My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Archers Goblin Gang 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.

Bats Archers Knight 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.

Arrows Poison

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.

Poison

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Poison

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.

Bats Arrows Knight Poison P.E.K.K.A

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 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.

Bats Archers Arrows Knight Goblin Gang Poison Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Bats Archers Arrows Knight

Attack Synergies 6 7

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.

Bats
Knight P.E.K.K.A
Archers
Knight Arrows P.E.K.K.A
Arrows
P.E.K.K.A Archers Knight
Knight
Bats Archers Goblin Gang Arrows Poison Electro Wizard
Goblin Gang
Knight P.E.K.K.A
Poison
P.E.K.K.A Knight
P.E.K.K.A
Arrows Poison Electro Wizard Bats Archers Goblin Gang
Electro Wizard
P.E.K.K.A Knight

Defense Synergies 4 12

Bats
Knight P.E.K.K.A Electro Wizard
Archers
Knight Goblin Gang P.E.K.K.A Electro Wizard
Arrows
Knight P.E.K.K.A
Knight
Bats Archers Goblin Gang Electro Wizard Arrows Poison
Goblin Gang
Knight Archers P.E.K.K.A Electro Wizard
Poison
Knight Electro Wizard
P.E.K.K.A
Bats Archers Arrows Goblin Gang Electro Wizard
Electro Wizard
Knight Bats Archers Goblin Gang Poison P.E.K.K.A

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.

Knight Electro Wizard
P.E.K.K.A Bats Knight Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Bats Archers Knight Electro Wizard
P.E.K.K.A Bats Knight Goblin Gang Electro Wizard
Arrows Poison P.E.K.K.A
Arrows Goblin Gang Bats Archers Electro Wizard
Bats Electro Wizard Archers Arrows Goblin Gang Poison
Arrows Poison P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang
Knight Goblin Gang Archers Electro Wizard
Bats Archers Goblin Gang Poison Electro Wizard Arrows Knight
Arrows Bats Archers Goblin Gang Poison Electro Wizard
P.E.K.K.A Bats Knight Goblin Gang Electro Wizard
Bats Arrows Goblin Gang Poison P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
Bats Arrows Knight Goblin Gang Poison P.E.K.K.A Electro Wizard
Arrows Bats Archers Knight Goblin Gang Electro Wizard
Arrows Poison Bats Archers Knight Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Bats Archers Arrows Knight Poison 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.

Knight Goblin Gang Archers P.E.K.K.A Electro Wizard
Poison Electro Wizard Archers Arrows Knight Goblin Gang
Goblin Gang P.E.K.K.A Bats Knight Electro Wizard
Goblin Gang P.E.K.K.A Bats Knight Electro Wizard
P.E.K.K.A Knight Goblin Gang
Arrows Poison Bats Archers Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Bats Archers Knight Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Bats Knight Poison
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Knight
P.E.K.K.A Arrows Poison Electro Wizard
P.E.K.K.A Knight Goblin Gang
Archers
Goblin Gang Electro Wizard Bats Archers Knight Poison P.E.K.K.A
Bats Arrows Poison Archers 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.)

Poison Arrows Knight
Arrows Poison Electro Wizard
Arrows Poison
Arrows Knight Poison
Poison Arrows
Arrows Poison Bats
Archers Arrows Poison
Arrows Poison
Arrows Poison
Bats Goblin Gang Poison Electro Wizard
Poison Arrows Knight Electro Wizard
Poison Archers Arrows
Poison Knight
Arrows Poison
Arrows Poison
Arrows Poison
Arrows Poison
Arrows Poison
Bats
Archers Arrows Poison Electro Wizard
Arrows Poison
Poison
Arrows Poison
Arrows Poison
Arrows Poison
Arrows Poison Electro Wizard
Arrows Poison
Poison Arrows
Poison Bats Archers Arrows Electro Wizard
Electro Wizard Bats Poison
Poison Arrows
Arrows Poison Electro Wizard
P.E.K.K.A
Arrows Poison
Electro Wizard Bats Archers Goblin Gang
Poison Archers Arrows Electro Wizard
Arrows
Poison Knight Goblin Gang Electro Wizard
Arrows Poison
Arrows Poison
P.E.K.K.A
Bats Goblin Gang Poison Electro Wizard
Bats Poison Electro Wizard
Poison Electro Wizard

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