My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
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 Witch 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.

Knight Firecracker Elixir Golem Witch Goblin Giant

Offensive cards

Win conditions

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

Elixir Golem Hog Rider Goblin Giant

Damage spells

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

The Log

Punishments

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

Goblin Gang Elixir Golem Hog Rider 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.

Knight Goblin Gang Elixir Golem Hog Rider 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 Hog Rider

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 Elixir Golem Hog Rider
Giant Snowball
Goblin Gang Hog Rider Witch
Zap
Goblin Gang Firecracker Witch Goblin Giant
Barbarian Barrel
Knight Goblin Gang Firecracker Elixir Golem Witch
The Log
Goblin Gang Firecracker Elixir Golem Hog Rider Witch
Earthquake
Goblin Gang Firecracker Elixir Golem Hog Rider Witch
Arrows
Goblin Gang Firecracker Witch
Royal Delivery
Knight Goblin Gang Firecracker Elixir Golem Hog Rider Witch
Fireball
Goblin Gang Firecracker Elixir Golem Hog Rider Witch
Poison
Goblin Gang Firecracker Elixir Golem Witch
Lightning
Knight Witch
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Knight Elixir Golem

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 Witch

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.

The Log Knight Goblin Gang Firecracker Elixir Golem Hog Rider Witch Goblin Giant

Shortest cycle

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

11 The Log Knight Goblin Gang Firecracker

Attack Synergies 7 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.

Knight
Goblin Gang Firecracker Hog Rider Witch The Log
Goblin Gang
Knight Hog Rider Firecracker Elixir Golem Goblin Giant
Firecracker
Knight Elixir Golem Hog Rider Goblin Gang Goblin Giant
Elixir Golem
Firecracker Goblin Gang Hog Rider Witch The Log
Hog Rider
Knight Goblin Gang Firecracker The Log Elixir Golem Witch
Witch
Knight Elixir Golem Hog Rider Goblin Giant
Goblin Giant
Goblin Gang Firecracker Witch The Log
The Log
Hog Rider Knight Elixir Golem Goblin Giant

Defense Synergies 3 6

Knight
Goblin Gang Firecracker Witch The Log
Goblin Gang
Knight Firecracker The Log
Firecracker
Knight The Log Goblin Gang
Elixir Golem
Hog Rider
Witch
Knight The Log
Goblin Giant
The Log
The Log
Firecracker Knight Goblin Gang Witch Goblin Giant

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.

Knight Firecracker Goblin Giant The Log
Knight Goblin Gang Firecracker Witch The Log
Goblin Gang Witch Knight
Witch Knight Goblin Gang Firecracker
Firecracker The Log
Goblin Gang The Log Firecracker
Goblin Gang Firecracker Witch
Goblin Giant The Log
Witch Goblin Gang
Knight Goblin Gang Firecracker
Goblin Gang Witch Knight Firecracker Goblin Giant The Log
Goblin Gang Firecracker Witch
Knight Goblin Gang Witch The Log
Goblin Gang Firecracker Witch The Log
Knight Goblin Gang
Goblin Gang The Log
Knight Goblin Gang Firecracker Witch
Knight Goblin Gang Firecracker Witch The Log
Witch The Log Knight Firecracker
Goblin Gang Knight Firecracker Witch Goblin Giant The Log

Counters to secondary win conditions

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

Knight Goblin Gang Witch
Knight Goblin Gang Firecracker The Log
Goblin Gang Knight Witch Goblin Giant The Log
Goblin Gang Knight Goblin Giant The Log
Knight Goblin Gang Witch Goblin Giant
Firecracker Goblin Gang Witch Goblin Giant
Goblin Gang Knight Witch Goblin Giant
Knight Goblin Giant
Knight Firecracker Witch The Log
Witch Goblin Gang Goblin Giant
Knight Witch
Goblin Giant The Log
Knight Goblin Gang Witch Goblin Giant
Firecracker Witch
Goblin Gang Witch Knight Firecracker Goblin Giant The Log
Firecracker Witch The Log

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.)

Knight Firecracker The Log
Firecracker The Log
Goblin Giant The Log
Knight Firecracker The Log
Firecracker The Log
Firecracker Witch Goblin Giant
Firecracker Witch The Log
The Log Firecracker
The Log Firecracker
Goblin Gang
Firecracker Knight The Log
Firecracker
Knight Firecracker The Log
Firecracker
Firecracker The Log
Firecracker Witch The Log
Firecracker The Log
Firecracker The Log
Firecracker Witch The Log
The Log
The Log
The Log
Firecracker The Log Witch
Witch
Firecracker The Log Witch
Witch The Log
Firecracker The Log
Firecracker Witch
Firecracker Witch
The Log
Firecracker
Firecracker The Log
Goblin Gang Witch
Firecracker Witch
The Log
Knight Goblin Gang Firecracker
The Log Firecracker
Firecracker
Goblin Gang Firecracker Witch The Log
Firecracker Witch
Firecracker Witch Goblin Giant The Log
Firecracker

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