My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Goblin Cage 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.

Wall Breakers

Damage spells

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

Arrows Fireball The Log

Punishments

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

Goblin Gang Wall Breakers

Pump responses

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

Fireball

Dropped at the bridge

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

Goblin Gang Wall Breakers 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball The Log

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.

Arrows P.E.K.K.A

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.

Fireball

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 Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers The Log Arrows Goblin Gang Fireball Goblin Cage Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Wall Breakers The Log Arrows Goblin Gang

Attack Synergies 3 11

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.

Arrows
Fireball P.E.K.K.A Wall Breakers
Goblin Gang
Goblin Cage P.E.K.K.A
Fireball
Arrows Wall Breakers The Log Electro Wizard
Goblin Cage
Goblin Gang Wall Breakers The Log
Wall Breakers
Arrows Fireball Goblin Cage The Log Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Goblin Gang The Log
The Log
Fireball Goblin Cage Wall Breakers P.E.K.K.A
Electro Wizard
P.E.K.K.A Fireball Wall Breakers

Defense Synergies 2 12

Arrows
Fireball P.E.K.K.A
Goblin Gang
Goblin Cage P.E.K.K.A The Log Electro Wizard
Fireball
The Log Arrows Goblin Cage Electro Wizard
Goblin Cage
Goblin Gang Fireball The Log Electro Wizard
Wall Breakers
P.E.K.K.A
The Log Arrows Goblin Gang Electro Wizard
The Log
Fireball P.E.K.K.A Goblin Gang Goblin Cage Electro Wizard
Electro Wizard
Goblin Gang Fireball Goblin Cage P.E.K.K.A 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.

Fireball Goblin Cage The Log Electro Wizard
P.E.K.K.A Goblin Gang Goblin Cage The Log Electro Wizard
Goblin Gang Goblin Cage P.E.K.K.A Electro Wizard
Goblin Cage P.E.K.K.A Goblin Gang Electro Wizard
Arrows Fireball Goblin Cage P.E.K.K.A The Log
Arrows Goblin Gang Fireball The Log Electro Wizard
Electro Wizard Arrows Goblin Gang Fireball Goblin Cage
Arrows Fireball Goblin Cage P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Goblin Cage
Goblin Gang Electro Wizard
Goblin Gang Electro Wizard Arrows Fireball The Log
Arrows Goblin Gang Fireball Electro Wizard
Goblin Cage P.E.K.K.A Goblin Gang Fireball The Log Electro Wizard
Fireball Arrows Goblin Gang Goblin Cage P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Goblin Cage Electro Wizard
Goblin Gang Fireball Goblin Cage P.E.K.K.A The Log Electro Wizard
Arrows Goblin Gang Fireball Goblin Cage P.E.K.K.A Electro Wizard
Arrows Fireball Goblin Cage Goblin Gang The Log Electro Wizard
Arrows Goblin Cage The Log Fireball Electro Wizard
P.E.K.K.A Goblin Cage Electro Wizard
Goblin Gang Arrows Fireball P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Fireball Goblin Cage P.E.K.K.A Electro Wizard
Fireball Electro Wizard Arrows Goblin Gang The Log
Goblin Gang P.E.K.K.A Goblin Cage The Log Electro Wizard
Goblin Gang P.E.K.K.A Fireball Goblin Cage The Log Electro Wizard
P.E.K.K.A Goblin Gang Goblin Cage
Arrows Fireball Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Fireball Goblin Cage Electro Wizard
P.E.K.K.A Goblin Cage
Goblin Cage P.E.K.K.A Electro Wizard Fireball The Log
P.E.K.K.A Goblin Gang Goblin Cage
P.E.K.K.A Goblin Cage
P.E.K.K.A Arrows Fireball Goblin Cage The Log Electro Wizard
P.E.K.K.A Goblin Gang Fireball Goblin Cage
Fireball Goblin Cage
Goblin Gang Electro Wizard Fireball Goblin Cage P.E.K.K.A The Log
Arrows Fireball Goblin Cage P.E.K.K.A The Log Electro Wizard
Arrows Fireball Goblin Cage 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.)

Fireball Arrows The Log
Arrows Fireball The Log Electro Wizard
Arrows Fireball The Log
Arrows Fireball The Log
Fireball Arrows The Log
Arrows Fireball
Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Goblin Gang Fireball Electro Wizard
Arrows Fireball The Log Electro Wizard
Fireball Arrows
Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball
Arrows Fireball The Log Electro Wizard
Arrows Fireball The Log
Fireball The Log
Arrows Fireball
The Log
Arrows Fireball The Log
Arrows The Log Fireball
Arrows Fireball The Log Electro Wizard
Fireball Arrows The Log
Fireball Arrows The Log
Arrows Fireball Electro Wizard
Electro Wizard Fireball
Fireball
Arrows Fireball The Log
Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball The Log
Electro Wizard Goblin Gang Fireball
Fireball Arrows Electro Wizard
Arrows The Log Fireball
Fireball Goblin Gang Electro Wizard
Arrows The Log Fireball
Arrows Fireball
P.E.K.K.A
Goblin Gang Fireball The Log Electro Wizard
Fireball Electro Wizard
Fireball The Log Electro Wizard
P.E.K.K.A
Fireball

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