My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
RIP

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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Hunter

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.

Hunter Giant Skeleton Royal Ghost Sparky Monk

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows Tornado

Punishments

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

Goblin Barrel Royal Ghost

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Giant Skeleton Royal Ghost

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.

Goblin Barrel Giant Skeleton Royal Ghost Monk

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 Barrel Giant Skeleton Sparky
Giant Snowball
Goblin Barrel
Zap
Goblin Barrel Sparky
Barbarian Barrel
Goblin Barrel Hunter Giant Skeleton Royal Ghost Sparky
The Log
Goblin Barrel Hunter Giant Skeleton Sparky
Earthquake
Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Goblin Barrel Hunter Giant Skeleton Royal Ghost Sparky
Fireball
Goblin Barrel Hunter Sparky
Poison
Hunter Sparky
Lightning
Hunter Sparky Monk
Rocket
Hunter Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Hunter Royal Ghost Sparky

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.

Arrows Tornado Giant Skeleton Royal Ghost Sparky

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.

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Barrel Tornado Royal Ghost Hunter Monk Giant Skeleton Sparky

Shortest cycle

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

12 Arrows Goblin Barrel Tornado Royal Ghost

Attack Synergies 2 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.

Arrows
Sparky Goblin Barrel Giant Skeleton
Goblin Barrel
Arrows Giant Skeleton Royal Ghost Sparky
Tornado
Sparky Hunter Giant Skeleton
Hunter
Tornado Giant Skeleton Sparky
Giant Skeleton
Arrows Goblin Barrel Tornado Hunter Sparky
Royal Ghost
Goblin Barrel Monk
Sparky
Arrows Tornado Goblin Barrel Hunter Giant Skeleton
Monk
Royal Ghost

Defense Synergies 1 8

Arrows
Tornado Giant Skeleton Sparky Monk
Goblin Barrel
Tornado
Sparky Arrows Hunter Giant Skeleton Sparky
Hunter
Tornado Giant Skeleton
Giant Skeleton
Arrows Tornado Hunter
Royal Ghost
Sparky
Tornado Arrows Tornado
Monk
Arrows

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.

Sparky
Hunter Sparky Monk
Tornado Hunter Sparky Giant Skeleton
Hunter Sparky Monk
Arrows Tornado Giant Skeleton Sparky Monk
Arrows Tornado Hunter Royal Ghost
Tornado Hunter Arrows
Arrows Giant Skeleton Sparky Monk
Hunter Sparky Tornado
Tornado Hunter Giant Skeleton Royal Ghost Sparky
Arrows Tornado Hunter Giant Skeleton Royal Ghost
Arrows Hunter Tornado
Hunter Sparky Giant Skeleton
Sparky Arrows Tornado Hunter Royal Ghost
Sparky Hunter
Tornado Monk Hunter Sparky
Sparky Arrows Tornado Hunter
Arrows Tornado Hunter Royal Ghost
Arrows Tornado Hunter Giant Skeleton Royal Ghost
Sparky Tornado Hunter
Royal Ghost Arrows Hunter Giant Skeleton Sparky
Hunter Sparky

Counters to secondary win conditions

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

Giant Skeleton Royal Ghost Sparky
Arrows Hunter Royal Ghost Monk
Giant Skeleton Hunter Sparky
Hunter Giant Skeleton Tornado Sparky Monk
Giant Skeleton Hunter Sparky
Arrows Tornado Hunter Monk
Sparky Hunter Giant Skeleton
Giant Skeleton Hunter Sparky
Giant Skeleton Tornado Sparky Monk
Sparky
Hunter Giant Skeleton Sparky
Monk Arrows Tornado Giant Skeleton
Giant Skeleton Hunter Sparky
Sparky
Sparky Tornado Hunter Giant Skeleton Monk
Arrows Hunter Giant Skeleton Royal Ghost Sparky
Arrows

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.)

Arrows Giant Skeleton Royal Ghost Sparky Monk
Arrows Monk Tornado Royal Ghost
Arrows Giant Skeleton Sparky
Arrows Giant Skeleton Sparky
Arrows Sparky
Arrows Tornado Hunter Monk
Arrows Tornado Sparky
Arrows Tornado Hunter
Arrows Monk Tornado
Tornado Sparky
Monk Arrows Tornado Sparky
Monk Arrows Tornado
Hunter Sparky
Arrows Monk
Arrows Sparky
Arrows Hunter Sparky
Arrows Sparky
Monk Arrows Tornado Sparky
Sparky
Arrows Hunter Sparky Monk
Arrows Tornado Monk
Giant Skeleton Sparky Monk
Arrows Tornado
Tornado Sparky Monk
Arrows Monk
Arrows Tornado Hunter Sparky
Arrows Tornado Hunter Royal Ghost Sparky Monk
Arrows Tornado Sparky Monk
Arrows Tornado Sparky
Arrows Tornado Hunter Sparky
Sparky
Arrows Hunter Sparky
Arrows Sparky Monk
Giant Skeleton Sparky
Arrows Sparky Monk
Arrows Tornado Hunter Monk
Arrows
Hunter Sparky
Arrows
Monk Arrows Tornado Giant Skeleton Sparky
Sparky
Tornado Giant Skeleton Sparky
Tornado
Tornado Giant Skeleton Royal Ghost Sparky Monk
Sparky
Sparky Monk

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