My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Goblin Gang Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Electro Wizard Sparky

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.

Arrows Earthquake

Punishments

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

Goblin Gang Mortar

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

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

Goblin Gang Mortar Barbarians

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 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
Minions Goblin Gang Sparky
Giant Snowball
Minions Goblin Gang Barbarians
Zap
Minions Goblin Gang Mortar Sparky
Barbarian Barrel
Goblin Gang Mortar Barbarians Electro Wizard Sparky
The Log
Goblin Gang Barbarians Sparky
Earthquake
Goblin Gang Mortar Barbarians
Arrows
Minions Goblin Gang
Royal Delivery
Minions Goblin Gang Barbarians Electro Wizard Sparky
Fireball
Minions Goblin Gang Mortar Barbarians Electro Wizard Sparky
Poison
Minions Goblin Gang Mortar Barbarians Electro Wizard Sparky
Lightning
Mortar Electro Wizard Sparky
Rocket
Mortar Barbarians Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Earthquake Sparky

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.

Arrows Sparky

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.

Minions Goblin Gang Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Minions Goblin Gang Earthquake Mortar Electro Wizard Barbarians Sparky

Shortest cycle

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

12 Arrows Minions Goblin Gang Earthquake

Attack Synergies 1 8

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.

Arrows
Sparky Mortar Earthquake
Minions
Mortar Sparky
Goblin Gang
Mortar Sparky
Mortar
Arrows Minions Goblin Gang
Barbarians
Earthquake
Arrows Sparky
Electro Wizard
Sparky
Sparky
Arrows Minions Goblin Gang Earthquake Electro Wizard

Defense Synergies 0 12

Arrows
Mortar Barbarians Sparky
Minions
Mortar Electro Wizard
Goblin Gang
Mortar Barbarians Electro Wizard Sparky
Mortar
Arrows Minions Goblin Gang Earthquake Electro Wizard
Barbarians
Arrows Goblin Gang
Earthquake
Mortar Sparky
Electro Wizard
Minions Goblin Gang Mortar
Sparky
Arrows Goblin Gang Earthquake

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.

Earthquake Minions Mortar Electro Wizard Sparky
Barbarians Sparky Minions Goblin Gang Mortar Electro Wizard
Goblin Gang Mortar Barbarians Sparky Minions Electro Wizard
Barbarians Sparky Minions Goblin Gang Mortar Electro Wizard
Arrows Barbarians Earthquake Sparky
Arrows Goblin Gang Minions Earthquake Electro Wizard
Minions Electro Wizard Arrows Goblin Gang Mortar
Earthquake Arrows Barbarians Electro Wizard Sparky
Barbarians Sparky Minions Goblin Gang Mortar
Goblin Gang Barbarians Electro Wizard Sparky
Minions Goblin Gang Barbarians Electro Wizard Arrows Earthquake
Arrows Minions Goblin Gang Electro Wizard
Mortar Barbarians Sparky Minions Goblin Gang Earthquake Electro Wizard
Sparky Arrows Minions Goblin Gang Mortar Barbarians Earthquake Electro Wizard
Barbarians Sparky Goblin Gang Mortar Electro Wizard
Barbarians Goblin Gang Mortar Electro Wizard Sparky
Barbarians Sparky Arrows Minions Goblin Gang Mortar Electro Wizard
Arrows Mortar Minions Goblin Gang Barbarians Electro Wizard
Arrows Mortar Earthquake Minions Barbarians Electro Wizard
Barbarians Sparky Mortar Electro Wizard
Goblin Gang Arrows Minions Barbarians Earthquake Electro Wizard Sparky

Counters to secondary win conditions

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

Goblin Gang Barbarians Electro Wizard Sparky
Electro Wizard Arrows Goblin Gang Mortar
Goblin Gang Barbarians Minions Electro Wizard Sparky
Goblin Gang Barbarians Electro Wizard Sparky
Barbarians Goblin Gang Sparky
Arrows Minions Goblin Gang Electro Wizard
Goblin Gang Sparky Minions Barbarians Electro Wizard
Barbarians Sparky
Electro Wizard Minions Mortar Barbarians Sparky
Goblin Gang Barbarians Sparky
Minions Barbarians Sparky
Arrows Barbarians Electro Wizard
Barbarians Goblin Gang Sparky
Barbarians Sparky
Goblin Gang Barbarians Electro Wizard Sparky Minions Mortar
Arrows Minions Barbarians Earthquake Electro Wizard Sparky
Arrows Mortar 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.)

Earthquake Arrows Mortar Sparky
Arrows Mortar Electro Wizard
Earthquake Arrows Sparky
Earthquake Arrows Barbarians Sparky
Arrows Mortar Earthquake Sparky
Arrows Minions
Arrows Mortar Earthquake Sparky
Arrows Earthquake
Arrows Mortar
Minions Goblin Gang Electro Wizard Sparky
Arrows Mortar Earthquake Electro Wizard Sparky
Arrows
Earthquake Mortar Sparky
Earthquake Arrows Minions Mortar
Earthquake Arrows Mortar Sparky
Earthquake Arrows Mortar Sparky
Earthquake Arrows Mortar Sparky
Arrows Mortar Earthquake Sparky
Minions Sparky
Arrows Mortar Earthquake Electro Wizard Sparky
Arrows Mortar Earthquake
Minions Earthquake Sparky
Arrows
Sparky
Earthquake Arrows Mortar Barbarians
Arrows Earthquake Mortar Sparky
Arrows Mortar Earthquake Electro Wizard Sparky
Arrows Mortar Sparky
Arrows Mortar Sparky
Arrows Electro Wizard Sparky
Electro Wizard Minions
Sparky
Arrows Mortar Earthquake Sparky
Arrows Electro Wizard Sparky
Sparky
Arrows Earthquake Sparky
Earthquake Electro Wizard Minions Goblin Gang Barbarians
Arrows Electro Wizard
Arrows
Goblin Gang Electro Wizard Sparky
Arrows Mortar Earthquake
Arrows Sparky
Sparky
Minions Goblin Gang Electro Wizard Sparky
Electro Wizard
Mortar Electro Wizard Sparky
Sparky
Mortar Sparky

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