My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
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 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 No anti-air splash!

You don't have a card, that attacks air and has splash 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Goblin Gang Tesla Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Skeletons Archers Knight Tesla Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

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 Hog Rider 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.

Knight Goblin Gang Hog Rider 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.

Hog Rider 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
Skeletons Archers Goblin Gang Hog Rider
Giant Snowball
Skeletons Archers Goblin Gang Hog Rider
Zap
Skeletons Archers Goblin Gang
Barbarian Barrel
Skeletons Archers Knight Goblin Gang Tesla Electro Wizard
The Log
Skeletons Archers Goblin Gang Hog Rider
Earthquake
Skeletons Archers Goblin Gang Tesla Hog Rider
Arrows
Skeletons Archers Goblin Gang
Royal Delivery
Skeletons Archers Knight Goblin Gang Hog Rider Electro Wizard
Fireball
Archers Goblin Gang Tesla Hog Rider Electro Wizard
Poison
Archers Goblin Gang Electro Wizard
Lightning
Knight Tesla Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mega Knight

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 Mega Knight

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 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.

Skeletons Archers Knight Goblin Gang Tesla Hog Rider Electro Wizard Mega Knight

Shortest cycle

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

10 Skeletons Archers Knight Goblin Gang

Attack Synergies 4 6

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.

Skeletons
Archers
Knight Hog Rider Mega Knight
Knight
Archers Goblin Gang Hog Rider Electro Wizard
Goblin Gang
Knight Hog Rider
Tesla
Hog Rider
Knight Goblin Gang Archers Electro Wizard Mega Knight
Electro Wizard
Knight Hog Rider Mega Knight
Mega Knight
Archers Hog Rider Electro Wizard

Defense Synergies 6 10

Skeletons
Tesla Archers Knight Electro Wizard
Archers
Knight Skeletons Goblin Gang Tesla Electro Wizard Mega Knight
Knight
Archers Goblin Gang Tesla Electro Wizard Skeletons
Goblin Gang
Knight Tesla Archers Electro Wizard
Tesla
Skeletons Knight Goblin Gang Archers Electro Wizard
Hog Rider
Electro Wizard
Knight Skeletons Archers Goblin Gang Tesla Mega Knight
Mega Knight
Archers Electro Wizard

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 Tesla Electro Wizard
Skeletons Knight Goblin Gang Tesla Electro Wizard Mega Knight
Goblin Gang Tesla Mega Knight Skeletons Archers Knight Electro Wizard
Tesla Skeletons Knight Goblin Gang Electro Wizard Mega Knight
Mega Knight
Goblin Gang Skeletons Archers Tesla Electro Wizard Mega Knight
Tesla Electro Wizard Archers Goblin Gang
Tesla Electro Wizard Mega Knight
Tesla Skeletons Goblin Gang
Knight Goblin Gang Skeletons Archers Tesla Electro Wizard Mega Knight
Archers Goblin Gang Electro Wizard Skeletons Knight Tesla Mega Knight
Tesla Archers Goblin Gang Electro Wizard
Tesla Mega Knight Skeletons Knight Goblin Gang Electro Wizard
Mega Knight Goblin Gang Tesla Electro Wizard
Knight Goblin Gang Tesla Electro Wizard Mega Knight
Goblin Gang Tesla Electro Wizard Mega Knight
Tesla Mega Knight Skeletons Knight Goblin Gang Electro Wizard
Tesla Mega Knight Archers Knight Goblin Gang Electro Wizard
Archers Knight Tesla Electro Wizard Mega Knight
Tesla Electro Wizard
Goblin Gang Mega Knight Archers Knight Tesla Electro Wizard
Tesla

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Skeletons Archers Tesla Electro Wizard
Electro Wizard Archers Knight Goblin Gang Tesla Mega Knight
Goblin Gang Mega Knight Skeletons Knight Electro Wizard
Goblin Gang Mega Knight Knight Tesla Electro Wizard
Skeletons Knight Goblin Gang Tesla Mega Knight
Skeletons Archers Goblin Gang Tesla Electro Wizard
Goblin Gang Skeletons Archers Knight Tesla Electro Wizard
Mega Knight Knight Tesla
Electro Wizard Mega Knight Skeletons Knight
Skeletons Goblin Gang Tesla
Mega Knight Knight Tesla
Mega Knight Electro Wizard
Mega Knight Skeletons Knight Goblin Gang Tesla
Archers Tesla Mega Knight
Goblin Gang Tesla Electro Wizard Skeletons Archers Knight
Mega Knight Archers Tesla Electro Wizard
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.)

Knight
Electro Wizard
Knight
Mega Knight
Archers
Goblin Gang Electro Wizard
Knight Electro Wizard
Archers
Knight
Mega Knight
Archers Electro Wizard Mega Knight
Mega Knight
Mega Knight
Mega Knight
Electro Wizard
Mega Knight
Archers Electro Wizard
Electro Wizard
Mega Knight
Electro Wizard
Mega Knight
Electro Wizard Archers Goblin Gang
Archers Electro Wizard
Knight Goblin Gang Electro Wizard Mega Knight
Mega Knight
Goblin Gang Electro Wizard
Electro Wizard
Electro Wizard Mega Knight
Mega Knight

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