My Best Clash Royale Deck

Deck Check Rating

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

4 problems Why?

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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang

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.

Prince P.E.K.K.A Mega Knight Goblinstein

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 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 Prince Mega Knight

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 Prince P.E.K.K.A Mega Knight

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 Prince
Giant Snowball
Goblin Gang
Zap
Goblin Gang Prince
Barbarian Barrel
Goblin Gang
The Log
Goblin Gang Prince
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Prince P.E.K.K.A
Fireball
Goblin Gang
Poison
Goblin Gang
Lightning
Prince Goblinstein
Rocket
Prince

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 Mega Knight

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 Prince P.E.K.K.A Mega Knight

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Goblin Gang Fireball Prince Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

12 The Log Arrows Goblin Gang Fireball

Attack Synergies 3 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
Fireball P.E.K.K.A Prince Mega Knight
Goblin Gang
Prince P.E.K.K.A
Fireball
Arrows The Log Mega Knight
Prince
Mega Knight Arrows Goblin Gang The Log
P.E.K.K.A
Arrows Goblin Gang The Log
The Log
Fireball Prince P.E.K.K.A Mega Knight
Mega Knight
Prince Arrows Fireball The Log
Goblinstein

Defense Synergies 4 8

Arrows
Mega Knight Fireball Prince P.E.K.K.A
Goblin Gang
Prince P.E.K.K.A The Log
Fireball
The Log Arrows Mega Knight
Prince
The Log Arrows Goblin Gang
P.E.K.K.A
The Log Arrows Goblin Gang
The Log
Fireball Prince P.E.K.K.A Goblin Gang Mega Knight
Mega Knight
Arrows Fireball The Log
Goblinstein

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 The Log
P.E.K.K.A Goblin Gang Prince The Log Mega Knight
Goblin Gang Prince P.E.K.K.A Mega Knight
Prince P.E.K.K.A Goblin Gang Mega Knight
Arrows Fireball Prince P.E.K.K.A The Log Mega Knight
Arrows Goblin Gang Fireball The Log Mega Knight
Arrows Goblin Gang Fireball
Arrows Fireball P.E.K.K.A The Log Mega Knight
P.E.K.K.A Goblin Gang Prince
Goblin Gang Prince Mega Knight
Goblin Gang Arrows Fireball The Log Mega Knight
Arrows Goblin Gang Fireball
Prince P.E.K.K.A Mega Knight Goblin Gang Fireball The Log
Fireball Mega Knight Arrows Goblin Gang Prince P.E.K.K.A The Log
P.E.K.K.A Goblin Gang Prince Mega Knight
Goblin Gang Fireball Prince P.E.K.K.A The Log Mega Knight
Mega Knight Arrows Goblin Gang Fireball Prince P.E.K.K.A
Arrows Fireball Mega Knight Goblin Gang Prince The Log
Arrows The Log Fireball Mega Knight
P.E.K.K.A Prince
Goblin Gang Mega Knight Arrows Fireball Prince P.E.K.K.A The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight Fireball Prince P.E.K.K.A
Fireball Arrows Goblin Gang Prince The Log Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Prince The Log
Goblin Gang Prince P.E.K.K.A Mega Knight Fireball The Log
P.E.K.K.A Goblin Gang Prince Mega Knight
Arrows Fireball Goblin Gang
Goblin Gang Prince P.E.K.K.A Fireball
P.E.K.K.A Mega Knight Prince
P.E.K.K.A Mega Knight Fireball Prince The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A Mega Knight Prince
P.E.K.K.A Mega Knight Arrows Fireball Prince The Log
Prince P.E.K.K.A Mega Knight Goblin Gang Fireball
Fireball Mega Knight
Goblin Gang Fireball Prince P.E.K.K.A The Log
Arrows Mega Knight Fireball P.E.K.K.A The Log
Arrows Fireball

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
Arrows Fireball The Log
Arrows Fireball Prince The Log
Fireball Arrows The Log Mega Knight
Arrows Fireball
Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Goblin Gang Fireball Prince
Arrows Fireball Prince The Log
Fireball Arrows
Fireball The Log
Arrows Fireball
Arrows Fireball Prince The Log
Arrows Fireball The Log
Arrows Fireball The Log Mega Knight
Arrows Fireball
Arrows Fireball Prince The Log Mega Knight
Arrows Fireball The Log Mega Knight
Fireball Prince The Log Mega Knight
Arrows Fireball
Prince The Log
Arrows Fireball The Log
Arrows The Log Fireball Mega Knight
Arrows Fireball The Log
Fireball Arrows Prince The Log Mega Knight
Fireball Arrows The Log
Arrows Fireball
Fireball
Fireball
Arrows Fireball The Log Mega Knight
Arrows Fireball
P.E.K.K.A Prince Mega Knight
Arrows Fireball The Log
Goblin Gang Fireball Prince
Fireball Arrows
Arrows The Log Fireball
Fireball Goblin Gang Prince Mega Knight
Arrows The Log Fireball
Arrows Fireball
Prince P.E.K.K.A Mega Knight
Goblin Gang Fireball The Log
Fireball
Fireball Prince The Log Mega Knight
Prince P.E.K.K.A
Fireball Mega Knight

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