My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Godly!

1 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!
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.

Bats Goblin Gang Firecracker

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.

Bats Knight Firecracker

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.

Zap Arrows

Punishments

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

Goblin Gang Mini P.E.K.K.A

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 Knight Goblin Gang Mini 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 Mini P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap 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 Bats Arrows Knight Mini 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bats Zap Arrows Knight Goblin Gang Firecracker Mini P.E.K.K.A

Shortest cycle

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

8 Electro Spirit Bats Zap Arrows

Attack Synergies 5 11

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
Zap
Bats
Knight Zap Firecracker Mini P.E.K.K.A
Zap
Arrows Firecracker Electro Spirit Bats Knight Mini P.E.K.K.A
Arrows
Zap Knight Mini P.E.K.K.A
Knight
Bats Goblin Gang Firecracker Zap Arrows
Goblin Gang
Knight Firecracker Mini P.E.K.K.A
Firecracker
Zap Knight Bats Goblin Gang Mini P.E.K.K.A
Mini P.E.K.K.A
Bats Zap Arrows Goblin Gang Firecracker

Defense Synergies 4 14

Electro Spirit
Zap
Bats
Knight Zap Firecracker Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Electro Spirit Bats Arrows Knight Goblin Gang Firecracker
Arrows
Zap Knight Mini P.E.K.K.A
Knight
Bats Goblin Gang Firecracker Zap Arrows Mini P.E.K.K.A
Goblin Gang
Knight Zap Firecracker Mini P.E.K.K.A
Firecracker
Knight Bats Zap Goblin Gang Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Bats Arrows Knight Goblin Gang Firecracker

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 Knight Firecracker
Mini P.E.K.K.A Bats Zap Knight Goblin Gang Firecracker
Goblin Gang Mini P.E.K.K.A Bats Knight
Mini P.E.K.K.A Bats Knight Goblin Gang Firecracker
Arrows Firecracker Mini P.E.K.K.A
Arrows Goblin Gang Electro Spirit Bats Zap Firecracker
Bats Electro Spirit Zap Arrows Goblin Gang Firecracker
Electro Spirit Zap Arrows
Mini P.E.K.K.A Goblin Gang
Knight Goblin Gang Firecracker Mini P.E.K.K.A
Bats Goblin Gang Electro Spirit Zap Arrows Knight Firecracker
Arrows Bats Zap Goblin Gang Firecracker
Mini P.E.K.K.A Bats Zap Knight Goblin Gang
Electro Spirit Bats Zap Arrows Goblin Gang Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A Knight Goblin Gang
Zap Goblin Gang Mini P.E.K.K.A
Bats Arrows Knight Goblin Gang Firecracker Mini P.E.K.K.A
Arrows Electro Spirit Bats Zap Knight Goblin Gang Firecracker
Zap Arrows Electro Spirit Bats Knight Firecracker
Mini P.E.K.K.A
Goblin Gang Electro Spirit Bats Arrows Knight Firecracker Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblin Gang Mini P.E.K.K.A Zap
Zap Arrows Knight Goblin Gang Firecracker Mini P.E.K.K.A
Goblin Gang Bats Zap Knight Mini P.E.K.K.A
Goblin Gang Mini P.E.K.K.A Bats Zap Knight
Knight Goblin Gang Mini P.E.K.K.A
Arrows Firecracker Electro Spirit Bats Zap Goblin Gang
Goblin Gang Mini P.E.K.K.A Bats Knight
Mini P.E.K.K.A Knight
Zap Electro Spirit Bats Knight Firecracker Mini P.E.K.K.A
Goblin Gang
Bats Knight Mini P.E.K.K.A
Zap Arrows
Mini P.E.K.K.A Knight Goblin Gang
Firecracker
Goblin Gang Electro Spirit Bats Zap Knight Firecracker Mini P.E.K.K.A
Bats Arrows Electro Spirit Zap Firecracker Mini P.E.K.K.A
Electro Spirit Zap 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 Knight Firecracker
Arrows Firecracker Zap
Arrows
Arrows Knight Firecracker
Zap Arrows Firecracker
Arrows Firecracker Electro Spirit Bats Zap
Arrows Firecracker
Arrows Zap Firecracker
Arrows Zap Firecracker
Bats Goblin Gang Mini P.E.K.K.A
Firecracker Zap Arrows Knight
Zap Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker
Arrows
Bats Mini P.E.K.K.A
Zap Arrows Firecracker Mini P.E.K.K.A
Zap Arrows Firecracker
Arrows
Zap Arrows
Zap Arrows Firecracker Electro Spirit
Arrows Firecracker Zap
Zap Arrows
Zap Arrows Firecracker
Bats Zap Arrows Firecracker
Zap Electro Spirit Bats Firecracker
Mini P.E.K.K.A
Zap Arrows
Zap Electro Spirit Arrows Firecracker
Arrows Firecracker
Zap Electro Spirit Bats Goblin Gang
Zap Arrows Firecracker
Arrows
Knight Goblin Gang Firecracker Mini P.E.K.K.A
Arrows Zap Firecracker
Zap Arrows
Firecracker
Zap Electro Spirit Bats Goblin Gang Firecracker
Firecracker Bats Zap
Zap Firecracker
Firecracker

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