My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Firecracker Dart Goblin Three Musketeers Goblin Giant

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 Three Musketeers Dark Prince Goblin Giant

Offensive cards

Win conditions

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

Royal Hogs Three Musketeers Goblin Barrel Goblin Giant

Damage spells

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

Missing

Punishments

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

Royal Hogs Goblin Barrel Dark Prince Goblin Giant

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.

Barbarians Dart Goblin Royal Hogs Dark Prince 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.

Firecracker Royal Hogs Goblin Barrel Dark Prince

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
Royal Hogs Three Musketeers Goblin Barrel Dark Prince
Giant Snowball
Barbarians Dart Goblin Royal Hogs Three Musketeers Goblin Barrel
Zap
Firecracker Dart Goblin Royal Hogs Three Musketeers Goblin Barrel Dark Prince Goblin Giant
Barbarian Barrel
Firecracker Barbarians Dart Goblin Royal Hogs Three Musketeers Goblin Barrel Dark Prince
The Log
Firecracker Barbarians Dart Goblin Royal Hogs Three Musketeers Goblin Barrel Dark Prince
Earthquake
Firecracker Barbarians Royal Hogs Goblin Barrel
Arrows
Firecracker Dart Goblin Royal Hogs Goblin Barrel
Royal Delivery
Firecracker Barbarians Dart Goblin Royal Hogs Three Musketeers Goblin Barrel Dark Prince
Fireball
Firecracker Barbarians Dart Goblin Royal Hogs Three Musketeers Goblin Barrel
Poison
Firecracker Barbarians Dart Goblin Royal Hogs Three Musketeers
Lightning
Three Musketeers Dark Prince
Rocket
Barbarians Royal Hogs Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Dark Prince

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.

Dark Prince

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.

Barbarians Dart Goblin Three Musketeers 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Dart Goblin Goblin Barrel Dark Prince Barbarians Royal Hogs Goblin Giant Three Musketeers

Shortest cycle

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

13 Firecracker Dart Goblin Goblin Barrel Dark Prince

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.

Firecracker
Dart Goblin Royal Hogs Three Musketeers Goblin Barrel Dark Prince Goblin Giant
Barbarians
Dart Goblin
Goblin Barrel Firecracker Royal Hogs Dark Prince Goblin Giant
Royal Hogs
Firecracker Dart Goblin Three Musketeers Goblin Barrel Dark Prince
Three Musketeers
Firecracker Royal Hogs Dark Prince
Goblin Barrel
Dart Goblin Dark Prince Firecracker Royal Hogs Goblin Giant
Dark Prince
Goblin Barrel Firecracker Dart Goblin Royal Hogs Three Musketeers Goblin Giant
Goblin Giant
Firecracker Dart Goblin Goblin Barrel Dark Prince

Defense Synergies 0 4

Firecracker
Dart Goblin Dark Prince
Barbarians
Dart Goblin
Firecracker Dark Prince Goblin Giant
Royal Hogs
Three Musketeers
Goblin Barrel
Dark Prince
Firecracker Dart Goblin
Goblin Giant
Dart Goblin

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 Dart Goblin Goblin Giant
Barbarians Firecracker Dart Goblin Three Musketeers Dark Prince
Barbarians Three Musketeers Dart Goblin Dark Prince
Barbarians Three Musketeers Firecracker Dart Goblin Dark Prince
Firecracker Barbarians Dark Prince
Firecracker Dart Goblin Dark Prince
Dart Goblin Three Musketeers Firecracker
Barbarians Dart Goblin Goblin Giant
Barbarians Three Musketeers
Firecracker Barbarians Dart Goblin Dark Prince
Barbarians Dart Goblin Firecracker Dark Prince Goblin Giant
Three Musketeers Firecracker Dart Goblin
Barbarians Three Musketeers Dark Prince
Three Musketeers Firecracker Barbarians Dart Goblin Dark Prince
Barbarians Three Musketeers
Barbarians Three Musketeers
Barbarians Three Musketeers Firecracker Dark Prince
Firecracker Barbarians Dart Goblin Three Musketeers Dark Prince
Firecracker Barbarians Dart Goblin Dark Prince
Barbarians Dart Goblin Three Musketeers
Dark Prince Firecracker Barbarians Dart Goblin Goblin Giant

Counters to secondary win conditions

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

Barbarians Dark Prince
Firecracker
Barbarians Dark Prince Goblin Giant
Dark Prince Barbarians Goblin Giant
Barbarians Three Musketeers Dark Prince Goblin Giant
Firecracker Dart Goblin Three Musketeers Goblin Giant
Dark Prince Barbarians Dart Goblin Goblin Giant
Barbarians Dark Prince Goblin Giant
Firecracker Barbarians Dark Prince
Barbarians Dart Goblin Three Musketeers Goblin Giant
Barbarians Dart Goblin Dark Prince
Barbarians Dark Prince Goblin Giant
Barbarians Dark Prince Three Musketeers Goblin Giant
Firecracker Barbarians Dart Goblin Three Musketeers
Barbarians Firecracker Dart Goblin Three Musketeers Dark Prince Goblin Giant
Firecracker Barbarians Dart Goblin Dark Prince

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 Dart Goblin
Firecracker Dart Goblin
Dart Goblin Goblin Giant
Firecracker Barbarians Dart Goblin Dark Prince
Firecracker Dark Prince
Firecracker Dart Goblin Goblin Giant
Firecracker Dart Goblin
Firecracker Dart Goblin
Firecracker Dart Goblin
Three Musketeers
Firecracker Dart Goblin Dark Prince
Firecracker Dart Goblin
Firecracker Dart Goblin Three Musketeers
Firecracker Dart Goblin
Firecracker Dart Goblin
Firecracker Dart Goblin Three Musketeers
Firecracker Dart Goblin Three Musketeers
Three Musketeers
Firecracker Dart Goblin Three Musketeers Dark Prince
Firecracker Dart Goblin
Barbarians
Firecracker Dark Prince
Firecracker Dart Goblin
Firecracker Dart Goblin
Firecracker Dart Goblin
Firecracker Dart Goblin
Dart Goblin
Firecracker
Firecracker
Barbarians Dart Goblin Dark Prince
Firecracker Dart Goblin Three Musketeers
Firecracker Dart Goblin Three Musketeers Dark Prince
Firecracker Dart Goblin
Firecracker Dart Goblin Three Musketeers Dark Prince
Firecracker Dart Goblin
Firecracker Dart Goblin
Firecracker Dart Goblin Dark Prince Goblin Giant
Firecracker Dart Goblin

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