My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Night Witch

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.

Skeletons Prince Cannon Cart Bandit Night Witch

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.

Arrows Rage

Punishments

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

Goblin Gang Prince Cannon Cart 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.

Goblin Gang Prince Cannon Cart Bandit

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
Skeletons Goblin Gang Prince Cannon Cart Bandit Night Witch
Giant Snowball
Skeletons Goblin Gang Night Witch
Zap
Skeletons Goblin Gang Prince Cannon Cart Bandit Night Witch
Barbarian Barrel
Skeletons Goblin Gang Cannon Cart Bandit Night Witch
The Log
Skeletons Goblin Gang Prince Cannon Cart Bandit
Earthquake
Skeletons Goblin Gang
Arrows
Skeletons Goblin Gang Night Witch
Royal Delivery
Skeletons Goblin Gang Prince Cannon Cart Bandit Night Witch
Fireball
Goblin Gang Cannon Cart Bandit Night Witch
Poison
Goblin Gang Night Witch
Lightning
Prince Cannon Cart Bandit Night Witch
Rocket
Prince Cannon Cart Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Rage Prince Night Witch

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Rage Arrows Goblin Gang Bandit Night Witch Prince Cannon Cart

Shortest cycle

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

9 Skeletons Rage Arrows Goblin Gang

Attack Synergies 0 11

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
Arrows
Prince Cannon Cart Bandit Night Witch
Goblin Gang
Prince Cannon Cart Bandit
Rage
Prince Cannon Cart Night Witch
Prince
Arrows Goblin Gang Rage
Cannon Cart
Arrows Goblin Gang Rage Bandit
Bandit
Arrows Goblin Gang Cannon Cart
Night Witch
Arrows Rage

Defense Synergies 0 12

Skeletons
Prince Cannon Cart Bandit Night Witch
Arrows
Prince Cannon Cart Bandit
Goblin Gang
Prince Cannon Cart Bandit
Rage
Prince
Skeletons Arrows Goblin Gang
Cannon Cart
Skeletons Arrows Goblin Gang Bandit Night Witch
Bandit
Skeletons Arrows Goblin Gang Cannon Cart
Night Witch
Skeletons Cannon Cart

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.

Cannon Cart
Skeletons Goblin Gang Prince Cannon Cart Bandit Night Witch
Goblin Gang Prince Skeletons Cannon Cart Bandit Night Witch
Prince Night Witch Skeletons Goblin Gang Cannon Cart Bandit
Arrows Prince
Arrows Goblin Gang Skeletons Cannon Cart Bandit Night Witch
Arrows Goblin Gang Night Witch
Arrows Cannon Cart Bandit
Skeletons Goblin Gang Prince Night Witch
Goblin Gang Skeletons Prince Cannon Cart Bandit Night Witch
Goblin Gang Skeletons Arrows Cannon Cart Bandit Night Witch
Arrows Goblin Gang Night Witch
Prince Night Witch Skeletons Goblin Gang Cannon Cart Bandit
Arrows Goblin Gang Prince Cannon Cart Night Witch
Goblin Gang Prince Cannon Cart Bandit
Goblin Gang Prince Bandit
Skeletons Arrows Goblin Gang Prince Cannon Cart Night Witch
Arrows Goblin Gang Prince Cannon Cart Bandit Night Witch
Arrows Cannon Cart Bandit
Prince Cannon Cart
Goblin Gang Arrows Prince Cannon Cart Bandit Night Witch

Counters to secondary win conditions

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

Goblin Gang Skeletons Prince Cannon Cart Bandit
Bandit Arrows Goblin Gang Prince Cannon Cart
Goblin Gang Bandit Skeletons Prince Cannon Cart
Goblin Gang Prince Cannon Cart Bandit Night Witch
Skeletons Goblin Gang Prince Cannon Cart Bandit Night Witch
Arrows Skeletons Goblin Gang
Goblin Gang Prince Skeletons Cannon Cart Bandit Night Witch
Prince Cannon Cart
Skeletons Prince Cannon Cart Bandit
Skeletons Goblin Gang
Prince Cannon Cart
Arrows Prince
Prince Cannon Cart Skeletons Goblin Gang Bandit Night Witch
Cannon Cart
Goblin Gang Skeletons Prince Cannon Cart Night Witch
Arrows Cannon Cart
Arrows

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.)

Arrows Bandit
Arrows Bandit
Arrows Cannon Cart Bandit
Cannon Cart Arrows Prince
Arrows
Arrows
Arrows
Arrows
Arrows Bandit
Goblin Gang Prince Night Witch
Arrows Prince Cannon Cart Bandit
Arrows
Cannon Cart Bandit
Arrows Cannon Cart Bandit
Arrows Prince Cannon Cart
Arrows Cannon Cart Bandit
Arrows Cannon Cart Bandit
Arrows
Night Witch
Arrows Prince Bandit
Arrows
Prince Night Witch
Arrows
Prince
Arrows Cannon Cart
Arrows
Arrows Bandit
Arrows Prince Bandit
Arrows Bandit
Arrows Night Witch
Night Witch
Arrows Bandit Night Witch
Arrows
Prince
Arrows
Goblin Gang Prince Cannon Cart Bandit Night Witch
Arrows
Arrows
Goblin Gang Prince Cannon Cart
Arrows
Arrows
Prince Cannon Cart
Goblin Gang
Prince Cannon Cart Bandit

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