My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Bad

1 problems 3 warnings Why?

Missing cards in your collection

Golden Knight

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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.

Dart Goblin 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.

Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows The Log

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

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.

Dart Goblin Mini P.E.K.K.A 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.

Mini P.E.K.K.A

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
Guards Clone
Giant Snowball
Dart Goblin Guards Clone
Zap
Dart Goblin Guards Clone
Barbarian Barrel
Dart Goblin Wizard Guards Clone
The Log
Dart Goblin Mini P.E.K.K.A Guards Clone
Earthquake
Guards Clone
Arrows
Dart Goblin Guards Clone
Royal Delivery
Dart Goblin Mini P.E.K.K.A Wizard Guards Clone P.E.K.K.A
Fireball
Dart Goblin Wizard Clone
Poison
Dart Goblin Wizard Guards Clone
Lightning
Mini P.E.K.K.A Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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 Mini P.E.K.K.A Guards Clone 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.

Dart Goblin 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Dart Goblin Guards Clone Mini P.E.K.K.A Wizard P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Dart Goblin Guards

Attack Synergies 1 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.

Arrows
P.E.K.K.A Mini P.E.K.K.A
Dart Goblin
P.E.K.K.A The Log
Mini P.E.K.K.A
Arrows Wizard The Log
Wizard
Mini P.E.K.K.A P.E.K.K.A
Guards
Clone The Log
Clone
Guards
P.E.K.K.A
Arrows Dart Goblin Wizard The Log
The Log
Dart Goblin Mini P.E.K.K.A Guards P.E.K.K.A

Defense Synergies 2 12

Arrows
Mini P.E.K.K.A P.E.K.K.A
Dart Goblin
Mini P.E.K.K.A Guards P.E.K.K.A The Log
Mini P.E.K.K.A
The Log Arrows Dart Goblin Wizard Guards
Wizard
Mini P.E.K.K.A Guards P.E.K.K.A The Log
Guards
Dart Goblin Mini P.E.K.K.A Wizard The Log
Clone
P.E.K.K.A
The Log Arrows Dart Goblin Wizard
The Log
Mini P.E.K.K.A P.E.K.K.A Dart Goblin Wizard 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.

Dart Goblin Wizard The Log
Mini P.E.K.K.A P.E.K.K.A Dart Goblin The Log
Mini P.E.K.K.A P.E.K.K.A Dart Goblin
Mini P.E.K.K.A P.E.K.K.A Dart Goblin Guards
Arrows Mini P.E.K.K.A P.E.K.K.A The Log
Arrows The Log Dart Goblin Guards
Dart Goblin Arrows Wizard
Arrows Dart Goblin P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A
Guards Dart Goblin Mini P.E.K.K.A
Dart Goblin Guards Arrows Wizard The Log
Arrows Dart Goblin Wizard
Mini P.E.K.K.A P.E.K.K.A Wizard Guards The Log
Wizard Arrows Dart Goblin Mini P.E.K.K.A Guards P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A The Log
Wizard Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Dart Goblin Wizard Guards The Log
Arrows Wizard The Log Dart Goblin Guards
Mini P.E.K.K.A P.E.K.K.A Dart Goblin
Wizard Arrows Dart Goblin Mini P.E.K.K.A Guards P.E.K.K.A The Log
P.E.K.K.A Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard The Log
Guards P.E.K.K.A Mini P.E.K.K.A The Log
Mini P.E.K.K.A Guards P.E.K.K.A The Log
P.E.K.K.A Mini P.E.K.K.A Guards
Arrows Wizard Dart Goblin
Mini P.E.K.K.A Guards P.E.K.K.A Dart Goblin
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A The Log
P.E.K.K.A Dart Goblin Guards
P.E.K.K.A Dart Goblin Mini P.E.K.K.A Guards
P.E.K.K.A Arrows Guards The Log
Mini P.E.K.K.A P.E.K.K.A Wizard Guards
Wizard Dart Goblin
Guards Dart Goblin Mini P.E.K.K.A P.E.K.K.A The Log
Arrows Dart Goblin Mini P.E.K.K.A Wizard P.E.K.K.A The Log
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 Dart Goblin Guards The Log
Arrows Dart Goblin The Log
Arrows Dart Goblin The Log
Arrows Dart Goblin Guards The Log
Wizard Arrows The Log
Arrows Wizard Dart Goblin
Arrows Dart Goblin Wizard The Log
Arrows The Log Dart Goblin Wizard
Arrows The Log Dart Goblin Wizard
Mini P.E.K.K.A Guards
Arrows Dart Goblin Wizard The Log
Arrows Dart Goblin Wizard
Dart Goblin The Log
Arrows Dart Goblin
Arrows Dart Goblin The Log
Arrows Dart Goblin Wizard The Log
Arrows Dart Goblin Wizard The Log
Arrows
Mini P.E.K.K.A
Arrows Dart Goblin Mini P.E.K.K.A Wizard The Log
Arrows Dart Goblin Wizard The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard
Arrows The Log Dart Goblin Wizard
Arrows Wizard The Log
Arrows Dart Goblin The Log
Arrows Dart Goblin Wizard
Dart Goblin Wizard Guards
Mini P.E.K.K.A
Arrows Dart Goblin Wizard The Log
Arrows
P.E.K.K.A
Arrows Wizard The Log
Dart Goblin Guards
Arrows Dart Goblin Wizard
Arrows The Log
Dart Goblin Mini P.E.K.K.A Wizard
Arrows The Log Dart Goblin Wizard
Arrows
Dart Goblin P.E.K.K.A
Dart Goblin Guards The Log
Dart Goblin
Dart Goblin The Log
P.E.K.K.A
Dart Goblin Wizard

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