My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Goblin Gang Mega Minion 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.

Archers Mega Minion P.E.K.K.A Electro Wizard

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.

Fireball Rocket The Log

Punishments

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

Goblin Gang

Pump responses

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

Fireball Rocket

Dropped at the bridge

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

Goblin Gang 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Rocket 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.

Mega Minion Rocket 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

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 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.

The Log Archers Goblin Gang Mega Minion Fireball Electro Wizard Rocket P.E.K.K.A

Shortest cycle

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

11 The Log Archers Goblin Gang Mega Minion

Attack Synergies 1 6

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.

Archers
P.E.K.K.A
Goblin Gang
P.E.K.K.A
Mega Minion
Fireball
Fireball
Mega Minion The Log Electro Wizard
Rocket
P.E.K.K.A
Electro Wizard Archers Goblin Gang The Log
The Log
Fireball P.E.K.K.A
Electro Wizard
P.E.K.K.A Fireball

Defense Synergies 2 14

Archers
Goblin Gang Mega Minion P.E.K.K.A The Log Electro Wizard
Goblin Gang
Archers P.E.K.K.A The Log Electro Wizard
Mega Minion
Archers The Log Electro Wizard
Fireball
The Log Electro Wizard
Rocket
The Log
P.E.K.K.A
The Log Archers Goblin Gang Electro Wizard
The Log
Fireball P.E.K.K.A Archers Goblin Gang Mega Minion Rocket Electro Wizard
Electro Wizard
Archers Goblin Gang Mega Minion Fireball 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.

Rocket Mega Minion Fireball The Log Electro Wizard
P.E.K.K.A Goblin Gang Mega Minion The Log Electro Wizard
Goblin Gang Rocket P.E.K.K.A Archers Mega Minion Electro Wizard
P.E.K.K.A Goblin Gang Mega Minion Electro Wizard
Fireball Rocket P.E.K.K.A The Log
Goblin Gang Fireball The Log Archers Mega Minion Electro Wizard
Mega Minion Rocket Electro Wizard Archers Goblin Gang Fireball
Rocket Fireball P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang
Goblin Gang Archers Electro Wizard
Archers Goblin Gang Electro Wizard Mega Minion Fireball The Log
Mega Minion Archers Goblin Gang Fireball Electro Wizard
P.E.K.K.A Goblin Gang Fireball Rocket The Log Electro Wizard
Fireball Rocket Goblin Gang Mega Minion P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Rocket Goblin Gang Fireball P.E.K.K.A The Log Electro Wizard
Goblin Gang Fireball P.E.K.K.A Electro Wizard
Fireball Archers Goblin Gang Mega Minion The Log Electro Wizard
The Log Archers Mega Minion Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Archers Fireball P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Archers Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Archers Goblin Gang Mega Minion Rocket The Log
Goblin Gang P.E.K.K.A Rocket The Log Electro Wizard
Goblin Gang Rocket P.E.K.K.A Fireball The Log Electro Wizard
P.E.K.K.A Goblin Gang
Fireball Rocket Archers Goblin Gang Electro Wizard
Goblin Gang Rocket P.E.K.K.A Archers Mega Minion Fireball Electro Wizard
P.E.K.K.A
Rocket P.E.K.K.A Electro Wizard Mega Minion Fireball The Log
P.E.K.K.A Goblin Gang Mega Minion
P.E.K.K.A Mega Minion
Rocket P.E.K.K.A Fireball The Log Electro Wizard
Rocket P.E.K.K.A Goblin Gang Fireball
Archers Fireball
Goblin Gang Electro Wizard Archers Mega Minion Fireball Rocket P.E.K.K.A The Log
Archers Mega Minion Fireball P.E.K.K.A The Log 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 Rocket The Log
Fireball The Log Electro Wizard
Rocket Fireball The Log
Fireball Rocket The Log
Fireball Rocket The Log
Fireball Mega Minion Rocket
Archers The Log
Fireball The Log
Fireball The Log
Rocket Goblin Gang Fireball Electro Wizard
Rocket Fireball The Log Electro Wizard
Fireball Archers Rocket
Rocket Fireball The Log
Fireball Rocket
Fireball The Log
Rocket Fireball The Log
Fireball Rocket The Log
Fireball Rocket
Rocket
Rocket Archers Mega Minion Fireball The Log Electro Wizard
Rocket Fireball The Log
Rocket Fireball The Log
Rocket Fireball
Rocket The Log
Rocket Fireball The Log
The Log Fireball
Mega Minion
Fireball The Log Electro Wizard
Fireball The Log
Fireball Rocket The Log
Archers Fireball Electro Wizard
Rocket Electro Wizard Mega Minion Fireball
Mega Minion Fireball
Fireball Rocket The Log
Rocket Fireball Electro Wizard
P.E.K.K.A
Rocket Fireball The Log
Electro Wizard Archers Goblin Gang Fireball Rocket
Fireball Rocket Archers Mega Minion Electro Wizard
The Log Fireball
Fireball Goblin Gang Mega Minion Rocket Electro Wizard
The Log Fireball
Rocket Fireball
Mega Minion P.E.K.K.A
Goblin Gang Fireball Rocket The Log Electro Wizard
Fireball Rocket Electro Wizard
Fireball Rocket The Log Electro Wizard

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