My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Good
F2P score
Bad

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Mother Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Mother Witch Lava Hound Goblinstein

Offensive cards

Win conditions

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

Mortar Lava Hound

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.

Mortar

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.

Electro Spirit Mortar Lava Hound

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 Spirit

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 Lava Hound
Giant Snowball
Bats Lava Hound
Zap
Bats Mortar Lava Hound
Barbarian Barrel
Electro Spirit Mortar
The Log
Electro Spirit
Earthquake
Mortar
Arrows
Electro Spirit Bats Lava Hound
Royal Delivery
Electro Spirit Bats Mother Witch Lava Hound
Fireball
Mortar Mother Witch Lava Hound
Poison
Bats Mortar Mother Witch Lava Hound
Lightning
Mortar Mother Witch Goblinstein
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Mortar

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.

Electro Spirit Bats Arrows Mother Witch

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.

Lava Hound

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Electro Spirit Bats Arrows Mortar Mother Witch Goblinstein Lava Hound

Shortest cycle

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

6 Mirror Electro Spirit Bats Arrows

Attack Synergies 3 4

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.

Electro Spirit
Mother Witch
Bats
Lava Hound Mortar
Arrows
Mirror Lava Hound Mortar Mother Witch
Mortar
Bats Arrows
Mirror
Arrows
Mother Witch
Electro Spirit Arrows
Lava Hound
Bats Arrows
Goblinstein

Defense Synergies 1 4

Electro Spirit
Bats
Mortar
Arrows
Mirror Mortar Mother Witch
Mortar
Bats Arrows Mirror
Mirror
Arrows Mortar
Mother Witch
Arrows
Lava Hound
Goblinstein

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.

Mortar
Bats Mortar
Mortar Bats
Bats Mortar
Arrows
Arrows Electro Spirit Bats Mother Witch
Bats Electro Spirit Arrows Mortar
Electro Spirit Arrows
Mortar
Bats Mother Witch Electro Spirit Arrows
Arrows Bats
Mortar Bats
Electro Spirit Bats Arrows Mortar
Mortar
Mortar
Bats Arrows Mortar
Arrows Mortar Electro Spirit Bats
Arrows Mortar Electro Spirit Bats Mother Witch
Mortar
Electro Spirit Bats Arrows Mother Witch
Mortar

Counters to secondary win conditions

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

Arrows Mortar
Bats
Bats
Arrows Mother Witch Electro Spirit Bats
Bats
Electro Spirit Bats Mortar
Bats
Arrows
Electro Spirit Bats Mortar
Bats Arrows Electro Spirit Mother Witch
Electro Spirit Arrows Mortar

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 Mortar
Arrows Mortar
Arrows
Arrows
Arrows Mortar
Arrows Mother Witch Electro Spirit Bats
Arrows Mortar
Arrows
Arrows Mortar
Bats
Arrows Mortar
Arrows
Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Bats
Arrows Mortar
Arrows Mortar Mother Witch
Arrows
Arrows Mortar
Arrows Mother Witch Electro Spirit Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Bats Arrows Mother Witch
Electro Spirit Bats
Arrows Mortar
Electro Spirit Arrows
Arrows
Electro Spirit Bats
Arrows
Arrows
Arrows Mortar
Arrows
Electro Spirit Bats
Bats
Mortar
Mortar

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