My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 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 No anti-air splash!

You don't have a card, that attacks air and has splash 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Goblin Giant Mother Witch

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 Goblin Giant Mother Witch

Offensive cards

Win conditions

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

Royal Giant Hog Rider Goblin Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

The Log

Punishments

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

Goblin Gang Royal Giant Mini P.E.K.K.A Hog Rider 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.

Goblins Goblin Gang Royal Giant Mini P.E.K.K.A Hog Rider Goblin Giant

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.

Mini P.E.K.K.A Hog Rider

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 Royal Giant Hog Rider
Giant Snowball
Goblins Goblin Gang Hog Rider
Zap
Goblins Goblin Gang Royal Giant Goblin Giant
Barbarian Barrel
Goblins Goblin Gang
The Log
Goblins Goblin Gang Royal Giant Mini P.E.K.K.A Hog Rider
Earthquake
Goblin Gang Hog Rider
Arrows
Goblins Goblin Gang
Royal Delivery
Goblins Goblin Gang Mini P.E.K.K.A Hog Rider Mother Witch
Fireball
Goblin Gang Hog Rider Mother Witch
Poison
Goblin Gang Mother Witch
Lightning
Mini P.E.K.K.A Mother Witch
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log

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.

Mini P.E.K.K.A Mother Witch

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

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.

Goblins 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins The Log Goblin Gang Mini P.E.K.K.A Hog Rider Mother Witch Royal Giant Goblin Giant

Shortest cycle

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

11 Goblins The Log Goblin Gang Mini P.E.K.K.A

Attack Synergies 4 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.

Goblins
Hog Rider Royal Giant
Goblin Gang
Hog Rider Royal Giant Mini P.E.K.K.A Goblin Giant
Royal Giant
Mother Witch Goblins Goblin Gang Hog Rider The Log
Mini P.E.K.K.A
Goblin Gang Hog Rider Goblin Giant The Log
Hog Rider
Goblins Goblin Gang The Log Royal Giant Mini P.E.K.K.A Mother Witch
Goblin Giant
Goblin Gang Mini P.E.K.K.A The Log Mother Witch
The Log
Hog Rider Royal Giant Mini P.E.K.K.A Goblin Giant
Mother Witch
Royal Giant Hog Rider Goblin Giant

Defense Synergies 1 6

Goblins
The Log
Goblin Gang
Mini P.E.K.K.A The Log
Royal Giant
Mini P.E.K.K.A
The Log Goblin Gang Mother Witch
Hog Rider
Goblin Giant
The Log
The Log
Mini P.E.K.K.A Goblins Goblin Gang Goblin Giant Mother Witch
Mother Witch
Mini 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.

Goblin Giant The Log
Mini P.E.K.K.A Goblins Goblin Gang The Log
Goblin Gang Mini P.E.K.K.A Goblins
Mini P.E.K.K.A Goblins Goblin Gang
Mini P.E.K.K.A The Log
Goblin Gang The Log Goblins Mother Witch
Goblin Gang
Goblin Giant The Log
Mini P.E.K.K.A Goblins Goblin Gang
Goblin Gang Goblins Mini P.E.K.K.A
Goblins Goblin Gang Mother Witch Goblin Giant The Log
Goblin Gang
Mini P.E.K.K.A Goblin Gang The Log
Goblins Goblin Gang Mini P.E.K.K.A The Log
Mini P.E.K.K.A Goblin Gang
Goblin Gang Mini P.E.K.K.A The Log
Goblins Goblin Gang Mini P.E.K.K.A
Goblins Goblin Gang The Log
The Log Mother Witch
Mini P.E.K.K.A
Goblin Gang Goblins Mini P.E.K.K.A Goblin Giant The Log Mother Witch

Counters to secondary win conditions

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

Goblin Gang Mini P.E.K.K.A Goblins
Goblin Gang Mini P.E.K.K.A The Log
Goblin Gang Goblins Mini P.E.K.K.A Goblin Giant The Log
Goblin Gang Mini P.E.K.K.A Goblin Giant The Log
Goblin Gang Mini P.E.K.K.A Goblin Giant
Mother Witch Goblin Gang Goblin Giant
Goblin Gang Mini P.E.K.K.A Goblins Goblin Giant
Mini P.E.K.K.A Goblin Giant
Goblins Mini P.E.K.K.A The Log
Goblin Gang Goblin Giant
Mini P.E.K.K.A
Goblin Giant The Log
Mini P.E.K.K.A Goblin Gang Goblin Giant
Goblin Gang Goblins Mini P.E.K.K.A Goblin Giant The Log
Mini P.E.K.K.A The Log Mother Witch

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.)

The Log
The Log
Goblin Giant The Log
The Log
The Log
Mother Witch Goblin Giant
The Log
The Log
The Log
Goblins Goblin Gang Mini P.E.K.K.A
The Log
The Log
The Log
The Log
The Log
Mini P.E.K.K.A
Mini P.E.K.K.A The Log
The Log Mother Witch
The Log
The Log
The Log
The Log Mother Witch
The Log
The Log
The Log
Mother Witch
Mini P.E.K.K.A
The Log
The Log
Goblin Gang
The Log
Goblin Gang Mini P.E.K.K.A
The Log
Goblin Gang The Log
Goblin Giant The Log

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