My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Goblin Demolisher Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Earthquake

Punishments

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

Mortar Elite Barbarians

Pump responses

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

Earthquake

Dropped at the bridge

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

Knight Mortar Elite Barbarians 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.

Elite Barbarians

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
Elite Barbarians Goblin Demolisher Guards
Giant Snowball
Guards
Zap
Mortar Guards
Barbarian Barrel
Knight Mortar Elite Barbarians Wizard Guards
The Log
Elite Barbarians Goblin Demolisher Guards
Earthquake
Mortar Guards
Arrows
Guards
Royal Delivery
Knight Elite Barbarians Goblin Demolisher Wizard Guards P.E.K.K.A
Fireball
Mortar Elite Barbarians Wizard
Poison
Mortar Wizard Guards
Lightning
Knight Mortar Elite Barbarians Wizard
Rocket
Mortar Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Earthquake Goblin Demolisher Wizard

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.

Knight Goblin Demolisher 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.

Elite Barbarians

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.

Wizard

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.

Knight Earthquake Guards Mortar Goblin Demolisher Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

13 Knight Earthquake Guards Mortar

Attack Synergies 1 10

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.

Knight
Mortar Elite Barbarians Earthquake Goblin Demolisher Wizard
Mortar
Knight Goblin Demolisher
Elite Barbarians
Knight Goblin Demolisher Wizard
Earthquake
Knight P.E.K.K.A
Goblin Demolisher
Knight Mortar Elite Barbarians P.E.K.K.A
Wizard
Knight Elite Barbarians P.E.K.K.A
Guards
P.E.K.K.A
Earthquake Goblin Demolisher Wizard

Defense Synergies 1 10

Knight
Goblin Demolisher Mortar Earthquake Wizard
Mortar
Knight Earthquake Wizard Guards
Elite Barbarians
Wizard
Earthquake
Knight Mortar
Goblin Demolisher
Knight P.E.K.K.A
Wizard
Knight Mortar Elite Barbarians Guards P.E.K.K.A
Guards
Mortar Wizard
P.E.K.K.A
Goblin Demolisher Wizard

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.

Earthquake Knight Mortar Goblin Demolisher Wizard
Elite Barbarians P.E.K.K.A Knight Mortar
Mortar P.E.K.K.A Knight Elite Barbarians
Elite Barbarians P.E.K.K.A Knight Mortar Guards
Elite Barbarians Earthquake Goblin Demolisher P.E.K.K.A
Earthquake Goblin Demolisher Guards
Mortar Wizard
Earthquake P.E.K.K.A
P.E.K.K.A Mortar Elite Barbarians
Knight Elite Barbarians Guards
Guards Knight Earthquake Goblin Demolisher Wizard
Wizard
Mortar P.E.K.K.A Knight Elite Barbarians Earthquake Wizard Guards
Wizard Mortar Earthquake Goblin Demolisher Guards P.E.K.K.A
Elite Barbarians P.E.K.K.A Knight Mortar
Mortar Elite Barbarians P.E.K.K.A
Wizard Knight Mortar Elite Barbarians P.E.K.K.A
Mortar Knight Elite Barbarians Goblin Demolisher Wizard Guards
Mortar Earthquake Wizard Knight Goblin Demolisher Guards
P.E.K.K.A Mortar Elite Barbarians
Goblin Demolisher Wizard Knight Elite Barbarians Earthquake Guards P.E.K.K.A

Counters to secondary win conditions

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

Knight Guards Elite Barbarians P.E.K.K.A
Knight Mortar Elite Barbarians Wizard
Guards P.E.K.K.A Knight Elite Barbarians
Guards P.E.K.K.A Knight Elite Barbarians
P.E.K.K.A Knight Elite Barbarians Guards
Wizard Goblin Demolisher
Guards P.E.K.K.A Knight Elite Barbarians
P.E.K.K.A Knight Elite Barbarians
P.E.K.K.A Knight Mortar Elite Barbarians
P.E.K.K.A Guards
P.E.K.K.A Knight Elite Barbarians Guards
P.E.K.K.A Elite Barbarians Guards
Elite Barbarians P.E.K.K.A Knight Wizard Guards
Wizard Goblin Demolisher
Elite Barbarians Guards Knight Mortar P.E.K.K.A
Elite Barbarians Earthquake Wizard P.E.K.K.A
Mortar

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.)

Earthquake Knight Mortar Guards
Mortar
Earthquake
Earthquake Knight Guards
Wizard Mortar Earthquake Goblin Demolisher
Wizard
Mortar Earthquake Goblin Demolisher Wizard
Earthquake Goblin Demolisher Wizard
Mortar Wizard
Elite Barbarians Guards
Knight Mortar Earthquake Wizard
Wizard
Earthquake Knight Mortar Elite Barbarians
Earthquake Mortar
Earthquake Mortar Elite Barbarians
Earthquake Mortar Goblin Demolisher Wizard
Earthquake Mortar Goblin Demolisher Wizard
Mortar Earthquake
Mortar Earthquake Goblin Demolisher Wizard
Mortar Earthquake Goblin Demolisher Wizard
Earthquake
Wizard
Earthquake Mortar
Earthquake Goblin Demolisher Mortar Wizard
Mortar Earthquake Wizard
Mortar Wizard
Mortar
Elite Barbarians Wizard
Wizard Guards
Elite Barbarians
Mortar Earthquake Wizard
P.E.K.K.A
Earthquake Wizard
Earthquake Guards
Wizard
Knight Wizard
Mortar Earthquake Wizard
Elite Barbarians P.E.K.K.A
Elite Barbarians Guards
Mortar
P.E.K.K.A
Mortar Wizard

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