My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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 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!
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!

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 Firecracker 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.

Firecracker 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 Gang 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.

Electro Spirit Goblin Gang Goblin Giant 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.

Electro Spirit Firecracker

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker

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.

Electro Spirit Arrows Rage 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.

Goblin Gang

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.

Electro Spirit Rage Arrows Goblin Gang Firecracker Fisherman Goblin Giant P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Rage Arrows Goblin Gang

Attack Synergies 1 12

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.

Electro Spirit
Goblin Giant P.E.K.K.A
Arrows
P.E.K.K.A Goblin Giant
Goblin Gang
Firecracker Goblin Giant P.E.K.K.A
Firecracker
Goblin Gang Goblin Giant P.E.K.K.A Fisherman
Rage
Goblin Giant
Goblin Giant
Electro Spirit Arrows Goblin Gang Firecracker Rage Fisherman
P.E.K.K.A
Arrows Electro Spirit Goblin Gang Firecracker Fisherman
Fisherman
Firecracker Goblin Giant P.E.K.K.A

Defense Synergies 0 8

Electro Spirit
Fisherman
Arrows
P.E.K.K.A
Goblin Gang
Firecracker P.E.K.K.A Fisherman
Firecracker
Goblin Gang P.E.K.K.A Fisherman
Rage
Goblin Giant
P.E.K.K.A
Arrows Goblin Gang Firecracker Fisherman
Fisherman
Electro Spirit Goblin Gang Firecracker 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.

Firecracker Goblin Giant
P.E.K.K.A Goblin Gang Firecracker Fisherman
Goblin Gang P.E.K.K.A Fisherman
P.E.K.K.A Goblin Gang Firecracker Fisherman
Arrows Firecracker P.E.K.K.A
Arrows Goblin Gang Electro Spirit Firecracker
Electro Spirit Arrows Goblin Gang Firecracker
Electro Spirit Arrows Goblin Giant P.E.K.K.A
P.E.K.K.A Goblin Gang Fisherman
Goblin Gang Firecracker Fisherman
Goblin Gang Electro Spirit Arrows Firecracker Goblin Giant Fisherman
Arrows Goblin Gang Firecracker
P.E.K.K.A Goblin Gang
Electro Spirit Arrows Goblin Gang Firecracker P.E.K.K.A
P.E.K.K.A Goblin Gang
Goblin Gang P.E.K.K.A Fisherman
Arrows Goblin Gang Firecracker P.E.K.K.A Fisherman
Arrows Electro Spirit Goblin Gang Firecracker Fisherman
Arrows Electro Spirit Firecracker Fisherman
P.E.K.K.A Fisherman
Goblin Gang Electro Spirit Arrows Firecracker 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.

Goblin Gang P.E.K.K.A Fisherman
Arrows Goblin Gang Firecracker Fisherman
Goblin Gang P.E.K.K.A Goblin Giant Fisherman
Goblin Gang P.E.K.K.A Goblin Giant Fisherman
P.E.K.K.A Goblin Gang Goblin Giant Fisherman
Arrows Firecracker Electro Spirit Goblin Gang Goblin Giant
Goblin Gang P.E.K.K.A Goblin Giant
P.E.K.K.A Goblin Giant Fisherman
P.E.K.K.A Electro Spirit Firecracker
P.E.K.K.A Goblin Gang Goblin Giant
P.E.K.K.A
P.E.K.K.A Arrows Goblin Giant
P.E.K.K.A Goblin Gang Goblin Giant
Firecracker
Goblin Gang Electro Spirit Firecracker Goblin Giant P.E.K.K.A Fisherman
Arrows Electro Spirit Firecracker P.E.K.K.A
Electro Spirit 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 Firecracker
Arrows Firecracker Fisherman
Arrows Goblin Giant
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Electro Spirit Goblin Giant
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Fisherman
Goblin Gang Fisherman
Firecracker Arrows Fisherman
Arrows Firecracker
Firecracker Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker
Arrows Firecracker
Arrows
Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker
Arrows
Fisherman
Arrows
Arrows Firecracker Electro Spirit
Fisherman
Arrows Firecracker Fisherman
Arrows Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker
Electro Spirit Firecracker
Arrows
Electro Spirit Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Electro Spirit Goblin Gang
Arrows Firecracker
Arrows
Goblin Gang Firecracker
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Electro Spirit Goblin Gang Firecracker
Firecracker
Firecracker Goblin Giant
P.E.K.K.A
Firecracker

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