My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Electro Dragon

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.

Skeletons Ice Spirit Spear Goblins Electro Dragon Monk

Offensive cards

Win conditions

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

Mortar

Damage spells

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

The Log

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.

Ice Spirit Spear Goblins Mortar

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 Dragon Goblin Machine Monk

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
Skeletons Spear Goblins
Giant Snowball
Skeletons Spear Goblins Electro Dragon
Zap
Skeletons Spear Goblins Mortar
Barbarian Barrel
Skeletons Ice Spirit Spear Goblins Mortar
The Log
Skeletons Ice Spirit Spear Goblins
Earthquake
Skeletons Spear Goblins Mortar
Arrows
Skeletons Ice Spirit Spear Goblins
Royal Delivery
Skeletons Ice Spirit Spear Goblins Electro Dragon
Fireball
Mortar Electro Dragon
Poison
Spear Goblins Mortar Electro Dragon
Lightning
Mortar Electro Dragon Monk
Rocket
Mortar Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Electro Dragon Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Mortar Electro Dragon The Log Goblin Machine

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 Spirit Spear Goblins Goblin Machine

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.

Ice Spirit

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.

Skeletons Ice Spirit Spear Goblins The Log Mortar Electro Dragon Goblin Machine Monk

Shortest cycle

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

6 Skeletons Ice Spirit Spear Goblins The Log

Attack Synergies 0 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.

Skeletons
Ice Spirit
Spear Goblins Mortar
Spear Goblins
Ice Spirit Mortar
Mortar
Ice Spirit Spear Goblins The Log
Electro Dragon
The Log
Mortar
Goblin Machine
Monk

Defense Synergies 0 15

Skeletons
Ice Spirit Spear Goblins Mortar Electro Dragon The Log Monk
Ice Spirit
Skeletons Spear Goblins Mortar Electro Dragon The Log
Spear Goblins
Skeletons Ice Spirit Mortar Electro Dragon The Log
Mortar
Skeletons Ice Spirit Spear Goblins The Log
Electro Dragon
Skeletons Ice Spirit Spear Goblins The Log
The Log
Skeletons Ice Spirit Spear Goblins Mortar Electro Dragon
Goblin Machine
Monk
Skeletons

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.

Spear Goblins Mortar Electro Dragon The Log
Skeletons Ice Spirit Mortar Electro Dragon The Log Monk
Mortar Skeletons Electro Dragon
Skeletons Mortar Electro Dragon Monk
The Log Monk
The Log Skeletons Spear Goblins Electro Dragon
Ice Spirit Spear Goblins Mortar Electro Dragon
Electro Dragon The Log Monk
Skeletons Mortar
Skeletons Ice Spirit Spear Goblins
Skeletons Spear Goblins Electro Dragon The Log
Spear Goblins Electro Dragon
Mortar Skeletons Ice Spirit Electro Dragon The Log
Ice Spirit Mortar Electro Dragon The Log
Mortar
Monk Ice Spirit Mortar The Log
Skeletons Mortar Electro Dragon
Ice Spirit Mortar Spear Goblins Electro Dragon The Log
Mortar The Log Ice Spirit Spear Goblins Electro Dragon
Mortar
Spear Goblins Electro Dragon The Log
Mortar

Counters to secondary win conditions

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

Skeletons Spear Goblins
Mortar Electro Dragon The Log Monk
Skeletons Ice Spirit Spear Goblins Electro Dragon The Log
The Log Monk
Skeletons
Skeletons Ice Spirit Electro Dragon Monk
Skeletons Spear Goblins
Electro Dragon Skeletons Ice Spirit Spear Goblins Mortar The Log Monk
Skeletons
Electro Dragon
Monk The Log
Skeletons
Electro Dragon
Electro Dragon Skeletons Ice Spirit Spear Goblins Mortar The Log Monk
Electro Dragon The Log
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.)

Mortar Electro Dragon The Log Monk
Mortar Monk Electro Dragon The Log
Electro Dragon The Log
The Log
Mortar The Log
Ice Spirit Spear Goblins Electro Dragon Goblin Machine Monk
Mortar The Log
The Log Ice Spirit Electro Dragon
The Log Monk Mortar Electro Dragon
Electro Dragon
Monk Mortar Electro Dragon The Log Goblin Machine
Monk Electro Dragon
Mortar The Log
Mortar Electro Dragon Monk
Mortar The Log
Spear Goblins Mortar Electro Dragon The Log
Mortar Electro Dragon The Log
Monk Mortar
Mortar Electro Dragon The Log Goblin Machine Monk
Mortar Electro Dragon The Log Goblin Machine Monk
The Log Monk
The Log Monk
Mortar Electro Dragon The Log Monk
The Log Ice Spirit Mortar Electro Dragon Goblin Machine
Mortar The Log Electro Dragon Monk
Mortar Electro Dragon The Log Monk
Mortar The Log
Electro Dragon
Electro Dragon Ice Spirit
Mortar Electro Dragon The Log
Ice Spirit Electro Dragon Monk
The Log Monk
Ice Spirit Spear Goblins Electro Dragon
Electro Dragon Monk
The Log
Electro Dragon
The Log Mortar Electro Dragon
Monk
Electro Dragon
Electro Dragon Ice Spirit The Log
Electro Dragon
Electro Dragon Mortar The Log Monk
Mortar Electro Dragon Monk

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