My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Zappies Electro Dragon Ram Rider

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.

Zappies Electro Dragon P.E.K.K.A Ram Rider Sparky

Offensive cards

Win conditions

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

Royal Hogs Ram Rider

Damage spells

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

Arrows

Punishments

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

Royal Hogs Ram Rider

Pump responses

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

Missing

Dropped at the bridge

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

Goblins Royal Hogs P.E.K.K.A Ram 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.

Royal Hogs Electro Dragon Ram Rider

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
Royal Hogs Ram Rider Sparky
Giant Snowball
Goblins Zappies Royal Hogs Electro Dragon Ram Rider
Zap
Goblins Zappies Royal Hogs Ram Rider Sparky
Barbarian Barrel
Goblins Zappies Royal Hogs Sparky
The Log
Goblins Zappies Royal Hogs Ram Rider Sparky
Earthquake
Zappies Royal Hogs
Arrows
Goblins Zappies Royal Hogs
Royal Delivery
Goblins Zappies Royal Hogs Electro Dragon P.E.K.K.A Ram Rider Sparky
Fireball
Zappies Royal Hogs Electro Dragon Ram Rider Sparky
Poison
Zappies Royal Hogs Electro Dragon Sparky
Lightning
Electro Dragon Ram Rider Sparky
Rocket
Royal Hogs Electro Dragon Ram Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon Sparky

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.

Arrows P.E.K.K.A Sparky

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.

Goblins

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.

Goblins Arrows Zappies Royal Hogs Electro Dragon Ram Rider Sparky P.E.K.K.A

Shortest cycle

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

14 Goblins Arrows Zappies Royal Hogs

Attack Synergies 3 8

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.

Goblins
Arrows
Royal Hogs P.E.K.K.A Sparky Ram Rider
Zappies
Royal Hogs Electro Dragon P.E.K.K.A Ram Rider
Royal Hogs
Arrows Zappies
Electro Dragon
Zappies P.E.K.K.A Sparky
P.E.K.K.A
Arrows Zappies Electro Dragon Ram Rider
Ram Rider
Arrows Zappies P.E.K.K.A
Sparky
Arrows Electro Dragon

Defense Synergies 0 5

Goblins
Zappies Electro Dragon
Arrows
P.E.K.K.A Sparky
Zappies
Goblins P.E.K.K.A
Royal Hogs
Electro Dragon
Goblins
P.E.K.K.A
Arrows Zappies
Ram Rider
Sparky
Arrows

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.

Zappies Electro Dragon Ram Rider Sparky
P.E.K.K.A Sparky Goblins Zappies Electro Dragon Ram Rider
P.E.K.K.A Ram Rider Sparky Goblins Zappies Electro Dragon
P.E.K.K.A Sparky Goblins Zappies Electro Dragon Ram Rider
Arrows P.E.K.K.A Sparky
Arrows Goblins Zappies Electro Dragon
Ram Rider Arrows Zappies Electro Dragon
Arrows Electro Dragon P.E.K.K.A Ram Rider Sparky
Zappies P.E.K.K.A Sparky Goblins
Goblins Zappies Sparky
Goblins Arrows Zappies Electro Dragon Ram Rider
Arrows Zappies Electro Dragon Ram Rider
P.E.K.K.A Sparky Zappies Electro Dragon Ram Rider
Sparky Goblins Arrows Zappies Electro Dragon P.E.K.K.A
P.E.K.K.A Sparky Zappies Ram Rider
Zappies P.E.K.K.A Ram Rider Sparky
Sparky Goblins Arrows Zappies Electro Dragon P.E.K.K.A
Arrows Goblins Zappies Electro Dragon Ram Rider
Arrows Zappies Electro Dragon Ram Rider
P.E.K.K.A Sparky Zappies Ram Rider
Goblins Arrows Zappies Electro Dragon P.E.K.K.A Sparky

Counters to secondary win conditions

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

Goblins Zappies P.E.K.K.A Sparky
Arrows Electro Dragon
Zappies P.E.K.K.A Goblins Electro Dragon Ram Rider Sparky
P.E.K.K.A Zappies Ram Rider Sparky
P.E.K.K.A Zappies Ram Rider Sparky
Arrows Zappies Electro Dragon Ram Rider
P.E.K.K.A Sparky Goblins Zappies Ram Rider
P.E.K.K.A Zappies Sparky
Electro Dragon P.E.K.K.A Goblins Zappies Sparky
P.E.K.K.A Zappies Sparky
P.E.K.K.A Zappies Electro Dragon Sparky
P.E.K.K.A Arrows
P.E.K.K.A Zappies Ram Rider Sparky
Zappies Electro Dragon Sparky
Zappies Electro Dragon Sparky Goblins P.E.K.K.A
Arrows Zappies Electro Dragon P.E.K.K.A Sparky

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.)

Arrows Electro Dragon Sparky
Arrows Electro Dragon Ram Rider
Arrows Electro Dragon Sparky
Arrows Sparky
Arrows Sparky
Arrows Electro Dragon Ram Rider
Arrows Sparky
Arrows Electro Dragon Ram Rider
Arrows Electro Dragon Ram Rider
Goblins Electro Dragon Sparky
Arrows Electro Dragon Ram Rider Sparky
Arrows Electro Dragon
Sparky
Arrows Electro Dragon
Arrows Sparky
Arrows Electro Dragon Sparky
Arrows Electro Dragon Sparky
Arrows Sparky
Sparky
Arrows Electro Dragon Sparky
Arrows Electro Dragon
Sparky
Arrows
Sparky
Arrows Electro Dragon
Arrows Electro Dragon Sparky
Arrows Electro Dragon Ram Rider Sparky
Arrows Electro Dragon Ram Rider Sparky
Arrows Sparky
Arrows Electro Dragon Sparky
Electro Dragon Zappies
Sparky
Arrows Electro Dragon Sparky
Arrows Zappies Electro Dragon Sparky
P.E.K.K.A Sparky
Arrows Sparky
Zappies Electro Dragon
Arrows Zappies Electro Dragon Ram Rider
Arrows
Electro Dragon Sparky
Arrows Electro Dragon
Arrows Sparky
Electro Dragon P.E.K.K.A Sparky
Electro Dragon Zappies Sparky
Zappies Electro Dragon
Electro Dragon Sparky

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