My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Godly!
Versatility
Good
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 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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Goblin Gang

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.

P.E.K.K.A

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

Zap Arrows Fireball

Punishments

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

Goblin Gang Hog Rider Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Goblin Gang Hog Rider 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.

Hog Rider Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army 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.

Fireball Goblin Barrel Skeleton Army

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 Fireball Goblin Barrel

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.

Zap Arrows Goblin Gang Goblin Barrel Skeleton Army Fireball Hog Rider P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Goblin Gang Goblin Barrel

Attack Synergies 10 5

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.

Zap
Arrows Fireball Hog Rider P.E.K.K.A
Arrows
Zap Fireball Hog Rider P.E.K.K.A Goblin Barrel
Goblin Gang
Hog Rider Goblin Barrel P.E.K.K.A
Fireball
Zap Arrows Hog Rider
Hog Rider
Zap Arrows Goblin Gang Fireball Goblin Barrel
Goblin Barrel
Goblin Gang Arrows Hog Rider Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
P.E.K.K.A
Zap Arrows Goblin Gang Goblin Barrel

Defense Synergies 1 8

Zap
Fireball Arrows Goblin Gang Skeleton Army P.E.K.K.A
Arrows
Zap Fireball P.E.K.K.A
Goblin Gang
Zap Skeleton Army P.E.K.K.A
Fireball
Zap Arrows
Hog Rider
Goblin Barrel
Skeleton Army
Zap Goblin Gang
P.E.K.K.A
Zap Arrows Goblin Gang

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 Fireball
Skeleton Army P.E.K.K.A Zap Goblin Gang
Goblin Gang Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A Goblin Gang
Arrows Fireball Skeleton Army P.E.K.K.A
Arrows Goblin Gang Fireball Skeleton Army Zap
Zap Arrows Goblin Gang Fireball
Zap Arrows Fireball P.E.K.K.A
P.E.K.K.A Goblin Gang Skeleton Army
Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Zap Arrows Fireball
Arrows Zap Goblin Gang Fireball
Skeleton Army P.E.K.K.A Zap Goblin Gang Fireball
Fireball Skeleton Army Zap Arrows Goblin Gang P.E.K.K.A
Skeleton Army P.E.K.K.A Goblin Gang
Skeleton Army Zap Goblin Gang Fireball P.E.K.K.A
Arrows Goblin Gang Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Zap Goblin Gang Skeleton Army
Zap Arrows Fireball
P.E.K.K.A
Goblin Gang Skeleton Army Arrows Fireball P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Zap Fireball P.E.K.K.A
Fireball Zap Arrows Goblin Gang
Goblin Gang Skeleton Army P.E.K.K.A Zap
Goblin Gang Skeleton Army P.E.K.K.A Zap Fireball
P.E.K.K.A Goblin Gang Skeleton Army
Arrows Fireball Zap Goblin Gang
Goblin Gang Skeleton Army P.E.K.K.A Fireball
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Fireball Skeleton Army
P.E.K.K.A Goblin Gang Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Zap Arrows Fireball
Skeleton Army P.E.K.K.A Goblin Gang Fireball
Fireball Skeleton Army
Goblin Gang Skeleton Army Zap Fireball P.E.K.K.A
Arrows Zap Fireball P.E.K.K.A

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.)

Fireball Arrows
Arrows Fireball Zap
Arrows Fireball
Arrows Fireball
Fireball Zap Arrows
Arrows Fireball Zap
Arrows
Arrows Fireball Zap
Arrows Fireball Zap
Goblin Gang Fireball
Zap Arrows Fireball
Fireball Zap Arrows
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball
Arrows Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball
Arrows Fireball Zap
Fireball Zap Arrows
Fireball Zap Arrows
Zap Arrows Fireball
Zap Fireball
Fireball
Zap Arrows Fireball
Zap Arrows Fireball
P.E.K.K.A
Arrows Fireball
Zap Goblin Gang Fireball Skeleton Army
Fireball Zap Arrows
Arrows Fireball
Fireball Goblin Gang
Arrows Zap Fireball
Zap Arrows Fireball
P.E.K.K.A
Zap Goblin Gang Fireball
Zap Fireball
Zap Fireball

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