My Best Clash Royale Deck

Deck Check Rating

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

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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Witch

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.

Knight Witch

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

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.

Mini P.E.K.K.A Hog Rider Goblin Barrel

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.

Goblins Knight Mini P.E.K.K.A Hog Rider

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.

Mini P.E.K.K.A Hog Rider 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
Hog Rider Goblin Barrel Guards
Giant Snowball
Goblins Hog Rider Goblin Barrel Guards Witch
Zap
Goblins Goblin Barrel Guards Witch
Barbarian Barrel
Goblins Knight Goblin Barrel Guards Witch
The Log
Goblins Mini P.E.K.K.A Hog Rider Goblin Barrel Guards Witch
Earthquake
Hog Rider Goblin Barrel Guards Witch
Arrows
Goblins Goblin Barrel Guards Witch
Royal Delivery
Goblins Knight Mini P.E.K.K.A Hog Rider Goblin Barrel Guards Witch
Fireball
Hog Rider Goblin Barrel Witch
Poison
Guards Witch
Lightning
Knight Mini P.E.K.K.A Witch
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Knight Mini P.E.K.K.A Guards

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.

Goblins Goblin Barrel 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Arrows Knight Goblin Barrel Guards Mini P.E.K.K.A Hog Rider Witch

Shortest cycle

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

11 Goblins Arrows Knight Goblin Barrel

Attack Synergies 4 9

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.

Goblins
Hog Rider
Arrows
Hog Rider Knight Mini P.E.K.K.A Goblin Barrel
Knight
Hog Rider Goblin Barrel Arrows Witch
Mini P.E.K.K.A
Arrows Hog Rider
Hog Rider
Goblins Arrows Knight Mini P.E.K.K.A Goblin Barrel Guards Witch
Goblin Barrel
Knight Arrows Hog Rider Guards
Guards
Hog Rider Goblin Barrel
Witch
Knight Hog Rider

Defense Synergies 0 8

Goblins
Knight
Arrows
Knight Mini P.E.K.K.A
Knight
Goblins Arrows Mini P.E.K.K.A Witch
Mini P.E.K.K.A
Arrows Knight Guards Witch
Hog Rider
Goblin Barrel
Guards
Mini P.E.K.K.A Witch
Witch
Knight Mini P.E.K.K.A Guards

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
Mini P.E.K.K.A Goblins Knight Witch
Mini P.E.K.K.A Witch Goblins Knight
Mini P.E.K.K.A Witch Goblins Knight Guards
Arrows Mini P.E.K.K.A
Arrows Goblins Guards
Arrows Witch
Arrows
Mini P.E.K.K.A Witch Goblins
Knight Guards Goblins Mini P.E.K.K.A
Goblins Guards Witch Arrows Knight
Arrows Witch
Mini P.E.K.K.A Knight Guards Witch
Goblins Arrows Mini P.E.K.K.A Guards Witch
Mini P.E.K.K.A Knight
Mini P.E.K.K.A
Goblins Arrows Knight Mini P.E.K.K.A Witch
Arrows Goblins Knight Guards Witch
Arrows Witch Knight Guards
Mini P.E.K.K.A
Goblins Arrows Knight Mini P.E.K.K.A Guards Witch
Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Guards Goblins Witch
Arrows Knight Mini P.E.K.K.A
Guards Goblins Knight Mini P.E.K.K.A Witch
Mini P.E.K.K.A Guards Knight
Knight Mini P.E.K.K.A Guards Witch
Arrows Witch
Mini P.E.K.K.A Guards Goblins Knight Witch
Mini P.E.K.K.A Knight
Goblins Knight Mini P.E.K.K.A Witch
Witch Guards
Knight Mini P.E.K.K.A Guards Witch
Arrows Guards
Mini P.E.K.K.A Knight Guards Witch
Witch
Guards Witch Goblins Knight Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Witch
Arrows

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 Guards
Arrows
Arrows
Arrows Knight Guards
Arrows
Arrows Witch
Arrows Witch
Arrows
Arrows
Goblins Mini P.E.K.K.A Guards
Arrows Knight
Arrows
Knight
Arrows
Arrows
Arrows Witch
Arrows
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A
Arrows Witch
Arrows
Arrows
Arrows Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Arrows Witch
Guards Witch
Mini P.E.K.K.A
Arrows
Arrows
Arrows
Guards Witch
Arrows Witch
Arrows
Knight Mini P.E.K.K.A
Arrows
Arrows
Guards Witch
Witch
Witch

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