My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Firecracker Electro 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.

Knight Firecracker P.E.K.K.A Electro Wizard

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.

Goblin Gang

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.

Knight Goblin Gang 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.

Firecracker Electro Wizard

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 Skeleton Army
Giant Snowball
Goblin Gang Skeleton Army
Zap
Goblin Gang Firecracker Skeleton Army
Barbarian Barrel
Knight Goblin Gang Firecracker Skeleton Army Electro Wizard
The Log
Goblin Gang Firecracker Skeleton Army
Earthquake
Goblin Gang Firecracker Skeleton Army
Arrows
Goblin Gang Firecracker Skeleton Army
Royal Delivery
Knight Goblin Gang Firecracker Skeleton Army P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Firecracker Skeleton Army Electro Wizard
Poison
Goblin Gang Firecracker Skeleton Army Electro Wizard
Lightning
Knight Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army P.E.K.K.A

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.

Skeleton Army

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 Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Knight Goblin Gang Firecracker Skeleton Army Electro Wizard P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Knight Goblin Gang

Attack Synergies 4 7

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 Knight
Knight
Goblin Gang Firecracker Arrows The Log Electro Wizard
Goblin Gang
Knight Firecracker P.E.K.K.A
Firecracker
Knight Goblin Gang P.E.K.K.A
Skeleton Army
P.E.K.K.A
Arrows Electro Wizard Goblin Gang Firecracker The Log
The Log
Knight P.E.K.K.A
Electro Wizard
P.E.K.K.A Knight

Defense Synergies 5 16

Arrows
Knight P.E.K.K.A
Knight
Goblin Gang Firecracker Electro Wizard Arrows Skeleton Army The Log
Goblin Gang
Knight Firecracker Skeleton Army P.E.K.K.A The Log Electro Wizard
Firecracker
Knight The Log Goblin Gang Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army
Knight Goblin Gang Firecracker The Log Electro Wizard
P.E.K.K.A
The Log Arrows Goblin Gang Firecracker Electro Wizard
The Log
Firecracker P.E.K.K.A Knight Goblin Gang Skeleton Army Electro Wizard
Electro Wizard
Knight Goblin Gang Firecracker Skeleton Army P.E.K.K.A The Log

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 Firecracker The Log Electro Wizard
Skeleton Army P.E.K.K.A Knight Goblin Gang Firecracker The Log Electro Wizard
Goblin Gang Skeleton Army P.E.K.K.A Knight Electro Wizard
Skeleton Army P.E.K.K.A Knight Goblin Gang Firecracker Electro Wizard
Arrows Firecracker Skeleton Army P.E.K.K.A The Log
Arrows Goblin Gang Skeleton Army The Log Firecracker Electro Wizard
Electro Wizard Arrows Goblin Gang Firecracker
Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Skeleton Army
Knight Goblin Gang Skeleton Army Firecracker Electro Wizard
Goblin Gang Skeleton Army Electro Wizard Arrows Knight Firecracker The Log
Arrows Goblin Gang Firecracker Electro Wizard
Skeleton Army P.E.K.K.A Knight Goblin Gang The Log Electro Wizard
Skeleton Army Arrows Goblin Gang Firecracker P.E.K.K.A The Log Electro Wizard
Skeleton Army P.E.K.K.A Knight Goblin Gang Electro Wizard
Skeleton Army Goblin Gang P.E.K.K.A The Log Electro Wizard
Arrows Knight Goblin Gang Firecracker Skeleton Army P.E.K.K.A Electro Wizard
Arrows Knight Goblin Gang Firecracker Skeleton Army The Log Electro Wizard
Arrows The Log Knight Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Skeleton Army Arrows Knight Firecracker P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeleton Army

Counters to secondary win conditions

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

Knight Goblin Gang Skeleton Army P.E.K.K.A Electro Wizard
Electro Wizard Arrows Knight Goblin Gang Firecracker The Log
Goblin Gang Skeleton Army P.E.K.K.A Knight The Log Electro Wizard
Goblin Gang Skeleton Army P.E.K.K.A Knight The Log Electro Wizard
P.E.K.K.A Knight Goblin Gang Skeleton Army
Arrows Firecracker Goblin Gang Electro Wizard
Goblin Gang Skeleton Army P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Skeleton Army
P.E.K.K.A Electro Wizard Knight Firecracker Skeleton Army The Log
P.E.K.K.A Goblin Gang Skeleton Army
P.E.K.K.A Knight
Skeleton Army P.E.K.K.A Arrows The Log Electro Wizard
Skeleton Army P.E.K.K.A Knight Goblin Gang
Firecracker Skeleton Army
Goblin Gang Skeleton Army Electro Wizard Knight Firecracker P.E.K.K.A The Log
Arrows Firecracker P.E.K.K.A The Log Electro Wizard
Arrows Electro Wizard

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 Firecracker The Log
Arrows Firecracker The Log Electro Wizard
Arrows The Log
Arrows Knight Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker
Goblin Gang Electro Wizard
Firecracker Arrows Knight The Log Electro Wizard
Arrows Firecracker
Knight Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Arrows Firecracker The Log Electro Wizard
Arrows Firecracker The Log
The Log
Arrows
The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log Electro Wizard
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker Electro Wizard
Electro Wizard Firecracker
Arrows The Log
Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker The Log
Electro Wizard Goblin Gang Skeleton Army
Arrows Firecracker Electro Wizard
Arrows The Log
Knight Goblin Gang Firecracker Electro Wizard
Arrows The Log Firecracker
Arrows
Firecracker P.E.K.K.A
Goblin Gang Firecracker The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard
P.E.K.K.A
Firecracker

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