My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Rascals Goblin Giant Electro Wizard

Defensive buildings

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

Barbarian Hut

Investments

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

Bats Rascals Barbarian Hut Goblin Giant Electro Wizard

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows Fireball

Punishments

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

Goblin Gang 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.

Goblin Gang Rascals 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.

Electro Wizard

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
Giant Snowball
Bats Goblin Gang
Zap
Bats Goblin Gang Goblin Giant
Barbarian Barrel
Goblin Gang Rascals Barbarian Hut Electro Wizard
The Log
Goblin Gang Rascals Barbarian Hut
Earthquake
Goblin Gang Barbarian Hut
Arrows
Bats Goblin Gang Rascals
Royal Delivery
Bats Goblin Gang Rascals Electro Wizard
Fireball
Goblin Gang Rascals Barbarian Hut Electro Wizard
Poison
Bats Goblin Gang Rascals Barbarian Hut Electro Wizard
Lightning
Barbarian Hut Electro Wizard
Rocket
Rascals Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Bats Arrows

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.

Goblin Gang Fireball Electro 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Goblin Gang Fireball Electro Wizard Rascals Barbarian Hut Goblin Giant

Shortest cycle

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

12 Bats Arrows Goblin Gang Fireball

Attack Synergies 3 10

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
Barbarian Hut Rascals Goblin Giant
Arrows
Fireball Barbarian Hut Goblin Giant
Goblin Gang
Barbarian Hut Goblin Giant
Rascals
Bats Barbarian Hut Electro Wizard
Fireball
Arrows Goblin Giant Electro Wizard
Barbarian Hut
Bats Arrows Goblin Gang Rascals
Goblin Giant
Fireball Bats Arrows Goblin Gang Electro Wizard
Electro Wizard
Rascals Fireball Goblin Giant

Defense Synergies 2 12

Bats
Barbarian Hut Rascals Goblin Giant Electro Wizard
Arrows
Fireball Barbarian Hut
Goblin Gang
Rascals Barbarian Hut Electro Wizard
Rascals
Bats Goblin Gang
Fireball
Goblin Giant Arrows Barbarian Hut Electro Wizard
Barbarian Hut
Bats Arrows Goblin Gang Fireball Electro Wizard
Goblin Giant
Fireball Bats Electro Wizard
Electro Wizard
Bats Goblin Gang Fireball Barbarian Hut Goblin Giant

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.

Barbarian Hut Fireball Goblin Giant Electro Wizard
Barbarian Hut Bats Goblin Gang Rascals Electro Wizard
Goblin Gang Barbarian Hut Bats Rascals Electro Wizard
Barbarian Hut Bats Goblin Gang Rascals Electro Wizard
Arrows Fireball
Arrows Goblin Gang Fireball Bats Rascals Electro Wizard
Bats Electro Wizard Arrows Goblin Gang Rascals Fireball Barbarian Hut
Barbarian Hut Arrows Rascals Fireball Goblin Giant Electro Wizard
Barbarian Hut Goblin Gang Rascals
Goblin Gang Rascals Electro Wizard
Bats Goblin Gang Electro Wizard Arrows Rascals Fireball Goblin Giant
Arrows Bats Goblin Gang Rascals Fireball Barbarian Hut Electro Wizard
Barbarian Hut Bats Goblin Gang Rascals Fireball Electro Wizard
Fireball Barbarian Hut Bats Arrows Goblin Gang Rascals Electro Wizard
Barbarian Hut Goblin Gang Rascals Electro Wizard
Barbarian Hut Goblin Gang Rascals Fireball Electro Wizard
Barbarian Hut Bats Arrows Goblin Gang Rascals Fireball Electro Wizard
Arrows Fireball Bats Goblin Gang Rascals Barbarian Hut Electro Wizard
Arrows Bats Rascals Fireball Barbarian Hut Electro Wizard
Barbarian Hut Electro Wizard
Goblin Gang Rascals Bats Arrows Fireball Goblin Giant Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Rascals Barbarian Hut Fireball Electro Wizard
Fireball Electro Wizard Arrows Goblin Gang
Goblin Gang Bats Rascals Barbarian Hut Goblin Giant Electro Wizard
Goblin Gang Bats Rascals Fireball Barbarian Hut Goblin Giant Electro Wizard
Barbarian Hut Goblin Gang Rascals Goblin Giant
Arrows Fireball Bats Goblin Gang Rascals Goblin Giant Electro Wizard
Goblin Gang Rascals Bats Fireball Barbarian Hut Goblin Giant Electro Wizard
Rascals Barbarian Hut Goblin Giant
Electro Wizard Bats Fireball Barbarian Hut
Goblin Gang Barbarian Hut Goblin Giant
Bats Rascals
Arrows Fireball Goblin Giant Electro Wizard
Rascals Goblin Gang Fireball Barbarian Hut Goblin Giant
Rascals Fireball Barbarian Hut
Goblin Gang Rascals Electro Wizard Bats Fireball Barbarian Hut Goblin Giant
Bats Arrows Rascals Fireball Barbarian Hut Electro Wizard
Arrows Fireball Barbarian Hut Electro Wizard

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 Arrows Rascals Barbarian Hut
Arrows Fireball Electro Wizard
Arrows Fireball Barbarian Hut Goblin Giant
Arrows Rascals Fireball Barbarian Hut
Fireball Arrows
Arrows Fireball Bats Goblin Giant
Arrows
Arrows Fireball Barbarian Hut
Arrows Fireball
Bats Goblin Gang Fireball Electro Wizard
Arrows Fireball Electro Wizard
Fireball Arrows
Fireball Barbarian Hut
Arrows Fireball
Arrows Fireball Barbarian Hut
Arrows Fireball Barbarian Hut
Arrows Fireball Barbarian Hut
Arrows Fireball
Bats
Arrows Fireball Electro Wizard
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball Barbarian Hut
Arrows Fireball
Arrows Fireball Electro Wizard
Fireball Arrows
Fireball Arrows
Bats Arrows Fireball Electro Wizard
Electro Wizard Bats Fireball
Fireball
Arrows Fireball
Arrows Fireball Electro Wizard
Arrows Fireball
Electro Wizard Bats Goblin Gang Fireball Barbarian Hut
Fireball Arrows Electro Wizard
Arrows Fireball
Fireball Goblin Gang Rascals Electro Wizard
Arrows Fireball
Arrows Fireball
Bats Goblin Gang Rascals Fireball Electro Wizard
Bats Fireball Electro Wizard
Fireball Goblin Giant Electro Wizard
Fireball

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