My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding 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.

Zappies Wizard Witch Goblin Giant

Defensive buildings

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

Goblin Cage

Investments

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

Goblin Cage Zappies Wizard Witch Goblin Giant Mega Knight

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows Lightning

Punishments

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

Goblin Giant Mega Knight

Pump responses

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

Lightning

Dropped at the bridge

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

Goblin Giant Mega Knight

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
Giant Snowball
Zappies Witch
Zap
Zappies Witch Goblin Giant
Barbarian Barrel
Goblin Cage Zappies Wizard Witch
The Log
Goblin Cage Zappies Witch
Earthquake
Goblin Cage Zappies Witch
Arrows
Zappies Witch
Royal Delivery
Goblin Cage Zappies Wizard Witch
Fireball
Goblin Cage Zappies Wizard Witch
Poison
Goblin Cage Zappies Wizard Witch
Lightning
Goblin Cage Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Mega Knight

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 Mega Knight

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Cage Zappies Wizard Witch Lightning Goblin Giant Mega Knight

Shortest cycle

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

16 Arrows Goblin Cage Zappies Wizard

Attack Synergies 0 11

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
Lightning Goblin Giant Mega Knight
Goblin Cage
Witch
Zappies
Goblin Giant Mega Knight
Wizard
Goblin Giant Mega Knight
Witch
Goblin Cage Goblin Giant Mega Knight
Lightning
Arrows Goblin Giant
Goblin Giant
Arrows Zappies Wizard Witch Lightning
Mega Knight
Arrows Zappies Wizard Witch

Defense Synergies 1 7

Arrows
Mega Knight Lightning
Goblin Cage
Zappies Wizard Witch
Zappies
Goblin Cage Mega Knight
Wizard
Goblin Cage Mega Knight
Witch
Goblin Cage Mega Knight
Lightning
Arrows
Goblin Giant
Mega Knight
Arrows Zappies Wizard Witch

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.

Lightning Goblin Cage Zappies Wizard Goblin Giant
Goblin Cage Zappies Witch Mega Knight
Goblin Cage Witch Mega Knight Zappies Lightning
Goblin Cage Witch Zappies Mega Knight
Lightning Arrows Goblin Cage Mega Knight
Arrows Zappies Mega Knight
Lightning Arrows Goblin Cage Zappies Wizard Witch
Lightning Arrows Goblin Cage Goblin Giant Mega Knight
Zappies Witch Goblin Cage
Zappies Mega Knight
Witch Arrows Zappies Wizard Goblin Giant Mega Knight
Arrows Zappies Wizard Witch
Goblin Cage Mega Knight Zappies Wizard Witch Lightning
Wizard Mega Knight Arrows Goblin Cage Zappies Witch
Goblin Cage Zappies Mega Knight
Goblin Cage Zappies Lightning Mega Knight
Wizard Mega Knight Arrows Goblin Cage Zappies Witch
Arrows Goblin Cage Mega Knight Zappies Wizard Witch
Arrows Goblin Cage Wizard Witch Zappies Mega Knight
Goblin Cage Zappies
Wizard Mega Knight Arrows Zappies Witch Goblin Giant

Counters to secondary win conditions

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

Mega Knight Goblin Cage Zappies Witch
Arrows Wizard Lightning Mega Knight
Zappies Mega Knight Goblin Cage Witch Lightning Goblin Giant
Lightning Mega Knight Goblin Cage Zappies Goblin Giant
Goblin Cage Zappies Witch Goblin Giant Mega Knight
Arrows Wizard Zappies Witch Goblin Giant
Goblin Cage Zappies Witch Lightning Goblin Giant
Mega Knight Goblin Cage Zappies Goblin Giant
Goblin Cage Lightning Mega Knight Zappies Witch
Witch Goblin Cage Zappies Goblin Giant
Mega Knight Goblin Cage Zappies Witch
Lightning Mega Knight Arrows Goblin Cage Goblin Giant
Lightning Mega Knight Goblin Cage Zappies Wizard Witch Goblin Giant
Wizard Goblin Cage Zappies Witch Mega Knight
Zappies Witch Goblin Cage Lightning Goblin Giant
Arrows Mega Knight Goblin Cage Zappies Wizard Witch
Arrows Goblin Cage

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.)

Lightning Arrows
Arrows
Lightning Arrows Goblin Giant
Lightning Arrows
Wizard Arrows Mega Knight
Arrows Wizard Witch Goblin Giant
Arrows Wizard Witch
Arrows Wizard Lightning
Arrows Wizard Lightning
Lightning
Lightning Arrows Wizard
Lightning Arrows Wizard
Lightning
Lightning Arrows
Lightning Arrows
Lightning Arrows Wizard Witch
Lightning Arrows Wizard Mega Knight
Lightning Arrows
Lightning
Lightning Arrows Wizard Mega Knight
Lightning Arrows Wizard Witch Mega Knight
Lightning Mega Knight
Lightning Arrows Wizard
Lightning
Lightning Arrows
Arrows Wizard Witch Mega Knight
Witch
Arrows Wizard Witch Lightning
Lightning Arrows Wizard Witch Mega Knight
Lightning Arrows
Lightning Arrows Wizard Witch
Lightning Zappies Wizard Witch
Lightning
Lightning Arrows Wizard Mega Knight
Lightning Arrows Zappies
Mega Knight
Arrows Wizard Lightning
Lightning Zappies Witch
Lightning Arrows Zappies Wizard Witch
Arrows
Lightning Wizard Mega Knight
Arrows Wizard Lightning
Lightning Arrows
Mega Knight
Zappies Witch Lightning
Zappies Witch Lightning
Lightning Witch Goblin Giant Mega Knight
Lightning Wizard Mega Knight

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