My Best Clash Royale Deck

Deck Check Rating

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

2 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Firecracker Witch

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.

Firecracker Witch Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Giant Snowball Rage

Punishments

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

Goblin Gang Mega Knight

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 Barbarians Mega Knight

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

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 Skeleton Army
Giant Snowball
Goblin Gang Barbarians Skeleton Army Witch
Zap
Goblin Gang Firecracker Skeleton Army Witch
Barbarian Barrel
Goblin Gang Firecracker Barbarians Skeleton Army Witch
The Log
Goblin Gang Firecracker Barbarians Skeleton Army Witch
Earthquake
Goblin Gang Firecracker Barbarians Skeleton Army Witch
Arrows
Goblin Gang Firecracker Skeleton Army Witch
Royal Delivery
Goblin Gang Firecracker Barbarians Skeleton Army Witch
Fireball
Goblin Gang Firecracker Barbarians Skeleton Army Witch
Poison
Goblin Gang Firecracker Barbarians Skeleton Army Witch
Lightning
Witch
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Firecracker Mega Knight

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.

Rage Skeleton Army Mega Knight

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.

Skeleton Army

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 Barbarians Witch

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.

Giant Snowball Rage Goblin Gang Firecracker Skeleton Army Barbarians Witch Mega Knight

Shortest cycle

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

10 Giant Snowball Rage Goblin Gang Firecracker

Attack Synergies 1 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.

Giant Snowball
Firecracker Barbarians Witch Mega Knight
Goblin Gang
Firecracker
Firecracker
Giant Snowball Goblin Gang Mega Knight
Barbarians
Giant Snowball
Rage
Witch
Skeleton Army
Witch
Rage Giant Snowball Mega Knight
Mega Knight
Giant Snowball Firecracker Witch

Defense Synergies 2 10

Giant Snowball
Goblin Gang Mega Knight Firecracker Barbarians Witch
Goblin Gang
Giant Snowball Firecracker Barbarians Skeleton Army
Firecracker
Giant Snowball Goblin Gang Skeleton Army Mega Knight
Barbarians
Giant Snowball Goblin Gang Skeleton Army
Rage
Skeleton Army
Goblin Gang Firecracker Barbarians
Witch
Giant Snowball Mega Knight
Mega Knight
Giant Snowball Firecracker Witch

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.

Firecracker
Barbarians Skeleton Army Goblin Gang Firecracker Witch Mega Knight
Goblin Gang Barbarians Skeleton Army Witch Mega Knight Giant Snowball
Barbarians Skeleton Army Witch Goblin Gang Firecracker Mega Knight
Firecracker Barbarians Skeleton Army Mega Knight
Goblin Gang Skeleton Army Giant Snowball Firecracker Mega Knight
Giant Snowball Goblin Gang Firecracker Witch
Barbarians Mega Knight
Barbarians Witch Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Giant Snowball Firecracker Barbarians Mega Knight
Goblin Gang Barbarians Skeleton Army Witch Giant Snowball Firecracker Mega Knight
Giant Snowball Goblin Gang Firecracker Witch
Barbarians Skeleton Army Mega Knight Giant Snowball Goblin Gang Witch
Skeleton Army Mega Knight Giant Snowball Goblin Gang Firecracker Barbarians Witch
Barbarians Skeleton Army Goblin Gang Mega Knight
Barbarians Skeleton Army Giant Snowball Goblin Gang Mega Knight
Barbarians Mega Knight Goblin Gang Firecracker Skeleton Army Witch
Mega Knight Giant Snowball Goblin Gang Firecracker Barbarians Skeleton Army Witch
Giant Snowball Witch Firecracker Barbarians Mega Knight
Barbarians
Goblin Gang Skeleton Army Mega Knight Giant Snowball Firecracker Barbarians Witch

Counters to secondary win conditions

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

Goblin Gang Barbarians Skeleton Army Mega Knight Giant Snowball Witch
Giant Snowball Goblin Gang Firecracker Mega Knight
Goblin Gang Barbarians Skeleton Army Mega Knight Witch
Goblin Gang Skeleton Army Mega Knight Barbarians
Barbarians Goblin Gang Skeleton Army Witch Mega Knight
Firecracker Giant Snowball Goblin Gang Witch
Goblin Gang Skeleton Army Barbarians Witch
Mega Knight Barbarians Skeleton Army
Mega Knight Giant Snowball Firecracker Barbarians Skeleton Army Witch
Witch Goblin Gang Barbarians Skeleton Army
Mega Knight Barbarians Witch
Skeleton Army Mega Knight Giant Snowball Barbarians
Barbarians Skeleton Army Mega Knight Goblin Gang Witch
Firecracker Barbarians Skeleton Army Witch Mega Knight
Goblin Gang Barbarians Skeleton Army Witch Firecracker
Mega Knight Giant Snowball Firecracker Barbarians Witch
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.)

Firecracker
Firecracker Giant Snowball
Firecracker Barbarians
Giant Snowball Firecracker Mega Knight
Firecracker Giant Snowball Witch
Firecracker Witch
Giant Snowball Firecracker
Giant Snowball Firecracker
Giant Snowball Goblin Gang
Firecracker
Giant Snowball Firecracker
Giant Snowball Firecracker
Firecracker
Giant Snowball Firecracker
Giant Snowball Firecracker Witch
Firecracker Mega Knight
Giant Snowball
Giant Snowball Firecracker Mega Knight
Giant Snowball Firecracker Witch Mega Knight
Mega Knight
Giant Snowball
Giant Snowball Barbarians
Giant Snowball Firecracker Witch Mega Knight
Witch
Firecracker Giant Snowball Witch
Giant Snowball Witch Mega Knight
Firecracker
Giant Snowball Firecracker Witch
Giant Snowball Firecracker Witch
Giant Snowball
Giant Snowball Mega Knight
Giant Snowball Firecracker
Mega Knight
Giant Snowball Firecracker
Goblin Gang Barbarians Skeleton Army Witch
Giant Snowball Firecracker Witch
Goblin Gang Firecracker Mega Knight
Giant Snowball Firecracker
Giant Snowball
Firecracker Mega Knight
Giant Snowball Goblin Gang Firecracker Witch
Firecracker Giant Snowball Witch
Giant Snowball Firecracker Witch Mega Knight
Firecracker Mega Knight

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