My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Battle Ram Wizard P.E.K.K.A Royal Ghost

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Arrows Void

Punishments

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

Battle Ram Royal Ghost

Pump responses

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

Void

Dropped at the bridge

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

Goblins Battle Ram P.E.K.K.A Royal Ghost

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.

Royal Ghost

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
Battle Ram
Giant Snowball
Goblins Battle Ram
Zap
Goblins Battle Ram
Barbarian Barrel
Goblins Battle Ram Wizard Royal Ghost
The Log
Goblins Battle Ram
Earthquake
Arrows
Goblins
Royal Delivery
Goblins Battle Ram Wizard P.E.K.K.A Royal Ghost
Fireball
Battle Ram Wizard
Poison
Wizard
Lightning
Battle Ram Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Royal Ghost

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 Battle Ram P.E.K.K.A Royal Ghost

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Arrows Void Royal Ghost Battle Ram Wizard P.E.K.K.A

Shortest cycle

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

10 Goblins Zap Arrows Void

Attack Synergies 6 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.

Goblins
Zap Battle Ram
Zap
Arrows Battle Ram Void P.E.K.K.A Goblins Royal Ghost
Arrows
Zap Void P.E.K.K.A Battle Ram
Battle Ram
Zap Goblins Arrows P.E.K.K.A Royal Ghost
Wizard
P.E.K.K.A Royal Ghost
Void
Zap Arrows
P.E.K.K.A
Zap Arrows Battle Ram Wizard
Royal Ghost
Zap Battle Ram Wizard

Defense Synergies 0 10

Goblins
Zap Wizard
Zap
Goblins Arrows Void P.E.K.K.A Royal Ghost
Arrows
Zap Void P.E.K.K.A
Battle Ram
Wizard
Goblins P.E.K.K.A Royal Ghost
Void
Zap Arrows
P.E.K.K.A
Zap Arrows Wizard
Royal Ghost
Zap Wizard

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.

Zap Wizard Void
P.E.K.K.A Goblins Zap
P.E.K.K.A Goblins Void
P.E.K.K.A Goblins
Arrows P.E.K.K.A
Arrows Goblins Zap Royal Ghost
Zap Arrows Wizard Void
Zap Arrows Void P.E.K.K.A
P.E.K.K.A Goblins
Goblins Royal Ghost
Goblins Zap Arrows Wizard Royal Ghost
Arrows Zap Wizard
P.E.K.K.A Zap Wizard
Wizard Goblins Zap Arrows P.E.K.K.A Royal Ghost
P.E.K.K.A
Zap P.E.K.K.A
Wizard Goblins Arrows P.E.K.K.A
Arrows Goblins Zap Wizard Royal Ghost
Zap Arrows Wizard Royal Ghost
P.E.K.K.A
Wizard Royal Ghost Goblins Arrows P.E.K.K.A

Counters to secondary win conditions

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

Goblins Zap Void P.E.K.K.A Royal Ghost
Void Zap Arrows Wizard Royal Ghost
P.E.K.K.A Goblins Zap
P.E.K.K.A Zap
P.E.K.K.A
Arrows Wizard Zap
P.E.K.K.A Goblins Void
P.E.K.K.A
Zap Void P.E.K.K.A Goblins
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Arrows Void
P.E.K.K.A Wizard
Wizard
Goblins Zap P.E.K.K.A
Arrows Zap Wizard P.E.K.K.A Royal Ghost
Arrows Void

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.)

Void Arrows Royal Ghost
Arrows Void Zap Royal Ghost
Arrows Void
Arrows Void
Wizard Zap Arrows
Arrows Wizard Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Void Zap Wizard
Goblins Void
Void Zap Arrows Wizard
Void Zap Arrows Wizard
Void
Arrows Void
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Void Zap Arrows Wizard
Zap Arrows Wizard
Void
Arrows Wizard Void
Void
Zap Arrows Void
Zap Arrows Wizard
Arrows Void Zap Wizard Royal Ghost
Void Zap Arrows Wizard
Void Zap Arrows
Zap Arrows Wizard
Zap Wizard Void
Void
Void Zap Arrows Wizard
Zap Void Arrows
P.E.K.K.A
Arrows Wizard
Zap Void
Zap Arrows Wizard
Arrows
Void Wizard
Arrows Zap Wizard
Void Zap Arrows
P.E.K.K.A
Zap
Zap Void
Void Zap Royal Ghost

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