My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Bats Goblin Gang Dart Goblin Ice Wizard Ram Rider

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.

Spear Goblins Bats Ice Wizard Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Zap

Punishments

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

Goblin Gang Ram Rider 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.

Spear Goblins Goblin Gang Dart Goblin Ram Rider 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.

Ram 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
Spear Goblins Bats Goblin Gang Ram Rider
Giant Snowball
Spear Goblins Bats Goblin Gang Dart Goblin Ram Rider
Zap
Spear Goblins Bats Goblin Gang Dart Goblin Ram Rider
Barbarian Barrel
Spear Goblins Goblin Gang Dart Goblin Ice Wizard
The Log
Spear Goblins Goblin Gang Dart Goblin Ram Rider
Earthquake
Spear Goblins Goblin Gang
Arrows
Spear Goblins Bats Goblin Gang Dart Goblin
Royal Delivery
Spear Goblins Bats Goblin Gang Dart Goblin Ice Wizard Ram Rider
Fireball
Goblin Gang Dart Goblin Ice Wizard Ram Rider
Poison
Spear Goblins Bats Goblin Gang Dart Goblin Ice Wizard
Lightning
Ice Wizard Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Wizard 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.

Spear Goblins Bats Ice Wizard Mega Knight

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 Dart Goblin 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Bats Zap Goblin Gang Dart Goblin Ice Wizard Ram Rider Mega Knight

Shortest cycle

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

9 Spear Goblins Bats Zap Goblin Gang

Attack Synergies 2 15

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.

Spear Goblins
Zap Goblin Gang Dart Goblin Ram Rider Mega Knight
Bats
Mega Knight Zap Ram Rider
Zap
Ram Rider Spear Goblins Bats Dart Goblin Ice Wizard Mega Knight
Goblin Gang
Spear Goblins Dart Goblin
Dart Goblin
Spear Goblins Zap Goblin Gang Ram Rider Mega Knight
Ice Wizard
Zap Ram Rider
Ram Rider
Zap Spear Goblins Bats Dart Goblin Ice Wizard Mega Knight
Mega Knight
Bats Spear Goblins Zap Dart Goblin Ram Rider

Defense Synergies 1 20

Spear Goblins
Bats Zap Goblin Gang Dart Goblin Ice Wizard Mega Knight
Bats
Spear Goblins Zap Dart Goblin Ice Wizard Mega Knight
Zap
Mega Knight Spear Goblins Bats Goblin Gang Dart Goblin Ice Wizard Ram Rider
Goblin Gang
Spear Goblins Zap Dart Goblin Ice Wizard
Dart Goblin
Spear Goblins Bats Zap Goblin Gang Ice Wizard Ram Rider Mega Knight
Ice Wizard
Spear Goblins Bats Zap Goblin Gang Dart Goblin Mega Knight
Ram Rider
Zap Dart Goblin
Mega Knight
Zap Spear Goblins Bats Dart Goblin Ice Wizard

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.

Spear Goblins Zap Dart Goblin Ram Rider
Bats Zap Goblin Gang Dart Goblin Ice Wizard Ram Rider Mega Knight
Goblin Gang Ram Rider Mega Knight Bats Dart Goblin Ice Wizard
Bats Goblin Gang Dart Goblin Ice Wizard Ram Rider Mega Knight
Mega Knight
Goblin Gang Spear Goblins Bats Zap Dart Goblin Ice Wizard Mega Knight
Bats Dart Goblin Ram Rider Spear Goblins Zap Goblin Gang Ice Wizard
Zap Dart Goblin Ram Rider Mega Knight
Goblin Gang Ice Wizard
Goblin Gang Spear Goblins Dart Goblin Ice Wizard Mega Knight
Bats Goblin Gang Dart Goblin Ice Wizard Spear Goblins Zap Ram Rider Mega Knight
Spear Goblins Bats Zap Goblin Gang Dart Goblin Ice Wizard Ram Rider
Mega Knight Bats Zap Goblin Gang Ice Wizard Ram Rider
Mega Knight Bats Zap Goblin Gang Dart Goblin
Goblin Gang Ram Rider Mega Knight
Zap Goblin Gang Ram Rider Mega Knight
Mega Knight Bats Goblin Gang
Mega Knight Spear Goblins Bats Zap Goblin Gang Dart Goblin Ice Wizard Ram Rider
Zap Spear Goblins Bats Dart Goblin Ice Wizard Ram Rider Mega Knight
Dart Goblin Ram Rider
Goblin Gang Mega Knight Spear Goblins Bats Dart Goblin

Counters to secondary win conditions

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

Goblin Gang Mega Knight Spear Goblins Zap
Zap Goblin Gang Mega Knight
Goblin Gang Mega Knight Spear Goblins Bats Zap Ram Rider
Goblin Gang Mega Knight Bats Zap Ram Rider
Goblin Gang Ram Rider Mega Knight
Bats Zap Goblin Gang Dart Goblin Ice Wizard Ram Rider
Goblin Gang Spear Goblins Bats Dart Goblin Ice Wizard Ram Rider
Mega Knight
Zap Mega Knight Spear Goblins Bats
Goblin Gang Dart Goblin
Mega Knight Bats Dart Goblin
Mega Knight Zap
Mega Knight Goblin Gang Ram Rider
Dart Goblin Mega Knight
Goblin Gang Spear Goblins Bats Zap Dart Goblin
Bats Mega Knight Zap Dart Goblin Ice Wizard
Zap Ice 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.)

Dart Goblin
Zap Dart Goblin Ice Wizard Ram Rider
Dart Goblin
Dart Goblin
Zap Mega Knight
Spear Goblins Bats Zap Dart Goblin Ice Wizard Ram Rider
Dart Goblin
Zap Dart Goblin Ice Wizard Ram Rider
Zap Dart Goblin Ram Rider
Bats Goblin Gang
Zap Dart Goblin Ram Rider
Zap Dart Goblin
Dart Goblin
Dart Goblin
Zap Dart Goblin
Spear Goblins Zap Dart Goblin
Dart Goblin Mega Knight
Bats
Zap Dart Goblin Mega Knight
Zap Dart Goblin Mega Knight
Mega Knight
Zap
Zap Ice Wizard Mega Knight
Zap Dart Goblin Ice Wizard Ram Rider
Zap Ram Rider Mega Knight
Zap Dart Goblin
Bats Zap Dart Goblin Ice Wizard
Zap Bats Dart Goblin
Zap Dart Goblin Mega Knight
Zap
Mega Knight
Zap Spear Goblins Bats Goblin Gang Dart Goblin
Zap Dart Goblin Ice Wizard Ram Rider
Goblin Gang Dart Goblin Mega Knight
Zap Dart Goblin
Zap
Dart Goblin Mega Knight
Zap Bats Goblin Gang Dart Goblin
Bats Zap Dart Goblin
Zap Dart Goblin Mega Knight
Dart Goblin Mega Knight

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