My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Mighty Miner

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Goblin Giant

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.

Bomber Archers Goblin Giant P.E.K.K.A Fisherman

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows Rage

Punishments

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

Goblin Giant

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.

Goblin Giant 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
Bomber Archers Guards Fisherman
Giant Snowball
Bomber Archers Guards Fisherman
Zap
Bomber Archers Guards Goblin Giant Fisherman
Barbarian Barrel
Bomber Archers Guards
The Log
Bomber Archers Guards Fisherman
Earthquake
Bomber Archers Guards
Arrows
Bomber Archers Guards
Royal Delivery
Bomber Archers Guards P.E.K.K.A Fisherman
Fireball
Bomber Archers Fisherman
Poison
Bomber Archers Guards Fisherman
Lightning
Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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 Rage Guards P.E.K.K.A

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.

Bomber Rage Archers Arrows Guards Fisherman Goblin Giant P.E.K.K.A

Shortest cycle

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

10 Bomber Rage Archers Arrows

Attack Synergies 1 10

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.

Bomber
Goblin Giant P.E.K.K.A
Archers
Arrows Goblin Giant P.E.K.K.A Fisherman
Arrows
P.E.K.K.A Archers Goblin Giant
Rage
Goblin Giant
Guards
Goblin Giant
Bomber Archers Arrows Rage Fisherman
P.E.K.K.A
Arrows Bomber Archers Fisherman
Fisherman
Archers Goblin Giant P.E.K.K.A

Defense Synergies 1 9

Bomber
Guards P.E.K.K.A Fisherman
Archers
Guards Goblin Giant P.E.K.K.A Fisherman
Arrows
P.E.K.K.A
Rage
Guards
Fisherman Bomber Archers
Goblin Giant
Archers
P.E.K.K.A
Bomber Archers Arrows Fisherman
Fisherman
Guards Bomber Archers 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.

Bomber Goblin Giant
P.E.K.K.A Fisherman
P.E.K.K.A Fisherman Bomber Archers
P.E.K.K.A Guards Fisherman
Bomber Arrows P.E.K.K.A
Arrows Bomber Archers Guards
Archers Arrows
Arrows Goblin Giant P.E.K.K.A
P.E.K.K.A Fisherman
Guards Bomber Archers Fisherman
Archers Guards Bomber Arrows Goblin Giant Fisherman
Arrows Archers
P.E.K.K.A Bomber Guards
Bomber Arrows Guards P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Fisherman
Bomber Arrows P.E.K.K.A Fisherman
Arrows Bomber Archers Guards Fisherman
Arrows Bomber Archers Guards Fisherman
P.E.K.K.A Fisherman
Bomber Archers Arrows Guards Goblin Giant P.E.K.K.A Fisherman
P.E.K.K.A

Counters to secondary win conditions

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

Guards Archers P.E.K.K.A Fisherman
Bomber Archers Arrows Fisherman
Guards P.E.K.K.A Goblin Giant Fisherman
Guards P.E.K.K.A Goblin Giant Fisherman
P.E.K.K.A Guards Goblin Giant Fisherman
Arrows Archers Goblin Giant
Guards P.E.K.K.A Archers Goblin Giant
P.E.K.K.A Goblin Giant Fisherman
P.E.K.K.A
P.E.K.K.A Guards Goblin Giant
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards Goblin Giant
P.E.K.K.A Guards Goblin Giant
Bomber Archers
Guards Bomber Archers Goblin Giant P.E.K.K.A Fisherman
Arrows Bomber Archers P.E.K.K.A
Bomber 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 Guards
Arrows Fisherman
Arrows Goblin Giant
Arrows Guards
Bomber Arrows
Arrows Goblin Giant
Bomber Archers Arrows
Arrows
Arrows Fisherman
Guards Fisherman
Arrows Fisherman
Archers Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Bomber Arrows
Arrows
Arrows
Bomber Fisherman
Bomber Archers Arrows Fisherman
Bomber Arrows
Arrows
Fisherman
Arrows
Arrows Bomber
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Fisherman
Archers Arrows
Guards
Bomber Arrows
Arrows
P.E.K.K.A
Arrows
Archers Guards
Archers Arrows
Arrows
Arrows Bomber
Arrows
P.E.K.K.A
Guards
Goblin Giant
P.E.K.K.A

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