My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard 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.

Bats Wizard Goblin Giant Fisherman Goblinstein

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows Lightning

Punishments

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

Goblin Giant

Pump responses

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

Lightning

Dropped at the bridge

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

Goblin Giant

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 Guards Fisherman
Giant Snowball
Bats Guards Fisherman
Zap
Bats Guards Goblin Giant Fisherman
Barbarian Barrel
Wizard Guards
The Log
Guards Fisherman
Earthquake
Guards
Arrows
Bats Guards
Royal Delivery
Bats Wizard Guards Fisherman
Fireball
Wizard Fisherman
Poison
Bats Wizard Guards Fisherman
Lightning
Wizard Fisherman Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 Guards

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Guards Fisherman Wizard Goblinstein Lightning Goblin Giant

Shortest cycle

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

11 Bats Arrows Guards Fisherman

Attack Synergies 0 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
Goblin Giant Fisherman
Arrows
Lightning Goblin Giant
Wizard
Goblin Giant
Guards
Lightning
Arrows Goblin Giant
Goblin Giant
Bats Arrows Wizard Lightning Fisherman
Fisherman
Bats Goblin Giant
Goblinstein

Defense Synergies 1 4

Bats
Goblin Giant Fisherman
Arrows
Lightning
Wizard
Guards
Guards
Fisherman Wizard
Lightning
Arrows
Goblin Giant
Bats
Fisherman
Guards Bats
Goblinstein

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.

Lightning Wizard Goblin Giant
Bats Fisherman
Fisherman Bats Lightning
Bats Guards Fisherman
Lightning Arrows
Arrows Bats Guards
Bats Lightning Arrows Wizard
Lightning Arrows Goblin Giant
Fisherman
Guards Fisherman
Bats Guards Arrows Wizard Goblin Giant Fisherman
Arrows Bats Wizard
Bats Wizard Guards Lightning
Wizard Bats Arrows Guards
Lightning Fisherman
Wizard Bats Arrows Fisherman
Arrows Bats Wizard Guards Fisherman
Arrows Wizard Bats Guards Fisherman
Fisherman
Wizard Bats Arrows Guards Goblin Giant Fisherman

Counters to secondary win conditions

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

Guards Fisherman
Arrows Wizard Lightning Fisherman
Guards Bats Lightning Goblin Giant Fisherman
Guards Lightning Bats Goblin Giant Fisherman
Guards Goblin Giant Fisherman
Arrows Wizard Bats Goblin Giant
Guards Bats Lightning Goblin Giant
Goblin Giant Fisherman
Lightning Bats
Guards Goblin Giant
Bats Guards
Lightning Arrows Guards Goblin Giant
Lightning Wizard Guards Goblin Giant
Wizard
Guards Bats Lightning Goblin Giant Fisherman
Bats Arrows Wizard
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.)

Lightning Arrows Guards
Arrows Fisherman
Lightning Arrows Goblin Giant
Lightning Arrows Guards
Wizard Arrows
Arrows Wizard Bats Goblin Giant
Arrows Wizard
Arrows Wizard Lightning
Arrows Wizard Lightning Fisherman
Lightning Bats Guards Fisherman
Lightning Arrows Wizard Fisherman
Lightning Arrows Wizard
Lightning Fisherman
Lightning Arrows Fisherman
Lightning Arrows Fisherman
Lightning Arrows Wizard
Lightning Arrows Wizard
Lightning Arrows
Bats Lightning Fisherman
Lightning Arrows Wizard Fisherman
Lightning Arrows Wizard
Lightning
Lightning Arrows Wizard
Lightning Fisherman
Lightning Arrows
Arrows Wizard
Fisherman
Arrows Wizard Lightning Fisherman
Lightning Arrows Wizard Fisherman
Lightning Arrows Fisherman
Lightning Bats Arrows Wizard
Lightning Bats Wizard Guards
Lightning
Lightning Arrows Wizard
Lightning Arrows
Arrows Wizard Lightning
Lightning Bats Guards
Lightning Arrows Wizard
Arrows
Lightning Wizard
Arrows Wizard Lightning
Lightning Arrows
Bats Guards Lightning
Bats Lightning
Lightning Goblin Giant
Lightning Wizard

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