My Best Clash Royale Deck

Deck Check Rating

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

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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

Dart Goblin

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.

Ice Spirit Bandit Skeleton King

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.

Zap

Punishments

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

Bandit

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.

Ice Spirit Goblins Barbarians Dart Goblin Bandit Skeleton King

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.

Bandit

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
Guards Bandit Skeleton King
Giant Snowball
Goblins Barbarians Dart Goblin Guards Skeleton King
Zap
Goblins Dart Goblin Guards Bandit Skeleton King
Barbarian Barrel
Ice Spirit Goblins Barbarians Dart Goblin Guards Bandit Skeleton King
The Log
Ice Spirit Goblins Barbarians Dart Goblin Guards Bandit Skeleton King
Earthquake
Barbarians Guards Skeleton King
Arrows
Ice Spirit Goblins Dart Goblin Guards Skeleton King
Royal Delivery
Ice Spirit Goblins Barbarians Dart Goblin Guards Bandit Skeleton King
Fireball
Barbarians Dart Goblin Bandit Skeleton King
Poison
Barbarians Dart Goblin Guards Skeleton King
Lightning
Bandit Skeleton King
Rocket
Barbarians Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Skeleton King

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Ice Spirit 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.

Ice Spirit Goblins Barbarians Dart Goblin

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.

Ice Spirit Goblins Zap Dart Goblin Guards Bandit Skeleton King Barbarians

Shortest cycle

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

8 Ice Spirit Goblins Zap Dart Goblin

Attack Synergies 1 12

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.

Ice Spirit
Zap Goblins Barbarians Dart Goblin Guards Bandit
Goblins
Ice Spirit Zap
Zap
Ice Spirit Goblins Dart Goblin Guards Bandit
Barbarians
Ice Spirit
Dart Goblin
Ice Spirit Zap Bandit Skeleton King
Guards
Ice Spirit Zap Bandit
Bandit
Ice Spirit Zap Dart Goblin Guards
Skeleton King
Dart Goblin

Defense Synergies 1 14

Ice Spirit
Zap Goblins Barbarians Dart Goblin Guards Bandit
Goblins
Ice Spirit Zap Dart Goblin Bandit
Zap
Ice Spirit Goblins Barbarians Dart Goblin Guards Bandit
Barbarians
Ice Spirit Zap
Dart Goblin
Ice Spirit Goblins Zap Guards Bandit
Guards
Ice Spirit Zap Dart Goblin
Bandit
Ice Spirit Goblins Zap Dart Goblin
Skeleton King

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 Dart Goblin
Barbarians Ice Spirit Goblins Zap Dart Goblin Bandit
Barbarians Goblins Dart Goblin Bandit
Barbarians Goblins Dart Goblin Guards Bandit Skeleton King
Barbarians
Goblins Zap Dart Goblin Guards Bandit
Dart Goblin Ice Spirit Zap
Zap Barbarians Dart Goblin Bandit
Barbarians Goblins Skeleton King
Guards Ice Spirit Goblins Barbarians Dart Goblin Bandit
Goblins Barbarians Dart Goblin Guards Zap Bandit Skeleton King
Zap Dart Goblin
Barbarians Ice Spirit Zap Guards Bandit
Ice Spirit Goblins Zap Barbarians Dart Goblin Guards Skeleton King
Barbarians Bandit Skeleton King
Barbarians Ice Spirit Zap Bandit
Barbarians Goblins
Ice Spirit Goblins Zap Barbarians Dart Goblin Guards Bandit
Zap Ice Spirit Barbarians Dart Goblin Guards Bandit
Barbarians Dart Goblin
Goblins Barbarians Dart Goblin Guards Bandit
Guards

Counters to secondary win conditions

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

Barbarians Guards Goblins Zap Bandit
Bandit Zap
Barbarians Guards Bandit Ice Spirit Goblins Zap
Guards Zap Barbarians Bandit
Barbarians Guards Bandit
Ice Spirit Zap Dart Goblin
Guards Goblins Barbarians Dart Goblin Bandit
Barbarians
Zap Ice Spirit Goblins Barbarians Bandit
Barbarians Dart Goblin Guards
Barbarians Dart Goblin Guards
Zap Barbarians Guards
Barbarians Guards Bandit Skeleton King
Barbarians Dart Goblin
Barbarians Guards Ice Spirit Goblins Zap Dart Goblin Skeleton King
Zap Barbarians Dart Goblin Skeleton King
Zap

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.)

Dart Goblin Guards Bandit
Zap Dart Goblin Bandit
Dart Goblin Bandit
Barbarians Dart Goblin Guards
Zap
Ice Spirit Zap Dart Goblin
Dart Goblin
Ice Spirit Zap Dart Goblin
Zap Dart Goblin Bandit
Goblins Guards
Zap Dart Goblin Bandit
Zap Dart Goblin
Dart Goblin Bandit
Dart Goblin Bandit
Zap Dart Goblin
Zap Dart Goblin Bandit
Dart Goblin Bandit
Zap Dart Goblin Bandit
Zap Dart Goblin
Zap Barbarians
Zap Ice Spirit
Zap Dart Goblin Bandit
Zap Bandit
Zap Dart Goblin Bandit
Zap Dart Goblin
Zap Ice Spirit Dart Goblin Guards
Zap Dart Goblin Bandit
Zap Ice Spirit
Zap Ice Spirit Barbarians Dart Goblin Guards Bandit
Zap Dart Goblin
Dart Goblin
Zap Dart Goblin Skeleton King
Zap
Dart Goblin
Zap Ice Spirit Dart Goblin Guards Skeleton King
Zap Dart Goblin
Zap Dart Goblin Bandit
Dart Goblin

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