My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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 Hut Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar Goblin Cage Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Goblin Cage Valkyrie Goblin Hut Wizard

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Fireball

Punishments

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

Mortar

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.

Electro Spirit Mortar Barbarians Valkyrie

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.

Electro Spirit Valkyrie

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
Giant Snowball
Barbarians Goblin Hut
Zap
Mortar Goblin Hut
Barbarian Barrel
Electro Spirit Mortar Barbarians Goblin Cage Valkyrie Goblin Hut Wizard
The Log
Electro Spirit Barbarians Goblin Cage Goblin Hut
Earthquake
Mortar Barbarians Goblin Cage Goblin Hut
Arrows
Electro Spirit Goblin Hut
Royal Delivery
Electro Spirit Barbarians Goblin Cage Valkyrie Goblin Hut Wizard
Fireball
Mortar Barbarians Goblin Cage Goblin Hut Wizard
Poison
Mortar Barbarians Goblin Cage Goblin Hut Wizard
Lightning
Mortar Goblin Cage Valkyrie Goblin Hut Wizard
Rocket
Mortar Barbarians Valkyrie Goblin Hut Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Mortar Fireball Valkyrie 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.

Electro Spirit Valkyrie

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.

Barbarians Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Mortar Fireball Goblin Cage Valkyrie Barbarians Goblin Hut Wizard

Shortest cycle

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

13 Electro Spirit Mortar Fireball Goblin Cage

Attack Synergies 0 6

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.

Electro Spirit
Fireball
Mortar
Fireball Goblin Hut
Barbarians
Fireball
Electro Spirit Mortar
Goblin Cage
Goblin Hut
Valkyrie
Goblin Hut Wizard
Goblin Hut
Mortar Goblin Cage Valkyrie
Wizard
Valkyrie

Defense Synergies 0 11

Electro Spirit
Mortar
Fireball Valkyrie Goblin Hut Wizard
Barbarians
Fireball
Mortar Goblin Cage Valkyrie Goblin Hut
Goblin Cage
Fireball Wizard
Valkyrie
Mortar Fireball Goblin Hut Wizard
Goblin Hut
Mortar Fireball Valkyrie Wizard
Wizard
Mortar Goblin Cage Valkyrie Goblin Hut

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.

Mortar Fireball Goblin Cage Valkyrie Goblin Hut Wizard
Barbarians Mortar Goblin Cage Valkyrie Goblin Hut
Mortar Barbarians Goblin Cage Goblin Hut Valkyrie
Barbarians Goblin Cage Goblin Hut Mortar Valkyrie
Barbarians Fireball Goblin Cage Valkyrie
Fireball Electro Spirit Valkyrie
Electro Spirit Mortar Fireball Goblin Cage Goblin Hut Wizard
Electro Spirit Barbarians Fireball Goblin Cage Valkyrie
Barbarians Mortar Goblin Cage Goblin Hut
Barbarians Valkyrie
Barbarians Valkyrie Electro Spirit Fireball Goblin Hut Wizard
Fireball Goblin Hut Wizard
Mortar Barbarians Goblin Cage Goblin Hut Fireball Valkyrie Wizard
Fireball Valkyrie Wizard Electro Spirit Mortar Barbarians Goblin Cage Goblin Hut
Barbarians Mortar Goblin Cage Goblin Hut
Barbarians Mortar Fireball Goblin Cage Goblin Hut
Barbarians Wizard Mortar Fireball Goblin Cage Valkyrie Goblin Hut
Mortar Fireball Goblin Cage Valkyrie Electro Spirit Barbarians Goblin Hut Wizard
Mortar Goblin Cage Valkyrie Wizard Electro Spirit Barbarians Fireball Goblin Hut
Barbarians Mortar Goblin Cage Goblin Hut
Valkyrie Wizard Electro Spirit Barbarians Fireball
Mortar

Counters to secondary win conditions

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

Barbarians Valkyrie Fireball Goblin Cage Goblin Hut
Fireball Mortar Valkyrie Wizard
Barbarians Goblin Cage Valkyrie Goblin Hut
Valkyrie Barbarians Fireball Goblin Cage
Barbarians Goblin Cage Valkyrie Goblin Hut
Fireball Wizard Electro Spirit Goblin Hut
Barbarians Fireball Goblin Cage Valkyrie Goblin Hut
Barbarians Goblin Cage Valkyrie
Goblin Cage Electro Spirit Mortar Barbarians Fireball Valkyrie Goblin Hut
Barbarians Goblin Cage Goblin Hut
Barbarians Goblin Cage Valkyrie Goblin Hut
Barbarians Fireball Goblin Cage Valkyrie
Barbarians Fireball Goblin Cage Valkyrie Wizard
Wizard Barbarians Fireball Goblin Cage Valkyrie
Barbarians Goblin Hut Electro Spirit Mortar Fireball Goblin Cage Valkyrie
Valkyrie Electro Spirit Barbarians Fireball Goblin Cage Goblin Hut Wizard
Electro Spirit Mortar Fireball Goblin Cage Goblin Hut

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 Mortar Valkyrie
Mortar Fireball
Fireball Goblin Hut
Barbarians Fireball Valkyrie
Fireball Wizard Mortar Valkyrie
Fireball Wizard Electro Spirit
Mortar Wizard
Fireball Wizard
Fireball Mortar Wizard
Fireball
Mortar Fireball Valkyrie Wizard
Fireball Wizard
Mortar Fireball Goblin Hut
Mortar Fireball
Mortar Fireball Goblin Hut
Mortar Fireball Goblin Hut Wizard
Mortar Fireball Goblin Hut Wizard
Mortar Fireball
Mortar Fireball Wizard
Mortar Fireball Valkyrie Wizard
Fireball
Fireball Wizard
Mortar Barbarians Fireball
Electro Spirit Mortar Fireball Valkyrie Wizard
Mortar Fireball Wizard
Fireball Mortar Wizard
Fireball Mortar
Fireball Wizard
Electro Spirit Fireball Goblin Hut Wizard
Fireball
Mortar Fireball Wizard
Electro Spirit Fireball
Fireball Wizard
Electro Spirit Barbarians Fireball Goblin Hut
Fireball Wizard
Fireball
Fireball Valkyrie Wizard
Mortar Fireball Wizard
Fireball
Electro Spirit Fireball
Fireball
Mortar Fireball
Fireball Mortar Wizard

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