My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Archers Minion Horde Witch 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 Witch Inferno Dragon Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Zap Arrows

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.

Goblins Minion Horde Lava Hound

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 Minion Horde Inferno Dragon Lava Hound
Giant Snowball
Goblins Archers Minion Horde Witch Inferno Dragon Lava Hound
Zap
Goblins Archers Minion Horde Witch Inferno Dragon Lava Hound
Barbarian Barrel
Goblins Archers Witch
The Log
Goblins Archers Witch
Earthquake
Archers Witch
Arrows
Goblins Archers Minion Horde Witch Lava Hound
Royal Delivery
Goblins Archers Minion Horde Witch Inferno Dragon Lava Hound
Fireball
Archers Minion Horde Witch Inferno Dragon Lava Hound
Poison
Archers Minion Horde Witch Lava Hound
Lightning
Witch Inferno Dragon
Rocket
Minion Horde Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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.

Arrows Inferno Dragon

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.

Goblins Minion Horde Witch 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Archers Arrows Inferno Dragon Minion Horde Witch Lava Hound

Shortest cycle

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

10 Goblins Zap Archers Arrows

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.

Goblins
Zap Archers
Zap
Arrows Goblins Archers Minion Horde Witch Lava Hound
Archers
Goblins Zap Arrows Inferno Dragon Lava Hound
Arrows
Zap Lava Hound Archers
Minion Horde
Lava Hound Zap
Witch
Zap Lava Hound
Inferno Dragon
Lava Hound Archers
Lava Hound
Arrows Minion Horde Inferno Dragon Zap Archers Witch

Defense Synergies 0 9

Goblins
Zap Archers Minion Horde
Zap
Goblins Archers Arrows Minion Horde Witch Inferno Dragon
Archers
Goblins Zap Witch
Arrows
Zap
Minion Horde
Goblins Zap
Witch
Zap Archers
Inferno Dragon
Zap
Lava Hound

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 Minion Horde
Minion Horde Inferno Dragon Goblins Zap Witch
Minion Horde Witch Goblins Archers Inferno Dragon
Minion Horde Witch Inferno Dragon Goblins
Arrows
Arrows Goblins Zap Archers
Minion Horde Inferno Dragon Zap Archers Arrows Witch
Zap Arrows
Minion Horde Witch Inferno Dragon Goblins
Goblins Archers Minion Horde
Goblins Archers Minion Horde Witch Zap Arrows
Arrows Minion Horde Inferno Dragon Zap Archers Witch
Minion Horde Zap Witch
Goblins Zap Arrows Minion Horde Witch
Inferno Dragon Minion Horde
Minion Horde Zap Inferno Dragon
Minion Horde Goblins Arrows Witch
Arrows Goblins Zap Archers Minion Horde Witch
Zap Arrows Witch Archers Inferno Dragon
Inferno Dragon
Goblins Archers Arrows Minion Horde Witch

Counters to secondary win conditions

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

Goblins Zap Archers Witch
Zap Archers Arrows Inferno Dragon
Goblins Zap Minion Horde Witch
Zap Minion Horde
Minion Horde Witch Inferno Dragon
Arrows Zap Archers Minion Horde Witch
Goblins Archers Minion Horde Witch
Minion Horde Inferno Dragon
Zap Minion Horde Goblins Witch Inferno Dragon
Witch Minion Horde Inferno Dragon
Inferno Dragon Minion Horde Witch
Zap Arrows
Minion Horde Witch
Archers Minion Horde Witch
Witch Goblins Zap Archers Minion Horde Inferno Dragon
Arrows Zap Archers Minion Horde Witch 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.)

Arrows Minion Horde
Arrows Zap
Arrows Minion Horde
Arrows
Zap Arrows Minion Horde
Arrows Zap Minion Horde Witch
Archers Arrows Minion Horde Witch
Arrows Zap
Arrows Zap
Goblins Minion Horde
Zap Arrows Minion Horde
Zap Archers Arrows
Arrows Minion Horde
Zap Arrows
Zap Arrows Minion Horde Witch
Arrows Minion Horde
Arrows
Minion Horde
Zap Archers Arrows
Zap Arrows Witch
Minion Horde
Arrows
Zap Arrows Minion Horde
Zap Arrows Witch
Minion Horde Witch Inferno Dragon
Arrows Zap Witch
Zap Arrows Witch
Zap Arrows
Zap Archers Arrows Minion Horde Witch
Zap Minion Horde Witch
Minion Horde
Zap Arrows Minion Horde
Zap Arrows Minion Horde
Minion Horde
Arrows
Zap Minion Horde Archers Witch
Zap Archers Arrows Witch
Arrows
Minion Horde
Arrows Zap
Zap Arrows
Minion Horde
Zap Minion Horde Witch
Zap Witch
Zap Witch

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