My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Baby Dragon Witch 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 Baby Dragon Rune Giant Witch Magic Archer Mega Knight

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Missing

Punishments

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

Goblin Gang 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 Baby Dragon Rune Giant 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 Skeleton Army
Giant Snowball
Goblin Gang Skeleton Army Baby Dragon Witch
Zap
Goblin Gang Firecracker Skeleton Army Witch
Barbarian Barrel
Goblin Gang Firecracker Skeleton Army Witch Magic Archer
The Log
Goblin Gang Firecracker Skeleton Army Witch
Earthquake
Goblin Gang Firecracker Skeleton Army Witch
Arrows
Goblin Gang Firecracker Skeleton Army Witch
Royal Delivery
Goblin Gang Firecracker Skeleton Army Baby Dragon Witch Magic Archer
Fireball
Goblin Gang Firecracker Skeleton Army Baby Dragon Witch Magic Archer
Poison
Goblin Gang Firecracker Skeleton Army Witch Magic Archer
Lightning
Baby Dragon Witch Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Baby Dragon Magic Archer Mega Knight

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.

Skeleton Army Baby Dragon Rune Giant Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

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 Skeleton Army Baby Dragon Rune Giant Magic Archer Witch Mega Knight

Shortest cycle

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

13 Goblin Gang Firecracker Skeleton Army Baby Dragon

Attack Synergies 0 9

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 Baby Dragon
Firecracker
Goblin Gang Baby Dragon Rune Giant Mega Knight
Skeleton Army
Baby Dragon
Goblin Gang Firecracker Witch Mega Knight
Rune Giant
Firecracker
Witch
Baby Dragon Mega Knight
Magic Archer
Mega Knight
Mega Knight
Firecracker Baby Dragon Witch Magic Archer

Defense Synergies 0 11

Goblin Gang
Firecracker Skeleton Army Magic Archer
Firecracker
Goblin Gang Skeleton Army Baby Dragon Mega Knight
Skeleton Army
Goblin Gang Firecracker Magic Archer
Baby Dragon
Firecracker Witch Mega Knight
Rune Giant
Witch
Baby Dragon Mega Knight
Magic Archer
Goblin Gang Skeleton Army Mega Knight
Mega Knight
Firecracker Baby Dragon Witch 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.

Firecracker Baby Dragon Magic Archer
Skeleton Army Goblin Gang Firecracker Witch Mega Knight
Goblin Gang Skeleton Army Witch Mega Knight
Skeleton Army Witch Goblin Gang Firecracker Mega Knight
Firecracker Skeleton Army Mega Knight
Goblin Gang Skeleton Army Firecracker Baby Dragon Magic Archer Mega Knight
Goblin Gang Firecracker Baby Dragon Witch Magic Archer
Baby Dragon Magic Archer Mega Knight
Witch Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Firecracker Mega Knight
Goblin Gang Skeleton Army Witch Firecracker Baby Dragon Magic Archer Mega Knight
Goblin Gang Firecracker Baby Dragon Witch Magic Archer
Skeleton Army Mega Knight Goblin Gang Witch
Skeleton Army Mega Knight Goblin Gang Firecracker Baby Dragon Witch Magic Archer
Skeleton Army Goblin Gang Mega Knight
Skeleton Army Goblin Gang Mega Knight
Mega Knight Goblin Gang Firecracker Skeleton Army Witch
Mega Knight Goblin Gang Firecracker Skeleton Army Baby Dragon Witch Magic Archer
Baby Dragon Witch Firecracker Magic Archer Mega Knight
Goblin Gang Skeleton Army Mega Knight Firecracker Baby Dragon Witch

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Mega Knight Witch
Goblin Gang Firecracker Baby Dragon Magic Archer Mega Knight
Goblin Gang Skeleton Army Mega Knight Witch
Goblin Gang Skeleton Army Mega Knight
Goblin Gang Skeleton Army Witch Mega Knight
Firecracker Goblin Gang Baby Dragon Witch Magic Archer
Goblin Gang Skeleton Army Witch
Mega Knight Skeleton Army
Mega Knight Firecracker Skeleton Army Baby Dragon Witch Magic Archer
Witch Goblin Gang Skeleton Army
Mega Knight Witch
Skeleton Army Mega Knight
Skeleton Army Mega Knight Goblin Gang Witch
Firecracker Skeleton Army Baby Dragon Witch Magic Archer Mega Knight
Goblin Gang Skeleton Army Witch Firecracker Baby Dragon Magic Archer
Mega Knight Firecracker Baby Dragon Witch 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 Baby Dragon
Firecracker Baby Dragon Magic Archer
Baby Dragon Magic Archer
Firecracker
Firecracker Baby Dragon Magic Archer Mega Knight
Firecracker Baby Dragon Witch Magic Archer
Firecracker Baby Dragon Witch Magic Archer
Firecracker Baby Dragon Magic Archer
Firecracker
Goblin Gang
Firecracker Magic Archer
Firecracker Baby Dragon Magic Archer
Firecracker Baby Dragon Magic Archer
Firecracker Baby Dragon Magic Archer
Firecracker Baby Dragon Magic Archer
Firecracker Baby Dragon Witch Magic Archer
Magic Archer Firecracker Baby Dragon Mega Knight
Firecracker Baby Dragon Magic Archer Mega Knight
Firecracker Baby Dragon Witch Magic Archer Mega Knight
Baby Dragon Magic Archer Mega Knight
Baby Dragon
Firecracker Baby Dragon Witch Magic Archer Mega Knight
Witch
Firecracker Baby Dragon Witch Magic Archer
Baby Dragon Witch Magic Archer Mega Knight
Firecracker Baby Dragon Magic Archer
Firecracker Baby Dragon Witch Magic Archer
Firecracker Witch
Magic Archer Mega Knight
Firecracker Magic Archer
Mega Knight
Firecracker Magic Archer
Goblin Gang Skeleton Army Witch Magic Archer
Firecracker Baby Dragon Witch Magic Archer
Goblin Gang Firecracker Baby Dragon Magic Archer Mega Knight
Firecracker Baby Dragon Magic Archer
Firecracker Mega Knight
Goblin Gang Firecracker Baby Dragon Witch Magic Archer
Firecracker Witch Magic Archer
Firecracker Baby Dragon Witch Magic Archer Mega Knight
Firecracker Mega Knight

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