My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
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 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!
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 Goblin Gang Wizard

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.

Spear Goblins Knight Wizard Dark Prince Mega Knight

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.

Zap The Log

Punishments

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

Goblin Gang Dark Prince 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.

Spear Goblins Knight Goblin Gang Dark Prince 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.

Dark Prince

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
Spear Goblins Goblin Gang Dark Prince
Giant Snowball
Spear Goblins Goblin Gang
Zap
Spear Goblins Goblin Gang Dark Prince
Barbarian Barrel
Spear Goblins Knight Goblin Gang Wizard Dark Prince
The Log
Spear Goblins Goblin Gang Dark Prince
Earthquake
Spear Goblins Goblin Gang
Arrows
Spear Goblins Goblin Gang
Royal Delivery
Spear Goblins Knight Goblin Gang Wizard Dark Prince
Fireball
Goblin Gang Wizard
Poison
Spear Goblins Goblin Gang Wizard
Lightning
Knight Wizard Dark Prince
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Dark Prince The Log 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.

Spear Goblins Knight Dark Prince 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 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.

Spear Goblins Zap The Log Knight Goblin Gang Dark Prince Wizard Mega Knight

Shortest cycle

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

9 Spear Goblins Zap The Log Knight

Attack Synergies 2 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.

Spear Goblins
Knight Zap Goblin Gang Dark Prince Mega Knight
Zap
Spear Goblins Knight Dark Prince The Log Mega Knight
Knight
Spear Goblins Goblin Gang Zap Wizard The Log
Goblin Gang
Knight Spear Goblins Dark Prince
Wizard
Knight Dark Prince Mega Knight
Dark Prince
Spear Goblins Zap Goblin Gang Wizard
The Log
Zap Knight Mega Knight
Mega Knight
Spear Goblins Zap Wizard The Log

Defense Synergies 3 18

Spear Goblins
Knight Zap Goblin Gang Dark Prince The Log Mega Knight
Zap
Mega Knight Spear Goblins Knight Goblin Gang Dark Prince The Log
Knight
Spear Goblins Goblin Gang Zap Wizard The Log
Goblin Gang
Knight Spear Goblins Zap Dark Prince The Log
Wizard
Knight Dark Prince The Log Mega Knight
Dark Prince
Spear Goblins Zap Goblin Gang Wizard The Log
The Log
Spear Goblins Zap Knight Goblin Gang Wizard Dark Prince Mega Knight
Mega Knight
Zap Spear Goblins Wizard The Log

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 Knight Wizard The Log
Zap Knight Goblin Gang Dark Prince The Log Mega Knight
Goblin Gang Mega Knight Knight Dark Prince
Knight Goblin Gang Dark Prince Mega Knight
Dark Prince The Log Mega Knight
Goblin Gang The Log Spear Goblins Zap Dark Prince Mega Knight
Spear Goblins Zap Goblin Gang Wizard
Zap The Log Mega Knight
Goblin Gang
Knight Goblin Gang Spear Goblins Dark Prince Mega Knight
Goblin Gang Spear Goblins Zap Knight Wizard Dark Prince The Log Mega Knight
Spear Goblins Zap Goblin Gang Wizard
Mega Knight Zap Knight Goblin Gang Wizard Dark Prince The Log
Wizard Mega Knight Zap Goblin Gang Dark Prince The Log
Knight Goblin Gang Mega Knight
Zap Goblin Gang The Log Mega Knight
Wizard Mega Knight Knight Goblin Gang Dark Prince
Mega Knight Spear Goblins Zap Knight Goblin Gang Wizard Dark Prince The Log
Zap Wizard The Log Spear Goblins Knight Dark Prince Mega Knight
Goblin Gang Wizard Dark Prince Mega Knight Spear Goblins Knight The Log

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight Spear Goblins Zap Dark Prince
Zap Knight Goblin Gang Wizard The Log Mega Knight
Goblin Gang Mega Knight Spear Goblins Zap Knight Dark Prince The Log
Goblin Gang Dark Prince Mega Knight Zap Knight The Log
Knight Goblin Gang Dark Prince Mega Knight
Wizard Zap Goblin Gang
Goblin Gang Dark Prince Spear Goblins Knight
Mega Knight Knight Dark Prince
Zap Mega Knight Spear Goblins Knight Dark Prince The Log
Goblin Gang
Mega Knight Knight Dark Prince
Mega Knight Zap Dark Prince The Log
Dark Prince Mega Knight Knight Goblin Gang Wizard
Wizard Mega Knight
Goblin Gang Spear Goblins Zap Knight Dark Prince The Log
Mega Knight Zap Wizard Dark Prince The Log
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.)

Knight The Log
Zap The Log
The Log
Knight Dark Prince The Log
Wizard Zap Dark Prince The Log Mega Knight
Wizard Spear Goblins Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Goblin Gang
Zap Knight Wizard Dark Prince The Log
Zap Wizard
Knight The Log
Zap The Log
Spear Goblins Zap Wizard The Log
Wizard The Log Mega Knight
Zap Wizard Dark Prince The Log Mega Knight
Zap Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
Zap The Log
Zap The Log Wizard Dark Prince Mega Knight
The Log Zap Wizard
Zap Wizard The Log Mega Knight
Zap The Log
Zap Wizard
Zap Wizard
Zap Wizard The Log Mega Knight
Zap
Mega Knight
Wizard The Log
Zap Spear Goblins Goblin Gang Dark Prince
Zap Wizard
The Log
Knight Goblin Gang Wizard Dark Prince Mega Knight
The Log Zap Wizard
Zap
Dark Prince Mega Knight
Zap Goblin Gang The Log
Zap
Zap Dark Prince The Log Mega Knight
Wizard Mega Knight

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