My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

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 Ice Golem 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 Ice Golem Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

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 Hog Rider

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 Ice Golem Mini P.E.K.K.A Hog Rider

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

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem 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.

Ice Golem Mini 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 Ice Golem 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Ice Golem Archers Goblin Gang Fireball Mini P.E.K.K.A Hog Rider Electro Wizard

Shortest cycle

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

10 Zap Ice Golem Archers Goblin Gang

Attack Synergies 8 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 Hog Rider Electro Wizard Archers Ice Golem Mini P.E.K.K.A
Archers
Ice Golem Zap Mini P.E.K.K.A Hog Rider
Goblin Gang
Ice Golem Hog Rider Mini P.E.K.K.A
Ice Golem
Archers Goblin Gang Hog Rider Zap Mini P.E.K.K.A Electro Wizard
Fireball
Zap Hog Rider Electro Wizard
Mini P.E.K.K.A
Zap Archers Goblin Gang Ice Golem Hog Rider Electro Wizard
Hog Rider
Zap Goblin Gang Ice Golem Fireball Archers Mini P.E.K.K.A Electro Wizard
Electro Wizard
Zap Ice Golem Fireball Mini P.E.K.K.A Hog Rider

Defense Synergies 5 14

Zap
Fireball Mini P.E.K.K.A Electro Wizard Archers Goblin Gang Ice Golem
Archers
Ice Golem Zap Goblin Gang Mini P.E.K.K.A Electro Wizard
Goblin Gang
Zap Archers Ice Golem Mini P.E.K.K.A Electro Wizard
Ice Golem
Archers Zap Goblin Gang Fireball Mini P.E.K.K.A Electro Wizard
Fireball
Zap Ice Golem Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
Zap Electro Wizard Archers Goblin Gang Ice Golem Fireball
Hog Rider
Electro Wizard
Zap Mini P.E.K.K.A Archers Goblin Gang Ice Golem Fireball

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

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