My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Good
Versatility
Bad
F2P score
RIP

3 problems 2 warnings Why?

Missing cards in your collection

Boss Bandit

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!
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!
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.

Goblin Giant Mother Witch Goblinstein

Defensive buildings

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

Tombstone

Investments

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

Skeleton Barrel Tombstone Goblin Giant Fisherman Mother Witch Goblinstein

Offensive cards

Win conditions

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

Skeleton Barrel Goblin Giant

Damage spells

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

Fireball Rage

Punishments

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

Skeleton Barrel Goblin Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Skeleton Barrel Goblin Giant

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.

Skeleton 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
Skeleton Barrel Fisherman
Giant Snowball
Skeleton Barrel Tombstone Fisherman
Zap
Skeleton Barrel Tombstone Goblin Giant Fisherman
Barbarian Barrel
Skeleton Barrel Tombstone
The Log
Skeleton Barrel Tombstone Fisherman
Earthquake
Tombstone
Arrows
Skeleton Barrel Tombstone
Royal Delivery
Skeleton Barrel Fisherman Mother Witch
Fireball
Skeleton Barrel Tombstone Fisherman Mother Witch
Poison
Skeleton Barrel Tombstone Fisherman Mother Witch
Lightning
Tombstone Fisherman Mother Witch Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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.

Skeleton Barrel Tombstone Rage Mother Witch

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.

Fireball

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.

Fireball

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Skeleton Barrel Tombstone Fisherman Fireball Mother Witch Goblinstein Goblin Giant

Shortest cycle

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

11 Rage Skeleton Barrel Tombstone Fisherman

Attack Synergies 2 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.

Skeleton Barrel
Fireball Goblin Giant Fisherman
Tombstone
Fireball
Skeleton Barrel Goblin Giant
Rage
Goblin Giant Mother Witch
Goblin Giant
Fireball Skeleton Barrel Rage Fisherman Mother Witch Goblinstein
Fisherman
Skeleton Barrel Goblin Giant
Mother Witch
Rage Goblin Giant
Goblinstein
Goblin Giant

Defense Synergies 1 4

Skeleton Barrel
Fireball
Tombstone
Fireball Mother Witch
Fireball
Goblin Giant Skeleton Barrel Tombstone
Rage
Goblin Giant
Fireball
Fisherman
Mother Witch
Mother Witch
Tombstone Fisherman
Goblinstein

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.

Skeleton Barrel Tombstone Fireball Goblin Giant
Tombstone Fisherman
Fisherman Tombstone
Tombstone Fisherman
Tombstone Fireball
Fireball Mother Witch
Tombstone Fireball
Skeleton Barrel Fireball Goblin Giant
Tombstone Fisherman
Fisherman
Mother Witch Tombstone Fireball Goblin Giant Fisherman
Fireball
Tombstone Fireball
Fireball Tombstone
Tombstone
Fireball Fisherman Goblinstein
Tombstone Fireball Fisherman
Tombstone Fireball Fisherman
Tombstone Fireball Fisherman Mother Witch
Fisherman
Fireball Goblin Giant Fisherman Mother Witch

Counters to secondary win conditions

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

Tombstone Fireball Fisherman
Fireball Skeleton Barrel Fisherman
Tombstone Goblin Giant Fisherman
Fireball Goblin Giant Fisherman
Tombstone Goblin Giant Fisherman
Fireball Mother Witch Goblinstein Skeleton Barrel Goblin Giant
Tombstone Fireball Goblin Giant
Goblin Giant Fisherman
Goblinstein Tombstone Fireball
Tombstone Goblin Giant
Tombstone
Fireball Goblin Giant
Tombstone Fireball Goblin Giant
Fireball
Tombstone Fireball Goblin Giant Fisherman Goblinstein
Fireball Mother Witch
Tombstone Fireball
Fisherman Tombstone
Tombstone Fisherman

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.)

Skeleton Barrel Fireball
Fireball Skeleton Barrel Fisherman
Skeleton Barrel Fireball Goblin Giant
Skeleton Barrel Fireball
Fireball Goblinstein
Fireball Mother Witch Goblinstein Skeleton Barrel Goblin Giant
Fireball Skeleton Barrel
Fireball Skeleton Barrel Fisherman
Fireball Fisherman
Skeleton Barrel Fireball Fisherman
Fireball
Skeleton Barrel Fireball Fisherman
Skeleton Barrel Fireball Fisherman
Skeleton Barrel Fireball Fisherman
Skeleton Barrel Fireball
Skeleton Barrel Fireball
Fireball
Fisherman
Skeleton Barrel Fireball Fisherman
Skeleton Barrel Fireball Mother Witch
Fireball
Fireball
Fisherman
Skeleton Barrel Fireball
Mother Witch Fireball Goblinstein
Fisherman
Fireball Skeleton Barrel Fisherman
Fireball Skeleton Barrel Fisherman
Fireball Skeleton Barrel Fisherman
Fireball Mother Witch
Skeleton Barrel Fireball Goblinstein
Fireball
Fireball
Fireball
Fireball
Skeleton Barrel Tombstone Fireball Goblinstein
Fireball
Fireball
Fireball
Skeleton Barrel Fireball
Fireball
Fireball
Fireball
Skeleton Barrel Fireball Goblin Giant
Fireball
Fisherman

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