My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Minion Horde Wizard Electro Wizard Inferno Dragon

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.

Wizard Electro Wizard Inferno Dragon Lava Hound

Offensive cards

Win conditions

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

Lava Hound

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.

Goblin Gang

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 Minion Horde Lava Hound

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

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 Minion Horde Goblin Curse Inferno Dragon Lava Hound
Giant Snowball
Goblin Gang Minion Horde Goblin Curse Inferno Dragon Lava Hound
Zap
Goblin Gang Minion Horde Goblin Curse Inferno Dragon Lava Hound
Barbarian Barrel
Goblin Gang Wizard Goblin Curse Electro Wizard
The Log
Goblin Gang Goblin Curse
Earthquake
Goblin Gang
Arrows
Goblin Gang Minion Horde Goblin Curse Lava Hound
Royal Delivery
Goblin Gang Minion Horde Wizard Electro Wizard Inferno Dragon Lava Hound
Fireball
Goblin Gang Minion Horde Wizard Electro Wizard Inferno Dragon Lava Hound
Poison
Goblin Gang Minion Horde Wizard Goblin Curse Electro Wizard Lava Hound
Lightning
Wizard Electro Wizard Inferno Dragon
Rocket
Minion Horde Wizard Inferno Dragon

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

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.

Goblin Curse Inferno Dragon

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 Minion Horde Wizard Electro Wizard Lava Hound

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Curse Goblin Gang Electro Wizard Inferno Dragon Minion Horde Wizard Lava Hound

Shortest cycle

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

11 Zap Goblin Curse Goblin Gang Electro Wizard

Attack Synergies 4 3

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
Goblin Curse Electro Wizard Minion Horde Lava Hound
Goblin Gang
Lava Hound
Minion Horde
Lava Hound Zap
Wizard
Goblin Curse
Zap
Electro Wizard
Zap
Inferno Dragon
Lava Hound
Lava Hound
Minion Horde Inferno Dragon Zap Goblin Gang

Defense Synergies 1 7

Zap
Electro Wizard Goblin Gang Minion Horde Inferno Dragon
Goblin Gang
Zap Electro Wizard Inferno Dragon
Minion Horde
Zap
Wizard
Electro Wizard
Goblin Curse
Electro Wizard
Zap Goblin Gang Wizard Inferno Dragon
Inferno Dragon
Zap Goblin Gang Electro Wizard
Lava Hound

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 Minion Horde Wizard Electro Wizard
Minion Horde Inferno Dragon Zap Goblin Gang Goblin Curse Electro Wizard
Goblin Gang Minion Horde Goblin Curse Electro Wizard Inferno Dragon
Minion Horde Inferno Dragon Goblin Gang Goblin Curse Electro Wizard
Goblin Gang Zap Electro Wizard
Minion Horde Electro Wizard Inferno Dragon Zap Goblin Gang Wizard Goblin Curse
Zap Electro Wizard
Minion Horde Inferno Dragon Goblin Gang Goblin Curse
Goblin Gang Minion Horde Electro Wizard
Goblin Gang Minion Horde Goblin Curse Electro Wizard Zap Wizard
Minion Horde Inferno Dragon Zap Goblin Gang Wizard Goblin Curse Electro Wizard
Minion Horde Zap Goblin Gang Wizard Goblin Curse Electro Wizard
Wizard Zap Goblin Gang Minion Horde Goblin Curse Electro Wizard
Inferno Dragon Goblin Gang Minion Horde Goblin Curse Electro Wizard
Minion Horde Zap Goblin Gang Goblin Curse Electro Wizard Inferno Dragon
Minion Horde Wizard Goblin Gang Electro Wizard
Zap Goblin Gang Minion Horde Wizard Electro Wizard
Zap Wizard Goblin Curse Electro Wizard Inferno Dragon
Goblin Curse Electro Wizard Inferno Dragon
Goblin Gang Wizard Minion Horde Goblin Curse Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Electro Wizard
Electro Wizard Zap Goblin Gang Wizard Inferno Dragon
Goblin Gang Zap Minion Horde Electro Wizard
Goblin Gang Zap Minion Horde Electro Wizard
Goblin Gang Minion Horde Goblin Curse Inferno Dragon
Wizard Zap Goblin Gang Minion Horde Goblin Curse Electro Wizard
Goblin Gang Minion Horde Electro Wizard
Minion Horde Goblin Curse Inferno Dragon
Zap Minion Horde Electro Wizard Inferno Dragon
Goblin Gang Minion Horde Goblin Curse Inferno Dragon
Inferno Dragon Minion Horde
Zap Electro Wizard
Goblin Gang Minion Horde Wizard Goblin Curse
Wizard Minion Horde Goblin Curse
Goblin Gang Electro Wizard Zap Minion Horde Inferno Dragon
Zap Minion Horde Wizard Goblin Curse Electro Wizard Inferno Dragon
Zap 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.)

Minion Horde
Zap Goblin Curse Electro Wizard
Minion Horde
Wizard Zap Minion Horde Goblin Curse
Wizard Zap Minion Horde Goblin Curse
Minion Horde Wizard
Zap Wizard Goblin Curse
Zap Wizard
Goblin Gang Minion Horde Electro Wizard
Zap Minion Horde Wizard Electro Wizard
Zap Wizard Goblin Curse
Minion Horde
Zap
Zap Minion Horde Wizard
Minion Horde Wizard
Minion Horde
Zap Wizard Electro Wizard
Zap Wizard Goblin Curse
Minion Horde
Wizard
Zap Minion Horde
Zap Goblin Curse Wizard
Minion Horde Inferno Dragon
Zap Wizard Electro Wizard
Zap Wizard
Zap Goblin Curse
Zap Minion Horde Wizard Goblin Curse Electro Wizard
Zap Electro Wizard Minion Horde Wizard
Minion Horde
Zap Minion Horde Wizard
Zap Minion Horde Electro Wizard
Minion Horde
Wizard Goblin Curse
Zap Minion Horde Electro Wizard Goblin Gang
Zap Wizard Goblin Curse Electro Wizard
Goblin Gang Minion Horde Wizard Electro Wizard
Zap Wizard
Zap
Minion Horde
Zap Goblin Gang Minion Horde Electro Wizard
Zap Electro Wizard
Zap Electro Wizard
Inferno Dragon
Wizard

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