My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Bats Goblin Gang

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.

Bats Electro Giant Lumberjack

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Giant Snowball The Log

Punishments

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

Goblin Gang Elite Barbarians Electro Giant Lumberjack

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.

Goblin Gang Elite Barbarians Electro Giant Lumberjack

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.

Elite Barbarians Lumberjack

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
Bats Goblin Gang Elite Barbarians Clone
Giant Snowball
Bats Goblin Gang Clone Lumberjack
Zap
Bats Goblin Gang Clone
Barbarian Barrel
Goblin Gang Elite Barbarians Clone Lumberjack
The Log
Goblin Gang Elite Barbarians Clone Lumberjack
Earthquake
Goblin Gang Clone
Arrows
Bats Goblin Gang Clone
Royal Delivery
Bats Goblin Gang Elite Barbarians Clone Lumberjack
Fireball
Goblin Gang Elite Barbarians Clone Lumberjack
Poison
Bats Goblin Gang Clone
Lightning
Elite Barbarians Lumberjack
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Electro Giant The Log

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.

Bats Clone Electro Giant

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.

Elite Barbarians

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Giant Snowball The Log Goblin Gang Clone Lumberjack Elite Barbarians Electro Giant

Shortest cycle

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

9 Bats Giant Snowball The Log Goblin Gang

Attack Synergies 0 12

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.

Bats
Elite Barbarians Clone Lumberjack
Giant Snowball
Elite Barbarians The Log Lumberjack
Goblin Gang
Clone
Elite Barbarians
Bats Giant Snowball The Log Lumberjack
Clone
Bats Goblin Gang Lumberjack
Electro Giant
Lumberjack
The Log
Giant Snowball Elite Barbarians Lumberjack
Lumberjack
Bats Giant Snowball Elite Barbarians Clone Electro Giant The Log

Defense Synergies 1 10

Bats
Giant Snowball The Log Lumberjack
Giant Snowball
Goblin Gang Bats Elite Barbarians The Log Lumberjack
Goblin Gang
Giant Snowball The Log Lumberjack
Elite Barbarians
Giant Snowball The Log
Clone
Electro Giant
The Log
Bats Giant Snowball Goblin Gang Elite Barbarians Lumberjack
Lumberjack
Bats Giant Snowball Goblin Gang The Log

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.

The Log
Elite Barbarians Lumberjack Bats Goblin Gang The Log
Goblin Gang Lumberjack Bats Giant Snowball Elite Barbarians
Elite Barbarians Lumberjack Bats Goblin Gang
Elite Barbarians The Log Lumberjack
Goblin Gang The Log Bats Giant Snowball Lumberjack
Bats Giant Snowball Goblin Gang
Electro Giant The Log
Goblin Gang Elite Barbarians Lumberjack
Goblin Gang Elite Barbarians Giant Snowball Lumberjack
Bats Goblin Gang Giant Snowball Electro Giant The Log Lumberjack
Bats Giant Snowball Goblin Gang
Lumberjack Bats Giant Snowball Goblin Gang Elite Barbarians The Log
Bats Giant Snowball Goblin Gang The Log Lumberjack
Elite Barbarians Goblin Gang Lumberjack
Giant Snowball Goblin Gang Elite Barbarians Electro Giant The Log Lumberjack
Bats Goblin Gang Elite Barbarians Lumberjack
Bats Giant Snowball Goblin Gang Elite Barbarians The Log Lumberjack
Giant Snowball The Log Bats Lumberjack
Elite Barbarians Lumberjack
Goblin Gang Bats Giant Snowball Elite Barbarians Electro Giant The Log Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Giant Snowball Elite Barbarians Electro Giant
Giant Snowball Goblin Gang Elite Barbarians The Log Lumberjack
Goblin Gang Lumberjack Bats Elite Barbarians The Log
Goblin Gang Lumberjack Bats Elite Barbarians The Log
Goblin Gang Elite Barbarians Lumberjack
Electro Giant Bats Giant Snowball Goblin Gang
Goblin Gang Bats Elite Barbarians Lumberjack
Elite Barbarians Lumberjack
Bats Giant Snowball Elite Barbarians The Log
Goblin Gang
Bats Elite Barbarians Lumberjack
Giant Snowball Elite Barbarians Electro Giant The Log
Elite Barbarians Goblin Gang Lumberjack
Electro Giant
Goblin Gang Elite Barbarians Electro Giant Bats The Log Lumberjack
Bats Giant Snowball Elite Barbarians Electro Giant The Log
Giant Snowball

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.)

The Log
Giant Snowball The Log
The Log
The Log
Giant Snowball The Log
Electro Giant Bats Giant Snowball
The Log
The Log Giant Snowball
The Log Giant Snowball
Bats Giant Snowball Goblin Gang Elite Barbarians Lumberjack
The Log
Giant Snowball
Giant Snowball Elite Barbarians The Log
Giant Snowball Elite Barbarians The Log
Giant Snowball The Log
The Log
Giant Snowball
Bats
Giant Snowball The Log
Giant Snowball Electro Giant The Log
The Log
Giant Snowball
The Log
Giant Snowball The Log
Giant Snowball Electro Giant The Log
The Log Giant Snowball
Giant Snowball The Log
The Log
Elite Barbarians Bats Giant Snowball Electro Giant
Bats Giant Snowball Electro Giant
Giant Snowball Elite Barbarians
Giant Snowball The Log
Giant Snowball
Giant Snowball The Log
Bats Goblin Gang
Giant Snowball
The Log
Goblin Gang Lumberjack
The Log Giant Snowball
Giant Snowball Electro Giant
Elite Barbarians
Electro Giant Bats Giant Snowball Goblin Gang Elite Barbarians The Log
Bats Giant Snowball
Giant Snowball Electro Giant The Log

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