My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Executioner Little Prince

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.

Royal Giant Executioner Giant Skeleton Little Prince

Offensive cards

Win conditions

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

Royal Giant Wall Breakers

Damage spells

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

Arrows

Punishments

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

Goblin Gang Royal Giant Wall Breakers

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 Royal Giant Wall Breakers Giant Skeleton

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.

Giant Skeleton

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 Royal Giant Wall Breakers Giant Skeleton
Giant Snowball
Goblin Gang Wall Breakers Little Prince
Zap
Goblin Gang Royal Giant Wall Breakers Little Prince
Barbarian Barrel
Goblin Gang Wall Breakers Executioner Giant Skeleton Little Prince
The Log
Goblin Gang Royal Giant Wall Breakers Giant Skeleton Little Prince
Earthquake
Goblin Gang
Arrows
Goblin Gang Wall Breakers Little Prince
Royal Delivery
Goblin Gang Wall Breakers Executioner Giant Skeleton Little Prince
Fireball
Goblin Gang Wall Breakers Executioner Little Prince
Poison
Goblin Gang Executioner Little Prince
Lightning
Executioner Little Prince
Rocket
Executioner Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Executioner

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 Executioner Giant Skeleton

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.

Royal Giant

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Wall Breakers Arrows Goblin Gang Little Prince Executioner Royal Giant Giant Skeleton

Shortest cycle

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

8 Mirror Wall Breakers Arrows Goblin Gang

Attack Synergies 2 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.

Arrows
Royal Giant Mirror Wall Breakers Giant Skeleton
Goblin Gang
Royal Giant Mirror Giant Skeleton
Royal Giant
Arrows Goblin Gang Mirror Executioner Giant Skeleton
Mirror
Arrows Goblin Gang Royal Giant Wall Breakers Giant Skeleton
Wall Breakers
Arrows Mirror
Executioner
Royal Giant
Giant Skeleton
Arrows Goblin Gang Royal Giant Mirror
Little Prince

Defense Synergies 1 7

Arrows
Mirror Giant Skeleton Little Prince
Goblin Gang
Mirror Giant Skeleton
Royal Giant
Mirror
Arrows Goblin Gang Executioner
Wall Breakers
Executioner
Mirror Giant Skeleton
Giant Skeleton
Arrows Goblin Gang Executioner Little Prince
Little Prince
Arrows Giant Skeleton

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.

Executioner
Goblin Gang Executioner
Goblin Gang Executioner Giant Skeleton
Goblin Gang
Arrows Giant Skeleton
Arrows Goblin Gang Executioner
Arrows Goblin Gang Executioner Little Prince
Arrows Giant Skeleton
Goblin Gang
Goblin Gang Giant Skeleton Little Prince
Goblin Gang Executioner Arrows Giant Skeleton
Arrows Executioner Goblin Gang
Goblin Gang Giant Skeleton
Executioner Arrows Goblin Gang
Goblin Gang
Goblin Gang
Arrows Goblin Gang Executioner
Arrows Goblin Gang Executioner Little Prince
Arrows Executioner Giant Skeleton Little Prince
Goblin Gang Arrows Executioner Giant Skeleton Little Prince

Counters to secondary win conditions

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

Goblin Gang Giant Skeleton
Arrows Goblin Gang Executioner
Goblin Gang Giant Skeleton
Goblin Gang Giant Skeleton
Giant Skeleton Goblin Gang Executioner
Arrows Executioner Goblin Gang
Goblin Gang Giant Skeleton
Giant Skeleton
Giant Skeleton
Goblin Gang
Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Goblin Gang Executioner
Executioner
Goblin Gang Executioner Giant Skeleton Little Prince
Arrows Executioner Giant Skeleton
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
Arrows Executioner
Arrows Giant Skeleton
Arrows Giant Skeleton
Executioner Arrows
Arrows Executioner
Arrows Executioner
Arrows Executioner
Arrows
Goblin Gang
Arrows
Arrows Executioner
Executioner
Arrows
Arrows
Arrows Executioner
Arrows Executioner
Arrows
Arrows Executioner
Arrows Little Prince
Giant Skeleton
Arrows
Arrows
Arrows Executioner Little Prince
Arrows Executioner
Arrows
Arrows
Arrows Executioner Little Prince
Arrows
Arrows
Giant Skeleton
Arrows
Goblin Gang
Arrows Executioner
Arrows
Goblin Gang Executioner
Arrows Executioner
Arrows Giant Skeleton
Executioner
Goblin Gang Giant Skeleton
Executioner
Executioner Giant Skeleton Little Prince

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