My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Firecracker 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.

Firecracker Wizard P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

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 Goblin Barrel Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang P.E.K.K.A 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.

Firecracker Goblin Barrel

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 Goblin Barrel
Giant Snowball
Goblin Gang Goblin Barrel
Zap
Goblin Gang Firecracker Goblin Barrel
Barbarian Barrel
Goblin Gang Firecracker Wizard Goblin Barrel
The Log
Goblin Gang Firecracker Goblin Barrel
Earthquake
Goblin Gang Firecracker Goblin Barrel
Arrows
Goblin Gang Firecracker Goblin Barrel
Royal Delivery
Goblin Gang Firecracker Wizard Goblin Barrel P.E.K.K.A
Fireball
Goblin Gang Firecracker Wizard Goblin Barrel
Poison
Goblin Gang Firecracker Wizard
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard 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.

P.E.K.K.A 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.

Goblin Barrel

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 Goblin Barrel

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 The Log Goblin Gang Firecracker Goblin Barrel Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

10 Zap The Log Goblin Gang Firecracker

Attack Synergies 3 13

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
Firecracker P.E.K.K.A The Log Mega Knight
Goblin Gang
Goblin Barrel Firecracker P.E.K.K.A
Firecracker
Zap Goblin Gang Goblin Barrel P.E.K.K.A Mega Knight
Wizard
P.E.K.K.A Mega Knight
Goblin Barrel
Goblin Gang Firecracker P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Goblin Gang Firecracker Wizard Goblin Barrel The Log
The Log
Zap P.E.K.K.A Mega Knight
Mega Knight
Zap Firecracker Wizard Goblin Barrel The Log

Defense Synergies 3 13

Zap
Mega Knight Goblin Gang Firecracker P.E.K.K.A The Log
Goblin Gang
Zap Firecracker P.E.K.K.A The Log
Firecracker
The Log Zap Goblin Gang P.E.K.K.A Mega Knight
Wizard
P.E.K.K.A The Log Mega Knight
Goblin Barrel
P.E.K.K.A
The Log Zap Goblin Gang Firecracker Wizard
The Log
Firecracker P.E.K.K.A Zap Goblin Gang Wizard Mega Knight
Mega Knight
Zap Firecracker 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.

Zap Firecracker Wizard The Log
P.E.K.K.A Zap Goblin Gang Firecracker The Log Mega Knight
Goblin Gang P.E.K.K.A Mega Knight
P.E.K.K.A Goblin Gang Firecracker Mega Knight
Firecracker P.E.K.K.A The Log Mega Knight
Goblin Gang The Log Zap Firecracker Mega Knight
Zap Goblin Gang Firecracker Wizard
Zap P.E.K.K.A The Log Mega Knight
P.E.K.K.A Goblin Gang
Goblin Gang Firecracker Mega Knight
Goblin Gang Zap Firecracker Wizard The Log Mega Knight
Zap Goblin Gang Firecracker Wizard
P.E.K.K.A Mega Knight Zap Goblin Gang Wizard The Log
Wizard Mega Knight Zap Goblin Gang Firecracker P.E.K.K.A The Log
P.E.K.K.A Goblin Gang Mega Knight
Zap Goblin Gang P.E.K.K.A The Log Mega Knight
Wizard Mega Knight Goblin Gang Firecracker P.E.K.K.A
Mega Knight Zap Goblin Gang Firecracker Wizard The Log
Zap Wizard The Log Firecracker Mega Knight
P.E.K.K.A
Goblin Gang Wizard Mega Knight Firecracker P.E.K.K.A The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap P.E.K.K.A
Zap Goblin Gang Firecracker Wizard The Log Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Zap The Log
Goblin Gang P.E.K.K.A Mega Knight Zap The Log
P.E.K.K.A Goblin Gang Mega Knight
Firecracker Wizard Zap Goblin Gang
Goblin Gang P.E.K.K.A
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Firecracker The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap The Log
P.E.K.K.A Mega Knight Goblin Gang Wizard
Wizard Firecracker Mega Knight
Goblin Gang Zap Firecracker P.E.K.K.A The Log
Mega Knight Zap Firecracker Wizard P.E.K.K.A 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.)

Firecracker The Log
Firecracker Zap The Log
The Log
Firecracker The Log
Wizard Zap Firecracker The Log Mega Knight
Firecracker Wizard Zap
Firecracker Wizard The Log
The Log Zap Firecracker Wizard
The Log Zap Firecracker Wizard
Goblin Gang
Firecracker Zap Wizard The Log
Zap Firecracker Wizard
Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker Wizard The Log
Firecracker Wizard The Log Mega Knight
Zap Firecracker Wizard The Log Mega Knight
Zap Firecracker Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
Zap The Log
Zap Firecracker The Log Wizard Mega Knight
Firecracker The Log Zap Wizard
Zap Wizard The Log Mega Knight
Zap Firecracker The Log
Zap Firecracker Wizard
Zap Firecracker Wizard
Zap Wizard The Log Mega Knight
Zap Firecracker
P.E.K.K.A Mega Knight
Firecracker Wizard The Log
Zap Goblin Gang
Zap Firecracker Wizard
The Log
Goblin Gang Firecracker Wizard Mega Knight
The Log Zap Firecracker Wizard
Zap
Firecracker P.E.K.K.A Mega Knight
Zap Goblin Gang Firecracker The Log
Firecracker Zap
Zap Firecracker The Log Mega Knight
P.E.K.K.A
Firecracker Wizard Mega Knight

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