barbarians Zap Goblin Gang Fisherman Ram Rider
Barbarians Arrows Goblin Gang Firecracker Witch Fisherman
Arrows Zap Goblin Gang Firecracker Barbarians Witch Fisherman Ram Rider
Zap Arrows Witch Firecracker Barbarians Fisherman Ram Rider
Barbarians Fisherman Ram Rider
Goblin Gang Arrows Firecracker Barbarians Witch Fisherman
Fisherman

Counters to secondary win conditions

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

Goblin Gang Barbarians Zap Witch Fisherman
Zap Arrows Goblin Gang Firecracker Fisherman
Goblin Gang Barbarians Zap Witch Fisherman Ram Rider
Goblin Gang Zap Barbarians Fisherman Ram Rider
Barbarians Goblin Gang Witch Fisherman Ram Rider
Arrows Firecracker Zap Goblin Gang Witch Ram Rider
Goblin Gang Barbarians Witch Ram Rider
Barbarians Fisherman
Zap Firecracker Barbarians Witch
Witch Goblin Gang Barbarians
Barbarians Witch
Zap Arrows Barbarians
Barbarians Goblin Gang Witch Ram Rider
Firecracker Barbarians Witch
Goblin Gang Barbarians Witch Zap Firecracker Fisherman
Arrows Zap Firecracker Barbarians Witch
Zap 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.)

Arrows Firecracker
Arrows Firecracker Zap Fisherman Ram Rider
Arrows
Arrows Firecracker Barbarians
Zap Arrows Firecracker
Arrows Firecracker Zap Witch Ram Rider
Arrows Firecracker Witch
Arrows Zap Firecracker Ram Rider
Arrows Zap Firecracker Fisherman Ram Rider
Goblin Gang Fisherman
Firecracker Zap Arrows Fisherman Ram Rider
Zap Arrows Firecracker
Firecracker Fisherman
Arrows Firecracker Fisherman
Zap Arrows Firecracker Fisherman
Zap Arrows Firecracker Witch
Arrows Firecracker
Arrows
Fisherman
Zap Arrows Firecracker Fisherman
Zap Arrows Firecracker Witch
Arrows
Fisherman
Zap Arrows Barbarians
Zap Arrows Firecracker Witch
Witch Fisherman
Arrows Firecracker Zap Witch Fisherman Ram Rider
Zap Arrows Witch Fisherman Ram Rider
Zap Arrows Firecracker Fisherman
Zap Arrows Firecracker Witch
Zap Firecracker Witch
Zap Arrows
Zap Arrows Firecracker
Arrows Firecracker
Zap Goblin Gang Barbarians Witch
Zap Arrows Firecracker Witch Ram Rider
Arrows
Goblin Gang Firecracker
Arrows Zap Firecracker
Zap Arrows
Firecracker
Zap Goblin Gang Firecracker Witch
Firecracker Zap Witch
Zap Firecracker Witch
Firecracker
Fisherman

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