My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Archers Minions Goblin Gang Firecracker

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.

Archers Knight Firecracker Royal Giant Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap

Punishments

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

Goblin Gang Royal Giant Mega Knight

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.

Knight Goblin Gang Royal Giant Mega Knight

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

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
Archers Minions Goblin Gang Royal Giant
Giant Snowball
Archers Minions Goblin Gang
Zap
Archers Minions Goblin Gang Firecracker Royal Giant
Barbarian Barrel
Archers Knight Goblin Gang Firecracker
The Log
Archers Goblin Gang Firecracker Royal Giant
Earthquake
Archers Goblin Gang Firecracker
Arrows
Archers Minions Goblin Gang Firecracker
Royal Delivery
Archers Knight Minions Goblin Gang Firecracker
Fireball
Archers Minions Goblin Gang Firecracker
Poison
Archers Minions Goblin Gang Firecracker
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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.

Knight Mega Knight

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.

Royal 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.

Minions Goblin Gang

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.

Zap Archers Knight Minions Goblin Gang Firecracker Royal Giant Mega Knight

Shortest cycle

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

11 Zap Archers Knight Minions

Attack Synergies 8 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.

Zap
Firecracker Archers Knight Minions Royal Giant Mega Knight
Archers
Knight Zap Royal Giant Mega Knight
Knight
Archers Minions Goblin Gang Firecracker Zap
Minions
Knight Royal Giant Mega Knight Zap Firecracker
Goblin Gang
Knight Firecracker Royal Giant
Firecracker
Zap Knight Royal Giant Minions Goblin Gang Mega Knight
Royal Giant
Minions Firecracker Zap Archers Goblin Gang
Mega Knight
Minions Zap Archers Firecracker

Defense Synergies 5 13

Zap
Mega Knight Archers Knight Minions Goblin Gang Firecracker
Archers
Knight Zap Minions Goblin Gang Firecracker Mega Knight
Knight
Archers Minions Goblin Gang Firecracker Zap
Minions
Knight Zap Archers Firecracker Mega Knight
Goblin Gang
Knight Zap Archers Firecracker
Firecracker
Knight Zap Archers Minions Goblin Gang Mega Knight
Royal Giant
Mega Knight
Zap Archers Minions Firecracker

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 Knight Minions Firecracker
Zap Knight Minions Goblin Gang Firecracker Mega Knight
Goblin Gang Mega Knight Archers Knight Minions
Knight Minions Goblin Gang Firecracker Mega Knight
Firecracker Mega Knight
Goblin Gang Zap Archers Minions Firecracker Mega Knight
Minions Zap Archers Goblin Gang Firecracker
Zap Mega Knight
Minions Goblin Gang
Knight Goblin Gang Archers Firecracker Mega Knight
Archers Minions Goblin Gang Zap Knight Firecracker Mega Knight
Minions Zap Archers Goblin Gang Firecracker
Mega Knight Zap Knight Minions Goblin Gang
Mega Knight Zap Minions Goblin Gang Firecracker
Knight Goblin Gang Mega Knight
Zap Goblin Gang Mega Knight
Mega Knight Knight Minions Goblin Gang Firecracker
Mega Knight Zap Archers Knight Minions Goblin Gang Firecracker
Zap Archers Knight Minions Firecracker Mega Knight
Goblin Gang Mega Knight Archers Knight Minions Firecracker

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Zap Archers
Zap Archers Knight Goblin Gang Firecracker Mega Knight
Goblin Gang Mega Knight Zap Knight Minions
Goblin Gang Mega Knight Zap Knight
Knight Goblin Gang Mega Knight
Firecracker Zap Archers Minions Goblin Gang
Goblin Gang Archers Knight Minions
Mega Knight Knight
Zap Mega Knight Knight Minions Firecracker
Goblin Gang
Mega Knight Knight Minions
Mega Knight Zap
Mega Knight Knight Goblin Gang
Archers Firecracker Mega Knight
Goblin Gang Zap Archers Knight Minions Firecracker
Minions Mega Knight Zap Archers Firecracker
Zap

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.)

Knight Firecracker
Firecracker Zap
Knight Firecracker
Zap Firecracker Mega Knight
Firecracker Zap Minions
Archers Firecracker
Zap Firecracker
Zap Firecracker
Minions Goblin Gang
Firecracker Zap Knight
Zap Archers Firecracker
Knight Firecracker
Minions Firecracker
Zap Firecracker
Zap Firecracker
Firecracker Mega Knight
Minions
Zap Archers Firecracker Mega Knight
Zap Firecracker Mega Knight
Minions Mega Knight
Zap
Zap Firecracker Mega Knight
Firecracker Zap
Zap Mega Knight
Zap Firecracker
Zap Archers Firecracker
Zap Minions Firecracker
Zap Mega Knight
Zap Firecracker
Mega Knight
Firecracker
Zap Archers Minions Goblin Gang
Zap Archers Firecracker
Knight Goblin Gang Firecracker Mega Knight
Zap Firecracker
Zap
Firecracker Mega Knight
Zap Minions Goblin Gang Firecracker
Firecracker Zap
Zap Firecracker Mega Knight
Firecracker Mega Knight

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