My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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 Firecracker Inferno Dragon Magic Archer

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 Prince Bowler Inferno Dragon Magic Archer Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Tornado

Punishments

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

Goblin Gang Prince Mega Knight

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 Prince Magic Archer Mega Knight

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 Magic Archer

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 Prince Inferno Dragon
Giant Snowball
Goblin Gang Inferno Dragon
Zap
Goblin Gang Firecracker Prince Inferno Dragon
Barbarian Barrel
Goblin Gang Firecracker Magic Archer
The Log
Goblin Gang Firecracker Prince
Earthquake
Goblin Gang Firecracker
Arrows
Goblin Gang Firecracker
Royal Delivery
Goblin Gang Firecracker Prince Bowler Inferno Dragon Magic Archer
Fireball
Goblin Gang Firecracker Bowler Inferno Dragon Magic Archer
Poison
Goblin Gang Firecracker Magic Archer
Lightning
Prince Bowler Inferno Dragon Magic Archer
Rocket
Prince Bowler Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado Bowler Magic Archer Mega Knight

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.

Tornado Prince Bowler Inferno Dragon Mega Knight

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.

Goblin Gang Firecracker Tornado Inferno Dragon Magic Archer Prince Bowler Mega Knight

Shortest cycle

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

13 Goblin Gang Firecracker Tornado Inferno Dragon

Attack Synergies 3 14

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.

Goblin Gang
Firecracker Prince Bowler
Firecracker
Goblin Gang Tornado Prince Bowler Inferno Dragon Mega Knight
Tornado
Magic Archer Firecracker Bowler Mega Knight
Prince
Mega Knight Goblin Gang Firecracker Bowler Magic Archer
Bowler
Goblin Gang Firecracker Tornado Prince Magic Archer
Inferno Dragon
Mega Knight Firecracker
Magic Archer
Tornado Prince Bowler Mega Knight
Mega Knight
Prince Inferno Dragon Firecracker Tornado Magic Archer

Defense Synergies 2 14

Goblin Gang
Firecracker Prince Inferno Dragon Magic Archer
Firecracker
Goblin Gang Tornado Prince Mega Knight
Tornado
Bowler Magic Archer Firecracker Prince Inferno Dragon Mega Knight
Prince
Goblin Gang Firecracker Tornado Bowler Magic Archer
Bowler
Tornado Prince
Inferno Dragon
Goblin Gang Tornado Mega Knight
Magic Archer
Tornado Goblin Gang Prince Mega Knight
Mega Knight
Firecracker Tornado Inferno Dragon Magic Archer

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.

Bowler Firecracker Magic Archer
Inferno Dragon Goblin Gang Firecracker Prince Mega Knight
Goblin Gang Tornado Prince Bowler Mega Knight Inferno Dragon
Prince Inferno Dragon Goblin Gang Firecracker Bowler Mega Knight
Firecracker Tornado Prince Bowler Mega Knight
Goblin Gang Tornado Bowler Firecracker Magic Archer Mega Knight
Tornado Inferno Dragon Goblin Gang Firecracker Magic Archer
Bowler Magic Archer Mega Knight
Inferno Dragon Goblin Gang Tornado Prince
Goblin Gang Tornado Firecracker Prince Bowler Mega Knight
Goblin Gang Firecracker Tornado Bowler Magic Archer Mega Knight
Inferno Dragon Goblin Gang Firecracker Tornado Magic Archer
Prince Bowler Mega Knight Goblin Gang
Bowler Mega Knight Goblin Gang Firecracker Tornado Prince Magic Archer
Inferno Dragon Goblin Gang Prince Mega Knight
Tornado Goblin Gang Prince Bowler Inferno Dragon Mega Knight
Mega Knight Goblin Gang Firecracker Tornado Prince Bowler
Mega Knight Goblin Gang Firecracker Tornado Prince Bowler Magic Archer
Tornado Firecracker Bowler Inferno Dragon Magic Archer Mega Knight
Tornado Prince Inferno Dragon
Goblin Gang Bowler Mega Knight Firecracker Prince
Inferno Dragon

Counters to secondary win conditions

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

Goblin Gang Mega Knight Prince Bowler
Goblin Gang Firecracker Prince Bowler Inferno Dragon Magic Archer Mega Knight
Goblin Gang Mega Knight Prince Bowler
Goblin Gang Prince Bowler Mega Knight Tornado
Goblin Gang Prince Bowler Inferno Dragon Mega Knight
Firecracker Goblin Gang Tornado Magic Archer
Goblin Gang Prince Bowler
Mega Knight Prince Inferno Dragon
Mega Knight Firecracker Tornado Prince Inferno Dragon Magic Archer
Goblin Gang Inferno Dragon
Inferno Dragon Mega Knight Prince Bowler
Mega Knight Tornado Prince Bowler
Prince Bowler Mega Knight Goblin Gang
Firecracker Bowler Magic Archer Mega Knight
Goblin Gang Firecracker Tornado Prince Bowler Inferno Dragon Magic Archer
Bowler Mega Knight Firecracker Inferno Dragon Magic Archer

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.)

Magic Archer Firecracker
Firecracker Tornado Bowler Magic Archer
Magic Archer
Firecracker Prince
Firecracker Bowler Magic Archer Mega Knight
Firecracker Tornado Magic Archer
Firecracker Tornado Bowler Magic Archer
Firecracker Tornado Bowler Magic Archer
Firecracker Tornado
Goblin Gang Tornado Prince Bowler
Firecracker Tornado Prince Bowler Magic Archer
Firecracker Tornado Magic Archer
Firecracker Bowler Magic Archer
Firecracker Magic Archer
Firecracker Prince Magic Archer
Firecracker Bowler Magic Archer
Magic Archer Firecracker Bowler Mega Knight
Tornado
Firecracker Prince Bowler Magic Archer Mega Knight
Firecracker Tornado Bowler Magic Archer Mega Knight
Prince Bowler Magic Archer Mega Knight
Tornado
Tornado Prince Bowler
Firecracker Tornado Bowler Magic Archer Mega Knight
Inferno Dragon
Firecracker Tornado Bowler Magic Archer
Tornado Prince Bowler Magic Archer Mega Knight
Firecracker Tornado Magic Archer
Firecracker Tornado Magic Archer
Firecracker
Bowler
Magic Archer Mega Knight
Firecracker Magic Archer
Prince Mega Knight
Firecracker Bowler Magic Archer
Goblin Gang Prince Magic Archer
Firecracker Tornado Magic Archer
Goblin Gang Firecracker Prince Bowler Magic Archer Mega Knight
Firecracker Bowler Magic Archer
Tornado
Firecracker Prince Mega Knight
Goblin Gang Firecracker Tornado Bowler Magic Archer
Firecracker Tornado Magic Archer
Firecracker Tornado Prince Bowler Magic Archer Mega Knight
Prince Inferno Dragon
Firecracker Bowler Mega Knight

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