My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Spear Goblins Bats

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 Spear Goblins Bats Rune Giant 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.

Zap Goblin Curse

Punishments

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

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.

Electro Spirit Spear Goblins Rune 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.

Electro Spirit

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 Spear Goblins Bats Goblin Curse
Giant Snowball
Skeletons Spear Goblins Bats Goblin Curse
Zap
Skeletons Spear Goblins Bats Goblin Curse
Barbarian Barrel
Skeletons Electro Spirit Spear Goblins Goblin Curse
The Log
Skeletons Electro Spirit Spear Goblins Goblin Curse
Earthquake
Skeletons Spear Goblins
Arrows
Skeletons Electro Spirit Spear Goblins Bats Goblin Curse
Royal Delivery
Skeletons Electro Spirit Spear Goblins Bats
Fireball
Poison
Spear Goblins Bats Goblin Curse
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap 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.

Electro Spirit Spear Goblins Bats Goblin Curse Rune Giant 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Spear Goblins Bats Zap Goblin Curse Rune Giant Mega Knight

Shortest cycle

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

6 Skeletons Electro Spirit Spear Goblins Bats

Attack Synergies 2 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.

Skeletons
Electro Spirit
Zap Goblin Curse
Spear Goblins
Zap Goblin Curse Rune Giant Mega Knight
Bats
Mega Knight Zap Rune Giant
Zap
Goblin Curse Electro Spirit Spear Goblins Bats Mega Knight
Goblin Curse
Zap Electro Spirit Spear Goblins
Rune Giant
Spear Goblins Bats
Mega Knight
Bats Spear Goblins Zap

Defense Synergies 1 10

Skeletons
Electro Spirit Spear Goblins Bats Zap
Electro Spirit
Skeletons Zap
Spear Goblins
Skeletons Bats Zap Mega Knight
Bats
Skeletons Spear Goblins Zap Mega Knight
Zap
Mega Knight Skeletons Electro Spirit Spear Goblins Bats
Goblin Curse
Rune Giant
Mega Knight
Zap Spear Goblins Bats

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.

Spear Goblins Zap
Skeletons Bats Zap Goblin Curse Mega Knight
Mega Knight Skeletons Bats Goblin Curse
Skeletons Bats Goblin Curse Mega Knight
Mega Knight
Skeletons Electro Spirit Spear Goblins Bats Zap Mega Knight
Bats Electro Spirit Spear Goblins Zap Goblin Curse
Electro Spirit Zap Mega Knight
Skeletons Goblin Curse
Skeletons Spear Goblins Mega Knight
Bats Goblin Curse Skeletons Electro Spirit Spear Goblins Zap Mega Knight
Spear Goblins Bats Zap Goblin Curse
Mega Knight Skeletons Bats Zap Goblin Curse
Mega Knight Electro Spirit Bats Zap Goblin Curse
Goblin Curse Mega Knight
Zap Goblin Curse Mega Knight
Mega Knight Skeletons Bats
Mega Knight Electro Spirit Spear Goblins Bats Zap
Zap Electro Spirit Spear Goblins Bats Goblin Curse Mega Knight
Goblin Curse
Mega Knight Electro Spirit Spear Goblins Bats Goblin Curse

Counters to secondary win conditions

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

Mega Knight Skeletons Spear Goblins Zap
Zap Mega Knight
Mega Knight Skeletons Spear Goblins Bats Zap
Mega Knight Bats Zap
Skeletons Goblin Curse Mega Knight
Skeletons Electro Spirit Bats Zap Goblin Curse
Skeletons Spear Goblins Bats
Mega Knight Goblin Curse
Zap Mega Knight Skeletons Electro Spirit Spear Goblins Bats
Skeletons Goblin Curse
Mega Knight Bats
Mega Knight Zap
Mega Knight Skeletons Goblin Curse
Goblin Curse Mega Knight
Skeletons Electro Spirit Spear Goblins Bats Zap
Bats Mega Knight Electro Spirit Zap Goblin Curse
Electro Spirit Zap

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.)

Zap Goblin Curse
Zap Goblin Curse Mega Knight
Electro Spirit Spear Goblins Bats Zap Goblin Curse
Zap Goblin Curse
Zap
Bats
Zap
Zap Goblin Curse
Zap
Spear Goblins Zap
Mega Knight
Bats
Zap Mega Knight
Zap Goblin Curse Mega Knight
Mega Knight
Zap
Zap Goblin Curse Electro Spirit Mega Knight
Zap
Zap Mega Knight
Zap Goblin Curse
Bats Zap Goblin Curse
Zap Electro Spirit Bats
Zap Mega Knight
Zap Electro Spirit
Mega Knight
Goblin Curse
Zap Electro Spirit Spear Goblins Bats
Zap Goblin Curse
Mega Knight
Zap
Zap
Mega Knight
Zap Electro Spirit Bats
Bats Zap
Zap Mega Knight
Mega Knight

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