My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

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 Ice Wizard Electro Wizard

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.

Golem Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Fireball

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.

Fireball

Dropped at the bridge

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

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

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 Golem Electro Wizard

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 Guards
Giant Snowball
Goblin Gang Guards
Zap
Goblin Gang Guards
Barbarian Barrel
Goblin Gang Guards Ice Wizard Electro Wizard
The Log
Goblin Gang Mini P.E.K.K.A Guards
Earthquake
Goblin Gang Guards
Arrows
Goblin Gang Guards
Royal Delivery
Goblin Gang Mini P.E.K.K.A Guards Ice Wizard Electro Wizard
Fireball
Goblin Gang Ice Wizard Electro Wizard
Poison
Goblin Gang Guards Ice Wizard Electro Wizard
Lightning
Mini P.E.K.K.A Ice Wizard Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Ice Wizard

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.

Mini P.E.K.K.A Guards Golem Ice Wizard

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

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 Ice Wizard Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Gang Guards Ice Wizard Fireball Mini P.E.K.K.A Electro Wizard Golem

Shortest cycle

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

11 Zap Goblin Gang Guards Ice Wizard

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.

Zap
Fireball Electro Wizard Mini P.E.K.K.A Guards Golem Ice Wizard
Goblin Gang
Mini P.E.K.K.A Golem
Fireball
Zap Golem Electro Wizard
Mini P.E.K.K.A
Zap Goblin Gang Golem Ice Wizard Electro Wizard
Guards
Zap
Golem
Fireball Zap Goblin Gang Mini P.E.K.K.A Ice Wizard Electro Wizard
Ice Wizard
Zap Mini P.E.K.K.A Golem
Electro Wizard
Zap Fireball Mini P.E.K.K.A Golem

Defense Synergies 4 14

Zap
Fireball Mini P.E.K.K.A Electro Wizard Goblin Gang Guards Ice Wizard
Goblin Gang
Zap Mini P.E.K.K.A Guards Ice Wizard Electro Wizard
Fireball
Zap Mini P.E.K.K.A Ice Wizard Electro Wizard
Mini P.E.K.K.A
Zap Electro Wizard Goblin Gang Fireball Guards Ice Wizard
Guards
Zap Goblin Gang Mini P.E.K.K.A Ice Wizard Electro Wizard
Golem
Ice Wizard
Zap Goblin Gang Fireball Mini P.E.K.K.A Guards
Electro Wizard
Zap Mini P.E.K.K.A Goblin Gang Fireball Guards

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 Electro Wizard
Mini P.E.K.K.A Zap Goblin Gang Ice Wizard Electro Wizard
Goblin Gang Mini P.E.K.K.A Ice Wizard Electro Wizard
Mini P.E.K.K.A Goblin Gang Guards Ice Wizard Electro Wizard
Fireball Mini P.E.K.K.A
Goblin Gang Fireball Zap Guards Ice Wizard Electro Wizard
Electro Wizard Zap Goblin Gang Fireball Ice Wizard
Zap Fireball Electro Wizard
Mini P.E.K.K.A Goblin Gang Ice Wizard
Goblin Gang Guards Mini P.E.K.K.A Ice Wizard Electro Wizard
Goblin Gang Guards Ice Wizard Electro Wizard Zap Fireball
Zap Goblin Gang Fireball Ice Wizard Electro Wizard
Mini P.E.K.K.A Zap Goblin Gang Fireball Guards Ice Wizard Electro Wizard
Fireball Zap Goblin Gang Mini P.E.K.K.A Guards Electro Wizard
Mini P.E.K.K.A Goblin Gang Electro Wizard
Zap Goblin Gang Fireball Mini P.E.K.K.A Electro Wizard
Goblin Gang Fireball Mini P.E.K.K.A Electro Wizard
Fireball Zap Goblin Gang Guards Ice Wizard Electro Wizard
Zap Fireball Guards Ice Wizard Electro Wizard
Mini P.E.K.K.A Electro Wizard
Goblin Gang Fireball Mini P.E.K.K.A Guards Electro Wizard

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 Guards Zap Fireball Electro Wizard
Fireball Electro Wizard Zap Goblin Gang Mini P.E.K.K.A
Goblin Gang Guards Zap Mini P.E.K.K.A Electro Wizard
Goblin Gang Mini P.E.K.K.A Guards Zap Fireball Electro Wizard
Goblin Gang Mini P.E.K.K.A Guards
Fireball Zap Goblin Gang Ice Wizard Electro Wizard
Goblin Gang Mini P.E.K.K.A Guards Fireball Ice Wizard Electro Wizard
Mini P.E.K.K.A
Zap Electro Wizard Fireball Mini P.E.K.K.A
Goblin Gang Guards
Mini P.E.K.K.A Guards
Zap Fireball Guards Electro Wizard
Mini P.E.K.K.A Goblin Gang Fireball Guards
Fireball
Goblin Gang Guards Electro Wizard Zap Fireball Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A Ice Wizard Electro Wizard

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 Guards
Fireball Zap Ice Wizard Electro Wizard
Fireball
Fireball Guards
Fireball Zap
Fireball Zap Ice Wizard
Fireball Zap Ice Wizard
Fireball Zap
Goblin Gang Fireball Mini P.E.K.K.A Guards Electro Wizard
Zap Fireball Electro Wizard
Fireball Zap
Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Fireball
Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A Electro Wizard
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fireball Ice Wizard
Fireball Zap Ice Wizard Electro Wizard
Fireball Zap
Fireball Zap
Zap Fireball Ice Wizard Electro Wizard
Zap Electro Wizard Fireball Guards
Fireball Mini P.E.K.K.A
Zap Fireball
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Goblin Gang Fireball Guards
Fireball Zap Ice Wizard Electro Wizard
Fireball
Fireball Goblin Gang Mini P.E.K.K.A Electro Wizard
Zap Fireball
Zap Fireball
Zap Goblin Gang Fireball Guards Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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