My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Goblin Giant Electro Wizard

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 Goblin Giant Electro Wizard 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.

Zap Royal Delivery The Log

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.

Missing

Dropped at the bridge

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

Goblins 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 Electro Wizard

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
Goblins
Zap
Goblins Firecracker Goblin Giant
Barbarian Barrel
Goblins Firecracker Electro Wizard
The Log
Goblins Firecracker
Earthquake
Firecracker
Arrows
Goblins Firecracker
Royal Delivery
Goblins Firecracker Electro Wizard
Fireball
Firecracker Electro Wizard
Poison
Firecracker Electro Wizard
Lightning
Electro Wizard Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Royal Delivery

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Royal Delivery The Log

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.

Royal Delivery

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.

Goblins Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap The Log Firecracker Royal Delivery Electro Wizard Goblinstein Goblin Giant

Shortest cycle

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

9 Goblins Zap The Log Firecracker

Attack Synergies 3 5

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.

Goblins
Zap
Zap
Firecracker Goblin Giant Electro Wizard Goblins The Log
Firecracker
Zap Goblin Giant
Royal Delivery
Goblin Giant
Zap Firecracker The Log Electro Wizard
The Log
Zap Goblin Giant
Electro Wizard
Zap Goblin Giant
Goblinstein

Defense Synergies 4 13

Goblins
Zap Firecracker The Log Electro Wizard
Zap
Goblin Giant Electro Wizard Goblins Firecracker Royal Delivery The Log
Firecracker
The Log Goblins Zap Royal Delivery Electro Wizard
Royal Delivery
Electro Wizard Zap Firecracker The Log
Goblin Giant
Zap The Log Electro Wizard
The Log
Firecracker Goblins Zap Royal Delivery Goblin Giant Electro Wizard
Electro Wizard
Zap Royal Delivery Goblins Firecracker Goblin Giant The Log
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.

Zap Firecracker Goblin Giant The Log Electro Wizard
Goblins Zap Firecracker Royal Delivery The Log Electro Wizard
Goblins Royal Delivery Electro Wizard
Goblins Firecracker Electro Wizard
Firecracker Royal Delivery The Log
Royal Delivery The Log Goblins Zap Firecracker Electro Wizard
Electro Wizard Zap Firecracker Royal Delivery
Zap Goblin Giant The Log Electro Wizard
Goblins
Goblins Firecracker Royal Delivery Electro Wizard
Goblins Electro Wizard Zap Firecracker Royal Delivery Goblin Giant The Log
Zap Firecracker Royal Delivery Electro Wizard
Zap Royal Delivery The Log Electro Wizard
Goblins Zap Firecracker Royal Delivery The Log Electro Wizard
Electro Wizard
Zap Royal Delivery The Log Electro Wizard
Goblins Firecracker Royal Delivery Electro Wizard
Royal Delivery Goblins Zap Firecracker The Log Electro Wizard
Zap Royal Delivery The Log Firecracker Electro Wizard
Electro Wizard
Goblins Firecracker Royal Delivery Goblin Giant The Log Electro Wizard

Counters to secondary win conditions

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

Goblins Zap Royal Delivery Electro Wizard
Royal Delivery Electro Wizard Zap Firecracker The Log
Royal Delivery Goblins Zap Goblin Giant The Log Electro Wizard
Zap Royal Delivery Goblin Giant The Log Electro Wizard
Royal Delivery Goblin Giant
Firecracker Royal Delivery Zap Goblin Giant Electro Wizard
Royal Delivery Goblins Goblin Giant Electro Wizard
Royal Delivery Goblin Giant
Zap Royal Delivery Electro Wizard Goblins Firecracker The Log
Royal Delivery Goblin Giant
Zap Royal Delivery Goblin Giant The Log Electro Wizard
Royal Delivery Goblin Giant
Firecracker
Electro Wizard Goblins Zap Firecracker Royal Delivery Goblin Giant The Log
Zap Firecracker Royal Delivery The Log Electro Wizard
Zap Royal Delivery Electro Wizard

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 The Log
Firecracker Zap The Log Electro Wizard
Goblin Giant The Log
Firecracker The Log
Zap Firecracker The Log
Firecracker Zap Goblin Giant
Firecracker The Log
The Log Zap Firecracker
The Log Zap Firecracker
Goblins Electro Wizard
Firecracker Zap The Log Electro Wizard
Zap Firecracker
Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker The Log
Firecracker The Log
Zap Firecracker The Log Electro Wizard
Zap Firecracker The Log
The Log
The Log
Zap The Log
Zap Firecracker The Log
Firecracker The Log Zap Electro Wizard
Zap The Log
Zap Firecracker The Log
Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Zap The Log
Zap Firecracker Electro Wizard
Firecracker The Log
Zap Electro Wizard
Zap Firecracker Electro Wizard
The Log
Firecracker Electro Wizard
The Log Zap Firecracker
Zap
Firecracker
Zap Firecracker The Log Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Goblin Giant The Log Electro Wizard
Firecracker

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