My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Goblin Curse Phoenix Goblin Machine Little Prince Skeleton King Mighty Miner

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!
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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Gang Musketeer Ice Wizard Archer Queen

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.

Musketeer Giant Ice Wizard Archer Queen

Offensive cards

Win conditions

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

Hog Rider Giant

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 Gang Hog Rider Giant

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.

Electro Spirit Goblin Gang Hog Rider Giant Archer Queen

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.

Electro Spirit Hog 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 Hog Rider Giant
Giant Snowball
Goblin Gang Musketeer Hog Rider
Zap
Goblin Gang
Barbarian Barrel
Electro Spirit Goblin Gang Musketeer Bomb Tower Ice Wizard
The Log
Electro Spirit Goblin Gang Musketeer Hog Rider
Earthquake
Goblin Gang Bomb Tower Hog Rider
Arrows
Electro Spirit Goblin Gang
Royal Delivery
Electro Spirit Goblin Gang Musketeer Hog Rider Ice Wizard
Fireball
Goblin Gang Musketeer Bomb Tower Hog Rider Ice Wizard
Poison
Goblin Gang Musketeer Bomb Tower Ice Wizard
Lightning
Musketeer Bomb Tower Ice Wizard Archer Queen
Rocket
Musketeer Bomb Tower Hog Rider Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomb Tower Ice Wizard

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.

Electro Spirit Ice Wizard

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 Musketeer Ice Wizard

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.

Electro Spirit Goblin Gang Ice Wizard Musketeer Bomb Tower Hog Rider Giant Archer Queen

Shortest cycle

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

11 Electro Spirit Goblin Gang Ice Wizard Musketeer

Attack Synergies 3 6

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.

Electro Spirit
Hog Rider Giant
Goblin Gang
Hog Rider Giant
Musketeer
Hog Rider Giant
Bomb Tower
Hog Rider
Goblin Gang Musketeer Electro Spirit Giant Archer Queen
Giant
Musketeer Electro Spirit Goblin Gang Hog Rider Ice Wizard
Ice Wizard
Giant
Archer Queen
Hog Rider

Defense Synergies 1 6

Electro Spirit
Archer Queen
Goblin Gang
Musketeer Bomb Tower Ice Wizard Archer Queen
Musketeer
Goblin Gang Bomb Tower
Bomb Tower
Goblin Gang Musketeer Ice Wizard
Hog Rider
Giant
Ice Wizard
Goblin Gang Bomb Tower
Archer Queen
Electro Spirit Goblin Gang

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.

Musketeer
Bomb Tower Goblin Gang Musketeer Ice Wizard
Goblin Gang Bomb Tower Musketeer Ice Wizard
Bomb Tower Goblin Gang Musketeer Ice Wizard
Bomb Tower
Goblin Gang Electro Spirit Musketeer Bomb Tower Ice Wizard
Musketeer Electro Spirit Goblin Gang Bomb Tower Ice Wizard
Electro Spirit Musketeer Bomb Tower
Goblin Gang Musketeer Bomb Tower Ice Wizard Archer Queen
Goblin Gang Musketeer Ice Wizard
Goblin Gang Ice Wizard Electro Spirit Musketeer Bomb Tower
Musketeer Goblin Gang Ice Wizard
Bomb Tower Goblin Gang Musketeer Ice Wizard
Bomb Tower Electro Spirit Goblin Gang
Goblin Gang Bomb Tower
Bomb Tower Goblin Gang
Bomb Tower Goblin Gang Musketeer
Bomb Tower Electro Spirit Goblin Gang Musketeer Ice Wizard
Bomb Tower Electro Spirit Musketeer Ice Wizard
Musketeer Bomb Tower
Goblin Gang Electro Spirit Musketeer Bomb Tower

Counters to secondary win conditions

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

Goblin Gang
Goblin Gang Musketeer Bomb Tower
Goblin Gang Musketeer Bomb Tower
Goblin Gang Musketeer
Goblin Gang Musketeer
Electro Spirit Goblin Gang Musketeer Bomb Tower Ice Wizard
Goblin Gang Musketeer Bomb Tower Ice Wizard
Bomb Tower
Electro Spirit Bomb Tower
Goblin Gang Musketeer
Musketeer Bomb Tower
Archer Queen
Goblin Gang Bomb Tower
Musketeer Bomb Tower
Goblin Gang Electro Spirit Musketeer Bomb Tower Archer Queen
Electro Spirit Musketeer Bomb Tower Ice Wizard Archer Queen

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.)

Musketeer
Musketeer Ice Wizard
Musketeer
Electro Spirit Musketeer Ice Wizard
Musketeer
Ice Wizard
Goblin Gang Musketeer
Musketeer
Musketeer Archer Queen
Musketeer
Musketeer
Musketeer
Musketeer
Musketeer
Musketeer
Musketeer
Musketeer
Musketeer
Electro Spirit Ice Wizard
Musketeer Ice Wizard
Musketeer
Musketeer
Musketeer Ice Wizard
Electro Spirit Musketeer
Musketeer
Electro Spirit
Electro Spirit Goblin Gang Musketeer
Musketeer Ice Wizard Archer Queen
Goblin Gang Musketeer
Musketeer
Archer Queen
Musketeer Archer Queen
Electro Spirit Goblin Gang Musketeer Archer Queen
Musketeer Archer Queen
Musketeer Archer Queen

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