My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 Witch Princess Magic Archer

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.

Suspicious Bush Witch Princess Magic Archer Goblinstein

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

Punishments

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

Goblin Gang Princess

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 Barbarians Princess Magic Archer

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.

Magic Archer

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
Giant Snowball
Goblin Gang Barbarians Witch Princess
Zap
Goblin Gang Witch Princess
Barbarian Barrel
Goblin Gang Barbarians Witch Princess Magic Archer
The Log
Goblin Gang Barbarians Suspicious Bush Witch Princess
Earthquake
Goblin Gang Barbarians Witch
Arrows
Goblin Gang Suspicious Bush Witch Princess
Royal Delivery
Goblin Gang Barbarians Witch Princess Magic Archer
Fireball
Goblin Gang Barbarians Suspicious Bush Witch Princess Magic Archer
Poison
Goblin Gang Barbarians Suspicious Bush Witch Princess Magic Archer
Lightning
Witch Magic Archer Goblinstein
Rocket
Barbarians Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Witch Princess Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Princess Magic Archer

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.

Suspicious Bush Princess

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.

Princess

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 Barbarians Witch

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.

Zap Suspicious Bush Goblin Gang Princess Magic Archer Barbarians Witch Goblinstein

Shortest cycle

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

10 Zap Suspicious Bush Goblin Gang Princess

Attack Synergies 0 4

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.

Zap
Witch Princess Magic Archer
Goblin Gang
Princess
Barbarians
Suspicious Bush
Witch
Zap
Princess
Zap Goblin Gang
Magic Archer
Zap
Goblinstein

Defense Synergies 0 8

Zap
Goblin Gang Barbarians Witch Princess Magic Archer
Goblin Gang
Zap Barbarians Princess Magic Archer
Barbarians
Zap Goblin Gang
Suspicious Bush
Witch
Zap
Princess
Zap Goblin Gang
Magic Archer
Zap Goblin Gang
Goblinstein

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.

Zap Magic Archer
Barbarians Zap Goblin Gang Witch
Goblin Gang Barbarians Witch
Barbarians Witch Goblin Gang
Barbarians Princess
Goblin Gang Zap Magic Archer
Zap Goblin Gang Witch Princess Magic Archer
Zap Barbarians Magic Archer
Barbarians Witch Goblin Gang Princess
Goblin Gang Barbarians
Goblin Gang Barbarians Witch Zap Princess Magic Archer
Zap Goblin Gang Witch Princess Magic Archer
Barbarians Zap Goblin Gang Witch
Zap Goblin Gang Barbarians Witch Princess Magic Archer
Barbarians Goblin Gang
Barbarians Zap Goblin Gang Goblinstein
Barbarians Goblin Gang Witch
Zap Goblin Gang Barbarians Witch Magic Archer
Zap Witch Barbarians Princess Magic Archer
Barbarians
Goblin Gang Barbarians Witch

Counters to secondary win conditions

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

Goblin Gang Barbarians Zap Witch
Zap Goblin Gang Magic Archer
Goblin Gang Barbarians Zap Witch
Goblin Gang Zap Barbarians
Barbarians Goblin Gang Witch
Goblinstein Zap Goblin Gang Witch Princess Magic Archer
Goblin Gang Barbarians Witch
Barbarians
Zap Goblinstein Barbarians Witch Magic Archer
Witch Goblin Gang Barbarians
Barbarians Witch
Zap Barbarians
Barbarians Goblin Gang Witch
Barbarians Witch Princess Magic Archer
Goblin Gang Barbarians Witch Zap Magic Archer Goblinstein
Zap Barbarians Witch Princess Magic Archer
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.)

Princess Magic Archer
Zap Princess Magic Archer
Magic Archer
Barbarians
Zap Magic Archer Goblinstein
Goblinstein Zap Witch Princess Magic Archer
Witch Princess Magic Archer
Zap Princess Magic Archer
Zap
Goblin Gang
Zap Princess Magic Archer
Zap Princess Magic Archer
Princess Magic Archer
Princess Magic Archer
Princess Zap Magic Archer
Zap Witch Princess Magic Archer
Magic Archer Princess
Zap Princess Magic Archer
Zap Witch Princess Magic Archer
Magic Archer
Princess
Zap Barbarians
Zap Witch Princess Magic Archer Goblinstein
Witch
Zap Witch Princess Magic Archer
Zap Witch Princess Magic Archer
Zap Magic Archer
Zap Witch Princess Magic Archer
Zap Witch Goblinstein
Zap Magic Archer
Zap Princess Magic Archer
Princess Magic Archer
Zap Goblin Gang Barbarians Witch Princess Magic Archer Goblinstein
Zap Witch Princess Magic Archer
Goblin Gang Princess Magic Archer
Zap Princess Magic Archer
Zap
Zap Goblin Gang Witch Princess Magic Archer
Zap Witch Princess Magic Archer
Zap Witch Princess Magic Archer

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