My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Wizard Executioner

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 Royal Giant Wizard Executioner

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

Missing

Punishments

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

Royal Giant Elite Barbarians Hog 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.

Royal Giant Elite Barbarians Hog 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.

Elite Barbarians Hog 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
Bats Royal Giant Elite Barbarians Hog Rider Guards
Giant Snowball
Bats Hog Rider Guards
Zap
Bats Royal Giant Guards
Barbarian Barrel
Elite Barbarians Wizard Guards Executioner
The Log
Royal Giant Elite Barbarians Hog Rider Guards
Earthquake
Hog Rider Guards
Arrows
Bats Guards
Royal Delivery
Bats Elite Barbarians Hog Rider Wizard Guards Executioner
Fireball
Elite Barbarians Hog Rider Wizard Executioner
Poison
Bats Wizard Guards Executioner
Lightning
Elite Barbarians Wizard Executioner
Rocket
Elite Barbarians Hog Rider Wizard Executioner

Against air swarms

Spells and units that can counter air swarms.

Wizard Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Executioner

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 Guards Executioner

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.

Royal Giant Elite Barbarians

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.

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.

Mirror Bats Guards Hog Rider Wizard Executioner Royal Giant Elite Barbarians

Shortest cycle

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

9 Mirror Bats Guards Hog Rider

Attack Synergies 2 13

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
Royal Giant Hog Rider Elite Barbarians
Royal Giant
Bats Elite Barbarians Hog Rider Wizard Mirror Guards Executioner
Elite Barbarians
Bats Royal Giant Hog Rider Wizard
Hog Rider
Bats Royal Giant Elite Barbarians Wizard Mirror Guards Executioner
Wizard
Royal Giant Elite Barbarians Hog Rider
Mirror
Royal Giant Hog Rider
Guards
Royal Giant Hog Rider
Executioner
Royal Giant Hog Rider

Defense Synergies 0 4

Bats
Royal Giant
Elite Barbarians
Wizard
Hog Rider
Wizard
Elite Barbarians Guards
Mirror
Executioner
Guards
Wizard Executioner
Executioner
Mirror Guards

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.

Wizard Executioner
Elite Barbarians Bats Executioner
Bats Elite Barbarians Executioner
Elite Barbarians Bats Guards
Elite Barbarians
Bats Guards Executioner
Bats Wizard Executioner
Elite Barbarians
Elite Barbarians Guards
Bats Guards Executioner Wizard
Executioner Bats Wizard
Bats Elite Barbarians Wizard Guards
Wizard Executioner Bats Guards
Elite Barbarians
Elite Barbarians
Wizard Bats Elite Barbarians Executioner
Bats Elite Barbarians Wizard Guards Executioner
Wizard Executioner Bats Guards
Elite Barbarians
Wizard Bats Elite Barbarians Guards Executioner

Counters to secondary win conditions

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

Guards Elite Barbarians
Elite Barbarians Wizard Executioner
Guards Bats Elite Barbarians
Guards Bats Elite Barbarians
Elite Barbarians Guards Executioner
Wizard Executioner Bats
Guards Bats Elite Barbarians
Elite Barbarians
Bats Elite Barbarians
Guards
Bats Elite Barbarians Guards
Elite Barbarians Guards
Elite Barbarians Wizard Guards Executioner
Wizard Executioner
Elite Barbarians Guards Bats Executioner
Bats Executioner Elite Barbarians 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.)

Guards
Executioner
Guards
Wizard Executioner
Wizard Executioner Bats
Wizard Executioner
Wizard Executioner
Wizard
Bats Elite Barbarians Guards
Wizard
Wizard Executioner
Elite Barbarians Executioner
Elite Barbarians
Wizard Executioner
Wizard Executioner
Bats
Wizard Executioner
Wizard
Wizard
Wizard Executioner
Wizard Executioner
Wizard
Elite Barbarians Bats Wizard Executioner
Bats Wizard Guards
Elite Barbarians
Wizard
Wizard
Bats Guards
Wizard Executioner
Wizard Executioner
Wizard Executioner
Elite Barbarians Executioner
Bats Elite Barbarians Guards
Bats Executioner
Executioner

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