My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Baby Dragon Electro Wizard Ram Rider

Defensive buildings

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

Goblin Cage

Investments

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

Goblin Cage Baby Dragon Electro Wizard Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Giant Snowball

Punishments

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

Goblin Gang Ram 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.

Goblin Gang Baby Dragon Ram 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.

Electro Wizard Ram Rider

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 Ram Rider
Giant Snowball
Goblin Gang Skeleton Army Baby Dragon Ram Rider
Zap
Goblin Gang Skeleton Army Ram Rider
Barbarian Barrel
Goblin Gang Goblin Cage Skeleton Army Electro Wizard
The Log
Goblin Gang Goblin Cage Skeleton Army Ram Rider
Earthquake
Goblin Gang Goblin Cage Skeleton Army
Arrows
Goblin Gang Skeleton Army
Royal Delivery
Goblin Gang Goblin Cage Skeleton Army Baby Dragon Electro Wizard Ram Rider
Fireball
Goblin Gang Goblin Cage Skeleton Army Baby Dragon Electro Wizard Ram Rider
Poison
Goblin Gang Goblin Cage Skeleton Army Electro Wizard
Lightning
Goblin Cage Baby Dragon Electro Wizard Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Baby Dragon 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 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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Giant Snowball Goblin Gang Skeleton Army Goblin Cage Baby Dragon Electro Wizard Ram Rider Mega Knight

Shortest cycle

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

12 Giant Snowball Goblin Gang Skeleton Army Goblin Cage

Attack Synergies 1 14

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.

Giant Snowball
Ram Rider Goblin Cage Baby Dragon Electro Wizard Mega Knight
Goblin Gang
Goblin Cage Baby Dragon
Goblin Cage
Giant Snowball Goblin Gang Baby Dragon Ram Rider
Skeleton Army
Baby Dragon
Giant Snowball Goblin Gang Goblin Cage Electro Wizard Ram Rider Mega Knight
Electro Wizard
Giant Snowball Baby Dragon Ram Rider Mega Knight
Ram Rider
Giant Snowball Goblin Cage Baby Dragon Electro Wizard Mega Knight
Mega Knight
Giant Snowball Baby Dragon Electro Wizard Ram Rider

Defense Synergies 3 13

Giant Snowball
Goblin Gang Ram Rider Mega Knight Goblin Cage Baby Dragon Electro Wizard
Goblin Gang
Giant Snowball Goblin Cage Skeleton Army Electro Wizard
Goblin Cage
Giant Snowball Goblin Gang Skeleton Army Baby Dragon Electro Wizard
Skeleton Army
Goblin Gang Goblin Cage Electro Wizard
Baby Dragon
Giant Snowball Goblin Cage Mega Knight
Electro Wizard
Giant Snowball Goblin Gang Goblin Cage Skeleton Army Ram Rider Mega Knight
Ram Rider
Giant Snowball Electro Wizard
Mega Knight
Giant Snowball Baby Dragon 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.

