My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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!
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.

Archers Electro Dragon

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.

Archers Elixir Collector Electro Dragon P.E.K.K.A Mega Knight

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.

Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblins P.E.K.K.A Mega Knight

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 Dragon

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
Archers
Giant Snowball
Goblins Archers Electro Dragon
Zap
Goblins Archers
Barbarian Barrel
Goblins Archers
The Log
Goblins Archers
Earthquake
Archers Elixir Collector
Arrows
Goblins Archers
Royal Delivery
Goblins Archers Electro Dragon P.E.K.K.A
Fireball
Archers Elixir Collector Electro Dragon
Poison
Archers Elixir Collector Electro Dragon
Lightning
Elixir Collector Electro Dragon
Rocket
Elixir Collector Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Electro Dragon Mega Knight

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.

Arrows Elixir Collector P.E.K.K.A Mega Knight

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

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 Zap Archers Arrows Electro Dragon Elixir Collector P.E.K.K.A Mega Knight

Shortest cycle

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

10 Goblins Zap Archers Arrows

Attack Synergies 3 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
Zap Archers
Zap
Arrows P.E.K.K.A Goblins Archers Electro Dragon Mega Knight
Archers
Goblins Zap Arrows Electro Dragon P.E.K.K.A Mega Knight
Arrows
Zap P.E.K.K.A Archers Mega Knight
Elixir Collector
Electro Dragon
Zap Archers P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Arrows Archers Electro Dragon
Mega Knight
Zap Archers Arrows Electro Dragon

Defense Synergies 2 10

Goblins
Zap Archers Electro Dragon
Zap
Mega Knight Goblins Archers Arrows Electro Dragon P.E.K.K.A
Archers
Goblins Zap P.E.K.K.A Mega Knight
Arrows
Mega Knight Zap P.E.K.K.A
Elixir Collector
Electro Dragon
Goblins Zap
P.E.K.K.A
Zap Archers Arrows
Mega Knight
Zap Arrows Archers

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 Electro Dragon
P.E.K.K.A Goblins Zap Electro Dragon Mega Knight
P.E.K.K.A Mega Knight Goblins Archers Electro Dragon
P.E.K.K.A Goblins Electro Dragon Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Goblins Zap Archers Electro Dragon Mega Knight
Zap Archers Arrows Electro Dragon
Zap Arrows Electro Dragon P.E.K.K.A Mega Knight
P.E.K.K.A Goblins
Goblins Archers Mega Knight
Goblins Archers Zap Arrows Electro Dragon Mega Knight
Arrows Zap Archers Electro Dragon
P.E.K.K.A Mega Knight Zap Electro Dragon
Mega Knight Goblins Zap Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight
Mega Knight Goblins Arrows Electro Dragon P.E.K.K.A
Arrows Mega Knight Goblins Zap Archers Electro Dragon
Zap Arrows Archers Electro Dragon Mega Knight
P.E.K.K.A
Mega Knight Goblins Archers Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Goblins Zap Archers P.E.K.K.A
Zap Archers Arrows Electro Dragon Mega Knight
P.E.K.K.A Mega Knight Goblins Zap Electro Dragon
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight
Arrows Zap Archers Electro Dragon
P.E.K.K.A Goblins Archers
P.E.K.K.A Mega Knight
Zap Electro Dragon P.E.K.K.A Mega Knight Goblins
P.E.K.K.A
P.E.K.K.A Mega Knight Electro Dragon
P.E.K.K.A Mega Knight Zap Arrows
P.E.K.K.A Mega Knight
Archers Electro Dragon Mega Knight
Electro Dragon Goblins Zap Archers P.E.K.K.A
Arrows Mega Knight Zap Archers Electro Dragon P.E.K.K.A
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 Electro Dragon
Arrows Zap Electro Dragon
Arrows Electro Dragon
Arrows
Zap Arrows Mega Knight
Arrows Zap Electro Dragon
Archers Arrows
Arrows Zap Electro Dragon
Arrows Zap Electro Dragon
Goblins Electro Dragon
Zap Arrows Electro Dragon
Zap Archers Arrows Electro Dragon
Arrows Electro Dragon
Zap Arrows
Zap Arrows Electro Dragon
Arrows Electro Dragon Mega Knight
Arrows
Zap Archers Arrows Electro Dragon Mega Knight
Zap Arrows Electro Dragon Mega Knight
Mega Knight
Arrows
Zap Arrows Electro Dragon
Zap Arrows Electro Dragon Mega Knight
Arrows Zap Electro Dragon
Zap Arrows Electro Dragon Mega Knight
Zap Arrows
Zap Archers Arrows Electro Dragon
Zap Electro Dragon
Zap Arrows Electro Dragon Mega Knight
Zap Arrows Electro Dragon
P.E.K.K.A Mega Knight
Arrows
Zap Archers Electro Dragon
Zap Archers Arrows Electro Dragon
Arrows
Electro Dragon Mega Knight
Arrows Zap Electro Dragon
Zap Arrows
Electro Dragon P.E.K.K.A Mega Knight
Zap Electro Dragon
Zap Electro Dragon
Electro Dragon Zap Mega Knight
P.E.K.K.A
Electro Dragon Mega Knight

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