My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Mediocre
Versatility
Good
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 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!
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.

Archers 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 Firecracker Elixir Golem Bowler Fisherman Goblinstein

Offensive cards

Win conditions

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

Elixir Golem Goblin Barrel

Damage spells

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

Fireball

Punishments

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

Elixir Golem Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Elixir Golem

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 Goblin 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
Archers Elixir Golem Goblin Barrel Fisherman
Giant Snowball
Archers Goblin Barrel Fisherman
Zap
Archers Firecracker Goblin Barrel Fisherman
Barbarian Barrel
Archers Firecracker Elixir Golem Goblin Barrel
The Log
Archers Firecracker Elixir Golem Goblin Barrel Fisherman
Earthquake
Archers Firecracker Elixir Golem Goblin Barrel
Arrows
Archers Firecracker Goblin Barrel
Royal Delivery
Archers Firecracker Elixir Golem Goblin Barrel Bowler Fisherman
Fireball
Archers Firecracker Elixir Golem Goblin Barrel Bowler Fisherman
Poison
Archers Firecracker Elixir Golem Fisherman
Lightning
Bowler Fisherman Goblinstein
Rocket
Bowler

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Bowler

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.

Elixir Golem Bowler

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 Goblin Barrel

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 Goblin Barrel

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.

Archers Firecracker Elixir Golem Goblin Barrel Fisherman Fireball Bowler Goblinstein

Shortest cycle

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

12 Archers Firecracker Elixir Golem Goblin Barrel

Attack Synergies 1 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.

Archers
Elixir Golem Bowler Fisherman
Firecracker
Elixir Golem Goblin Barrel Bowler Fisherman
Elixir Golem
Firecracker Archers Fireball Goblin Barrel Bowler
Fireball
Elixir Golem
Goblin Barrel
Firecracker Elixir Golem Bowler
Bowler
Archers Firecracker Elixir Golem Goblin Barrel Fisherman
Fisherman
Archers Firecracker Bowler
Goblinstein

Defense Synergies 0 4

Archers
Firecracker Bowler Fisherman
Firecracker
Archers Fisherman
Elixir Golem
Fireball
Goblin Barrel
Bowler
Archers
Fisherman
Archers Firecracker
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.

Bowler Firecracker Fireball
Firecracker Fisherman
Bowler Fisherman Archers
Firecracker Bowler Fisherman
Firecracker Fireball Bowler
Fireball Bowler Archers Firecracker
Archers Firecracker Fireball
Bowler Fireball
Fisherman
Archers Firecracker Bowler Fisherman
Archers Firecracker Fireball Bowler Fisherman
Archers Firecracker Fireball
Bowler Fireball
Fireball Bowler Firecracker
Fireball Bowler Fisherman
Firecracker Fireball Bowler Fisherman
Fireball Archers Firecracker Bowler Fisherman
Archers Firecracker Fireball Bowler Fisherman
Fisherman
Bowler Archers Firecracker Fireball Fisherman

Counters to secondary win conditions

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

Archers Fireball Bowler Fisherman
Fireball Archers Firecracker Bowler Fisherman
Bowler Fisherman
Bowler Fireball Fisherman
Bowler Fisherman
Firecracker Fireball Archers
Archers Fireball Bowler
Fisherman
Firecracker Fireball
Bowler
Fireball Bowler
Bowler Fireball
Archers Firecracker Fireball Bowler
Archers Firecracker Fireball Bowler Fisherman
Bowler Archers Firecracker Fireball
Fireball

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.)

Fireball Firecracker
Firecracker Fireball Bowler Fisherman
Fireball
Firecracker Fireball
Fireball Firecracker Bowler
Firecracker Fireball
Archers Firecracker Bowler
Fireball Firecracker Bowler
Fireball Firecracker Fisherman
Fireball Bowler Fisherman
Firecracker Fireball Bowler Fisherman
Fireball Archers Firecracker
Firecracker Fireball Bowler Fisherman
Firecracker Fireball Fisherman
Firecracker Fireball Fisherman
Firecracker Fireball Bowler
Firecracker Fireball Bowler
Fireball
Fisherman
Archers Firecracker Fireball Bowler Fisherman
Firecracker Fireball Bowler
Fireball Bowler
Fireball
Bowler Fisherman
Fireball
Firecracker Fireball Bowler
Fisherman
Firecracker Fireball Bowler Fisherman
Fireball Bowler Fisherman
Fireball Firecracker Fisherman
Archers Firecracker Fireball
Firecracker Fireball
Fireball Bowler
Fireball
Firecracker Fireball
Firecracker Fireball Bowler
Archers Fireball
Fireball Archers Firecracker
Fireball
Fireball Firecracker Bowler
Firecracker Fireball Bowler
Fireball
Firecracker
Firecracker Fireball Bowler
Firecracker Fireball
Firecracker Fireball Bowler
Fireball Firecracker Bowler

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