Goblin Cage Baby Dragon Electro Wizard Ram Rider
Skeleton Army Goblin Gang Goblin Cage Electro Wizard Ram Rider Mega Knight
Goblin Gang Goblin Cage Skeleton Army Ram Rider Mega Knight Giant Snowball Electro Wizard
Goblin Cage Skeleton Army Goblin Gang Electro Wizard Ram Rider Mega Knight
Goblin Cage Skeleton Army Mega Knight
Goblin Gang Skeleton Army Giant Snowball Baby Dragon Electro Wizard Mega Knight
Giant Snowball Electro Wizard Ram Rider Goblin Gang Goblin Cage Baby Dragon
Goblin Cage Baby Dragon Electro Wizard Ram Rider Mega Knight
Goblin Gang Goblin Cage Skeleton Army
Goblin Gang Skeleton Army Giant Snowball Electro Wizard Mega Knight
Goblin Gang Skeleton Army Electro Wizard Giant Snowball Baby Dragon Ram Rider Mega Knight
Giant Snowball Goblin Gang Baby Dragon Electro Wizard Ram Rider
Goblin Cage Skeleton Army Mega Knight Giant Snowball Goblin Gang Electro Wizard Ram Rider
Skeleton Army Mega Knight Giant Snowball Goblin Gang Goblin Cage Baby Dragon Electro Wizard
Skeleton Army Goblin Gang Goblin Cage Electro Wizard Ram Rider Mega Knight
Skeleton Army Giant Snowball Goblin Gang Goblin Cage Electro Wizard Ram Rider Mega Knight
Mega Knight Goblin Gang Goblin Cage Skeleton Army Electro Wizard
Goblin Cage Mega Knight Giant Snowball Goblin Gang Skeleton Army Baby Dragon Electro Wizard Ram Rider
Giant Snowball Goblin Cage Baby Dragon Electro Wizard Ram Rider Mega Knight
Goblin Cage Electro Wizard Ram Rider
Goblin Gang Skeleton Army Mega Knight Giant Snowball Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Mega Knight Giant Snowball Goblin Cage Electro Wizard
Electro Wizard Giant Snowball Goblin Gang Baby Dragon Mega Knight
Goblin Gang Skeleton Army Mega Knight Goblin Cage Electro Wizard Ram Rider
Goblin Gang Skeleton Army Mega Knight Goblin Cage Electro Wizard Ram Rider
Goblin Gang Goblin Cage Skeleton Army Ram Rider Mega Knight
Giant Snowball Goblin Gang Baby Dragon Electro Wizard Ram Rider
Goblin Gang Skeleton Army Goblin Cage Electro Wizard Ram Rider
Mega Knight Goblin Cage Skeleton Army
Goblin Cage Electro Wizard Mega Knight Giant Snowball Skeleton Army Baby Dragon
Goblin Gang Goblin Cage Skeleton Army
Mega Knight Goblin Cage
Skeleton Army Mega Knight Giant Snowball Goblin Cage Electro Wizard
Skeleton Army Mega Knight Goblin Gang Goblin Cage Ram Rider
Goblin Cage Skeleton Army Baby Dragon Mega Knight
Goblin Gang Skeleton Army Electro Wizard Goblin Cage Baby Dragon
Mega Knight Giant Snowball Goblin Cage Baby Dragon Electro Wizard
Giant Snowball Goblin Cage 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.)

Baby Dragon
Giant Snowball Baby Dragon Electro Wizard Ram Rider
Baby Dragon
Giant Snowball Baby Dragon Mega Knight
Giant Snowball Baby Dragon Ram Rider
Baby Dragon
Giant Snowball Baby Dragon Ram Rider
Giant Snowball Ram Rider
Giant Snowball Goblin Gang Electro Wizard
Electro Wizard Ram Rider
Giant Snowball Baby Dragon
Giant Snowball Baby Dragon
Baby Dragon
Giant Snowball Baby Dragon
Giant Snowball Baby Dragon
Baby Dragon Mega Knight
Giant Snowball
Giant Snowball Baby Dragon Electro Wizard Mega Knight
Giant Snowball Baby Dragon Mega Knight
Baby Dragon Mega Knight
Giant Snowball
Giant Snowball Baby Dragon
Giant Snowball Baby Dragon Mega Knight
Giant Snowball Baby Dragon Electro Wizard Ram Rider
Giant Snowball Baby Dragon Ram Rider Mega Knight
Baby Dragon
Giant Snowball Baby Dragon Electro Wizard
Electro Wizard Giant Snowball
Giant Snowball
Giant Snowball Mega Knight
Giant Snowball Electro Wizard
Mega Knight
Giant Snowball
Electro Wizard Goblin Gang Skeleton Army
Giant Snowball Baby Dragon Electro Wizard Ram Rider
Goblin Gang Baby Dragon Electro Wizard Mega Knight
Giant Snowball Baby Dragon
Giant Snowball
Mega Knight
Giant Snowball Goblin Gang Baby Dragon Electro Wizard
Giant Snowball Electro Wizard
Giant Snowball Baby Dragon Electro Wizard Mega Knight
Mega Knight

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