My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

The Log Magic Archer

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions Electro Wizard Inferno Dragon

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 Battle Ram P.E.K.K.A Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap

Punishments

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

Battle Ram

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.

Battle Ram 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
Archers Minions Battle Ram Skeleton Army Inferno Dragon
Giant Snowball
Archers Minions Battle Ram Skeleton Army Inferno Dragon
Zap
Archers Minions Battle Ram Skeleton Army Inferno Dragon
Barbarian Barrel
Archers Battle Ram Skeleton Army Electro Wizard
The Log
Archers Battle Ram Skeleton Army
Earthquake
Archers Skeleton Army
Arrows
Archers Minions Skeleton Army
Royal Delivery
Archers Minions Battle Ram Skeleton Army P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Archers Minions Battle Ram Skeleton Army Electro Wizard Inferno Dragon
Poison
Archers Minions Skeleton Army Electro Wizard
Lightning
Battle Ram Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Battle Ram Skeleton Army P.E.K.K.A Inferno Dragon

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.

Skeleton Army

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.

Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Minions Skeleton Army Battle Ram Electro Wizard Inferno Dragon P.E.K.K.A

Shortest cycle

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

11 Zap Archers Minions Skeleton Army

Attack Synergies 4 10

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
Battle Ram P.E.K.K.A Electro Wizard Archers Minions
Archers
Zap Battle Ram P.E.K.K.A Inferno Dragon
Minions
Zap Battle Ram P.E.K.K.A Inferno Dragon
Battle Ram
Zap Archers Minions P.E.K.K.A Electro Wizard
Skeleton Army
P.E.K.K.A
Zap Electro Wizard Archers Minions Battle Ram
Electro Wizard
Zap P.E.K.K.A Battle Ram
Inferno Dragon
Archers Minions

Defense Synergies 1 15

Zap
Electro Wizard Archers Minions Skeleton Army P.E.K.K.A Inferno Dragon
Archers
Zap Minions Skeleton Army P.E.K.K.A Electro Wizard
Minions
Zap Archers P.E.K.K.A Electro Wizard
Battle Ram
Skeleton Army
Zap Archers Electro Wizard Inferno Dragon
P.E.K.K.A
Zap Archers Minions Electro Wizard
Electro Wizard
Zap Archers Minions Skeleton Army P.E.K.K.A Inferno Dragon
Inferno Dragon
Zap Skeleton Army Electro Wizard

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 Minions Electro Wizard
Skeleton Army P.E.K.K.A Inferno Dragon Zap Minions Electro Wizard
Skeleton Army P.E.K.K.A Archers Minions Electro Wizard Inferno Dragon
Skeleton Army P.E.K.K.A Inferno Dragon Minions Electro Wizard
Skeleton Army P.E.K.K.A
Skeleton Army Zap Archers Minions Electro Wizard
Minions Electro Wizard Inferno Dragon Zap Archers
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Minions Skeleton Army
Skeleton Army Archers Electro Wizard
Archers Minions Skeleton Army Electro Wizard Zap
Minions Inferno Dragon Zap Archers Electro Wizard
Skeleton Army P.E.K.K.A Zap Minions Electro Wizard
Skeleton Army Zap Minions P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Inferno Dragon Electro Wizard
Skeleton Army Zap P.E.K.K.A Electro Wizard Inferno Dragon
Minions Skeleton Army P.E.K.K.A Electro Wizard
Zap Archers Minions Skeleton Army Electro Wizard
Zap Archers Minions Electro Wizard Inferno Dragon
P.E.K.K.A Electro Wizard Inferno Dragon
Skeleton Army Archers Minions 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.

Skeleton Army Zap Archers P.E.K.K.A Electro Wizard
Electro Wizard Zap Archers Inferno Dragon
Skeleton Army P.E.K.K.A Zap Minions Electro Wizard
Skeleton Army P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Skeleton Army Inferno Dragon
Zap Archers Minions Electro Wizard
Skeleton Army P.E.K.K.A Archers Minions Electro Wizard
P.E.K.K.A Skeleton Army Inferno Dragon
Zap P.E.K.K.A Electro Wizard Minions Skeleton Army Inferno Dragon
P.E.K.K.A Skeleton Army Inferno Dragon
P.E.K.K.A Inferno Dragon Minions
Skeleton Army P.E.K.K.A Zap Electro Wizard
Skeleton Army P.E.K.K.A
Archers Skeleton Army
Skeleton Army Electro Wizard Zap Archers Minions P.E.K.K.A Inferno Dragon
Minions Zap Archers P.E.K.K.A Electro Wizard Inferno Dragon

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.)

Zap Electro Wizard
Zap
Zap Minions
Archers
Zap
Zap
Minions Electro Wizard
Zap Electro Wizard
Zap Archers
Minions
Zap
Zap
Minions
Zap Archers Electro Wizard
Zap
Minions
Zap
Zap
Inferno Dragon
Zap Electro Wizard
Zap
Zap
Zap Archers Electro Wizard
Zap Electro Wizard Minions
Zap
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Archers Minions Skeleton Army
Zap Archers Electro Wizard
Electro Wizard
Zap
Zap
P.E.K.K.A
Zap Minions Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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