My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Firecracker Electro Dragon

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.

Bats Firecracker Elixir Golem Electro Dragon

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Fireball

Punishments

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

Goblin Gang Elixir Golem

Pump responses

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

Fireball

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 Elixir Golem

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 Electro Dragon

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
Bats Goblin Gang Elixir Golem
Giant Snowball
Bats Goblin Gang Barbarians Electro Dragon
Zap
Bats Goblin Gang Firecracker
Barbarian Barrel
Goblin Gang Firecracker Barbarians Elixir Golem
The Log
Goblin Gang Firecracker Barbarians Elixir Golem
Earthquake
Goblin Gang Firecracker Barbarians Elixir Golem
Arrows
Bats Goblin Gang Firecracker
Royal Delivery
Bats Goblin Gang Firecracker Barbarians Elixir Golem Electro Dragon
Fireball
Goblin Gang Firecracker Barbarians Elixir Golem Electro Dragon
Poison
Bats Goblin Gang Firecracker Barbarians Elixir Golem Electro Dragon
Lightning
Electro Dragon
Rocket
Barbarians Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Fireball Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Fireball Electro Dragon

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.

Bats Arrows Elixir Golem

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.

Fireball

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 Fireball

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Goblin Gang Firecracker Elixir Golem Fireball Barbarians Electro Dragon

Shortest cycle

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

11 Bats Arrows Goblin Gang Firecracker

Attack Synergies 2 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.

Bats
Firecracker Elixir Golem
Arrows
Fireball Elixir Golem
Goblin Gang
Firecracker Elixir Golem
Firecracker
Elixir Golem Bats Goblin Gang
Barbarians
Elixir Golem
Firecracker Bats Arrows Goblin Gang Fireball Electro Dragon
Fireball
Arrows Elixir Golem
Electro Dragon
Elixir Golem

Defense Synergies 0 6

Bats
Firecracker
Arrows
Barbarians Fireball
Goblin Gang
Firecracker Barbarians
Firecracker
Bats Goblin Gang Electro Dragon
Barbarians
Arrows Goblin Gang
Elixir Golem
Fireball
Arrows
Electro Dragon
Firecracker

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 Fireball Electro Dragon
Barbarians Bats Goblin Gang Firecracker Electro Dragon
Goblin Gang Barbarians Bats Electro Dragon
Barbarians Bats Goblin Gang Firecracker Electro Dragon
Arrows Firecracker Barbarians Fireball
Arrows Goblin Gang Fireball Bats Firecracker Electro Dragon
Bats Arrows Goblin Gang Firecracker Fireball Electro Dragon
Arrows Barbarians Fireball Electro Dragon
Barbarians Goblin Gang
Goblin Gang Firecracker Barbarians
Bats Goblin Gang Barbarians Arrows Firecracker Fireball Electro Dragon
Arrows Bats Goblin Gang Firecracker Fireball Electro Dragon
Barbarians Bats Goblin Gang Fireball Electro Dragon
Fireball Bats Arrows Goblin Gang Firecracker Barbarians Electro Dragon
Barbarians Goblin Gang
Barbarians Goblin Gang Fireball
Barbarians Bats Arrows Goblin Gang Firecracker Fireball Electro Dragon
Arrows Fireball Bats Goblin Gang Firecracker Barbarians Electro Dragon
Arrows Bats Firecracker Barbarians Fireball Electro Dragon
Barbarians
Goblin Gang Bats Arrows Firecracker Barbarians Fireball Electro Dragon

Counters to secondary win conditions

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

Goblin Gang Barbarians Fireball
Fireball Arrows Goblin Gang Firecracker Electro Dragon
Goblin Gang Barbarians Bats Electro Dragon
Goblin Gang Bats Barbarians Fireball
Barbarians Goblin Gang
Arrows Firecracker Fireball Bats Goblin Gang Electro Dragon
Goblin Gang Bats Barbarians Fireball
Barbarians
Electro Dragon Bats Firecracker Barbarians Fireball
Goblin Gang Barbarians
Bats Barbarians Electro Dragon
Arrows Barbarians Fireball
Barbarians Goblin Gang Fireball
Firecracker Barbarians Fireball Electro Dragon
Goblin Gang Barbarians Electro Dragon Bats Firecracker Fireball
Bats Arrows Firecracker Barbarians Fireball Electro Dragon
Arrows Fireball

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.)

Fireball Arrows Firecracker Electro Dragon
Arrows Firecracker Fireball Electro Dragon
Arrows Fireball Electro Dragon
Arrows Firecracker Barbarians Fireball
Fireball Arrows Firecracker
Arrows Firecracker Fireball Bats Electro Dragon
Arrows Firecracker
Arrows Fireball Firecracker Electro Dragon
Arrows Fireball Firecracker Electro Dragon
Bats Goblin Gang Fireball Electro Dragon
Firecracker Arrows Fireball Electro Dragon
Fireball Arrows Firecracker Electro Dragon
Firecracker Fireball
Arrows Firecracker Fireball Electro Dragon
Arrows Firecracker Fireball
Arrows Firecracker Fireball Electro Dragon
Arrows Firecracker Fireball Electro Dragon
Arrows Fireball
Bats
Arrows Firecracker Fireball Electro Dragon
Arrows Firecracker Fireball Electro Dragon
Fireball
Arrows Fireball
Arrows Barbarians Fireball Electro Dragon
Arrows Firecracker Fireball Electro Dragon
Arrows Firecracker Fireball Electro Dragon
Fireball Arrows Electro Dragon
Fireball Arrows Firecracker
Bats Arrows Firecracker Fireball Electro Dragon
Electro Dragon Bats Firecracker Fireball
Fireball
Arrows Fireball Electro Dragon
Arrows Firecracker Fireball Electro Dragon
Arrows Firecracker Fireball
Bats Goblin Gang Barbarians Fireball Electro Dragon
Fireball Arrows Firecracker Electro Dragon
Arrows Fireball
Fireball Goblin Gang Firecracker Electro Dragon
Arrows Firecracker Fireball Electro Dragon
Arrows Fireball
Firecracker Electro Dragon
Electro Dragon Bats Goblin Gang Firecracker Fireball
Firecracker Bats Fireball Electro Dragon
Electro Dragon Firecracker Fireball
Fireball Firecracker Electro Dragon

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