My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
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.

Missing

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.

Royal Giant P.E.K.K.A Fisherman Goblinstein

Offensive cards

Win conditions

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

Royal 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.

Royal 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 Royal 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

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit 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.

Electro Spirit Arrows Rage Guards 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.

Royal Giant

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.

Electro Spirit Rage Arrows Guards Fisherman Goblinstein Royal Giant P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Rage Arrows Guards

Attack Synergies 3 4

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
Royal Giant P.E.K.K.A
Arrows
Royal Giant P.E.K.K.A
Royal Giant
Arrows Fisherman Electro Spirit Guards
Rage
Guards
Royal Giant
P.E.K.K.A
Arrows Electro Spirit Fisherman
Fisherman
Royal Giant P.E.K.K.A
Goblinstein

Defense Synergies 1 3

Electro Spirit
Fisherman
Arrows
P.E.K.K.A
Royal Giant
Rage
Guards
Fisherman
P.E.K.K.A
Arrows Fisherman
Fisherman
Guards Electro Spirit P.E.K.K.A
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.

P.E.K.K.A Fisherman
P.E.K.K.A Fisherman
P.E.K.K.A Guards Fisherman
Arrows P.E.K.K.A
Arrows Electro Spirit Guards
Electro Spirit Arrows
Electro Spirit Arrows P.E.K.K.A
P.E.K.K.A Fisherman
Guards Fisherman
Guards Electro Spirit Arrows Fisherman
Arrows
P.E.K.K.A Guards
Electro Spirit Arrows Guards P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Fisherman
Arrows P.E.K.K.A Fisherman
Arrows Electro Spirit Guards Fisherman
Arrows Electro Spirit Guards Fisherman
P.E.K.K.A Fisherman
Electro Spirit Arrows Guards P.E.K.K.A Fisherman

Counters to secondary win conditions

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

Guards P.E.K.K.A Fisherman
Arrows Fisherman
Guards P.E.K.K.A Fisherman
Guards P.E.K.K.A Fisherman
P.E.K.K.A Guards Fisherman
Arrows Electro Spirit
Guards P.E.K.K.A
P.E.K.K.A Fisherman
P.E.K.K.A Electro Spirit
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards
P.E.K.K.A Guards
Guards Electro Spirit P.E.K.K.A Fisherman
Arrows Electro Spirit 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 Guards
Arrows Fisherman
Arrows
Arrows Guards
Arrows
Arrows Electro Spirit
Arrows
Arrows
Arrows Fisherman
Guards Fisherman
Arrows Fisherman
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows
Fisherman
Arrows Fisherman
Arrows
Arrows
Fisherman
Arrows
Arrows Electro Spirit
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Electro Spirit Guards
Arrows
Electro Spirit Arrows
P.E.K.K.A
Arrows
Electro Spirit Guards
Arrows
Arrows
Arrows
Arrows
P.E.K.K.A
Electro Spirit Guards
P.E.K.K.A

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