My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon 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.

Skeletons Electro Dragon Goblin Giant Mega Knight

Offensive cards

Win conditions

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

Royal Hogs Goblin Giant

Damage spells

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

Arrows Rage Freeze

Punishments

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

Royal Hogs Goblin Giant 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.

Royal Hogs Goblin Giant 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.

Royal Hogs Electro Dragon

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 Royal Hogs
Giant Snowball
Skeletons Royal Hogs Electro Dragon
Zap
Skeletons Royal Hogs Goblin Giant
Barbarian Barrel
Skeletons Royal Hogs
The Log
Skeletons Royal Hogs
Earthquake
Skeletons Royal Hogs
Arrows
Skeletons Royal Hogs
Royal Delivery
Skeletons Royal Hogs Electro Dragon
Fireball
Royal Hogs Electro Dragon
Poison
Royal Hogs Electro Dragon
Lightning
Electro Dragon
Rocket
Royal Hogs Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze Electro Dragon 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.

Arrows Rage Freeze Mega Knight

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 Freeze Royal Hogs Electro Dragon Goblin Giant Mega Knight

Shortest cycle

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

10 Skeletons Rage Arrows Freeze

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.

Skeletons
Arrows
Royal Hogs Freeze Goblin Giant Mega Knight
Royal Hogs
Arrows Mega Knight
Rage
Electro Dragon Goblin Giant
Freeze
Arrows
Electro Dragon
Rage Goblin Giant Mega Knight
Goblin Giant
Arrows Rage Electro Dragon
Mega Knight
Arrows Royal Hogs Electro Dragon

Defense Synergies 1 2

Skeletons
Electro Dragon
Arrows
Mega Knight
Royal Hogs
Rage
Freeze
Mega Knight
Electro Dragon
Skeletons
Goblin Giant
Mega Knight
Arrows Freeze

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.

Electro Dragon Goblin Giant
Skeletons Electro Dragon Mega Knight
Mega Knight Skeletons Freeze Electro Dragon
Skeletons Electro Dragon Mega Knight
Arrows Mega Knight
Arrows Freeze Skeletons Electro Dragon Mega Knight
Arrows Freeze Electro Dragon
Arrows Electro Dragon Goblin Giant Mega Knight
Skeletons
Skeletons Mega Knight
Skeletons Arrows Freeze Electro Dragon Goblin Giant Mega Knight
Arrows Electro Dragon
Mega Knight Skeletons Freeze Electro Dragon
Mega Knight Arrows Freeze Electro Dragon
Mega Knight
Freeze Mega Knight
Mega Knight Skeletons Arrows Electro Dragon
Arrows Mega Knight Electro Dragon
Arrows Freeze Electro Dragon Mega Knight
Mega Knight Arrows Electro Dragon Goblin Giant

Counters to secondary win conditions

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

Mega Knight Skeletons
Arrows Electro Dragon Mega Knight
Mega Knight Skeletons Electro Dragon Goblin Giant
Mega Knight Goblin Giant
Skeletons Goblin Giant Mega Knight
Arrows Skeletons Freeze Electro Dragon Goblin Giant
Skeletons Goblin Giant
Mega Knight Goblin Giant
Freeze Electro Dragon Mega Knight Skeletons
Skeletons Goblin Giant
Mega Knight Electro Dragon
Mega Knight Arrows Goblin Giant
Mega Knight Skeletons Goblin Giant
Electro Dragon Mega Knight
Electro Dragon Skeletons Freeze Goblin Giant
Arrows Mega Knight Freeze Electro Dragon
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 Freeze Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon Goblin Giant
Arrows Freeze
Arrows Mega Knight
Arrows Freeze Electro Dragon Goblin Giant
Arrows
Arrows Freeze Electro Dragon
Arrows Electro Dragon
Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Freeze Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon Mega Knight
Arrows Freeze
Arrows Electro Dragon Mega Knight
Arrows Electro Dragon Mega Knight
Mega Knight
Arrows
Arrows Electro Dragon
Arrows Freeze Electro Dragon Mega Knight
Arrows Electro Dragon
Arrows Electro Dragon Mega Knight
Arrows
Arrows Electro Dragon
Electro Dragon Freeze
Arrows Electro Dragon Mega Knight
Arrows Freeze Electro Dragon
Mega Knight
Arrows
Freeze Electro Dragon
Arrows Electro Dragon
Freeze
Arrows
Electro Dragon Mega Knight
Arrows Electro Dragon
Arrows
Electro Dragon Mega Knight
Electro Dragon Freeze
Electro Dragon
Electro Dragon Freeze Goblin Giant Mega Knight
Electro Dragon Mega Knight

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