My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Firecracker Electro 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.

Bats Knight Firecracker P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows

Punishments

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

Goblin Gang Hog Rider

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.

Knight Goblin Gang Hog Rider P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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.

Bats Arrows Knight P.E.K.K.A

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Goblin Gang Firecracker Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Bats Arrows Knight Goblin Gang

Attack Synergies 10 8

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.

Bats
Knight Hog Rider Firecracker P.E.K.K.A
Arrows
Hog Rider P.E.K.K.A Knight
Knight
Bats Goblin Gang Firecracker Hog Rider Arrows Electro Wizard
Goblin Gang
Knight Hog Rider Firecracker P.E.K.K.A
Firecracker
Knight Hog Rider Bats Goblin Gang P.E.K.K.A
Hog Rider
Bats Arrows Knight Goblin Gang Firecracker Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Bats Goblin Gang Firecracker
Electro Wizard
P.E.K.K.A Knight Hog Rider

Defense Synergies 4 11

Bats
Knight Firecracker P.E.K.K.A Electro Wizard
Arrows
Knight P.E.K.K.A
Knight
Bats Goblin Gang Firecracker Electro Wizard Arrows
Goblin Gang
Knight Firecracker P.E.K.K.A Electro Wizard
Firecracker
Knight Bats Goblin Gang P.E.K.K.A Electro Wizard
Hog Rider
P.E.K.K.A
Bats Arrows Goblin Gang Firecracker Electro Wizard
Electro Wizard
Knight Bats Goblin Gang Firecracker P.E.K.K.A

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.

Knight Firecracker Electro Wizard
P.E.K.K.A Bats Knight Goblin Gang Firecracker Electro Wizard
Goblin Gang P.E.K.K.A Bats Knight Electro Wizard
P.E.K.K.A Bats Knight Goblin Gang Firecracker Electro Wizard
Arrows Firecracker P.E.K.K.A
Arrows Goblin Gang Bats Firecracker Electro Wizard
Bats Electro Wizard Arrows Goblin Gang Firecracker
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang
Knight Goblin Gang Firecracker Electro Wizard
Bats Goblin Gang Electro Wizard Arrows Knight Firecracker
Arrows Bats Goblin Gang Firecracker Electro Wizard
P.E.K.K.A Bats Knight Goblin Gang Electro Wizard
Bats Arrows Goblin Gang Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
Bats Arrows Knight Goblin Gang Firecracker P.E.K.K.A Electro Wizard
Arrows Bats Knight Goblin Gang Firecracker Electro Wizard
Arrows Bats Knight Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Bats Arrows Knight Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblin Gang P.E.K.K.A Electro Wizard
Electro Wizard Arrows Knight Goblin Gang Firecracker
Goblin Gang P.E.K.K.A Bats Knight Electro Wizard
Goblin Gang P.E.K.K.A Bats Knight Electro Wizard
P.E.K.K.A Knight Goblin Gang
Arrows Firecracker Bats Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Bats Knight Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Bats Knight Firecracker
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Knight
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Knight Goblin Gang
Firecracker
Goblin Gang Electro Wizard Bats Knight Firecracker P.E.K.K.A
Bats Arrows Firecracker P.E.K.K.A Electro Wizard
Arrows 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.)

Arrows Knight Firecracker
Arrows Firecracker Electro Wizard
Arrows
Arrows Knight Firecracker
Arrows Firecracker
Arrows Firecracker Bats
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats Goblin Gang Electro Wizard
Firecracker Arrows Knight Electro Wizard
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Bats
Arrows Firecracker Electro Wizard
Arrows Firecracker
Arrows
Arrows
Arrows Firecracker
Arrows Firecracker Electro Wizard
Arrows
Arrows Firecracker
Bats Arrows Firecracker Electro Wizard
Electro Wizard Bats Firecracker
Arrows
Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker
Electro Wizard Bats Goblin Gang
Arrows Firecracker Electro Wizard
Arrows
Knight Goblin Gang Firecracker Electro Wizard
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Bats Goblin Gang Firecracker Electro Wizard
Firecracker Bats Electro Wizard
Firecracker Electro Wizard
P.E.K.K.A
Firecracker

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