My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Godly!
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 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!

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 Inferno 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.

Archers Knight Royal Giant Inferno Dragon

Offensive cards

Win conditions

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

Mortar Royal Giant

Damage spells

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

Arrows The Log

Punishments

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

Mortar Royal Giant

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.

Knight Mortar Royal Giant

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 Royal Giant Inferno Dragon
Giant Snowball
Archers Minions Inferno Dragon
Zap
Archers Minions Mortar Royal Giant Inferno Dragon
Barbarian Barrel
Archers Knight Mortar
The Log
Archers Royal Giant
Earthquake
Archers Mortar
Arrows
Archers Minions
Royal Delivery
Archers Knight Minions Inferno Dragon
Fireball
Archers Minions Mortar Inferno Dragon
Poison
Archers Minions Mortar
Lightning
Knight Mortar Inferno Dragon
Rocket
Mortar Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar The Log

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 Knight 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.

Royal Giant

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

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.

The Log Archers Arrows Knight Minions Mortar Inferno Dragon Royal Giant

Shortest cycle

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

11 The Log Archers Arrows Knight

Attack Synergies 6 11

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.

Archers
Knight Arrows Mortar Royal Giant Inferno Dragon
Arrows
Royal Giant Archers Knight Mortar
Knight
Archers Minions Mortar Arrows The Log
Minions
Knight Royal Giant Mortar Inferno Dragon
Mortar
Knight Royal Giant Archers Arrows Minions The Log
Royal Giant
Arrows Minions Mortar Archers The Log
The Log
Knight Mortar Royal Giant
Inferno Dragon
Archers Minions

Defense Synergies 2 12

Archers
Knight Minions Mortar The Log
Arrows
Knight Mortar
Knight
Archers Minions Arrows Mortar The Log
Minions
Knight Archers Mortar The Log
Mortar
Archers Arrows Knight Minions The Log Inferno Dragon
Royal Giant
The Log
Archers Knight Minions Mortar Inferno Dragon
Inferno Dragon
Mortar The Log

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.

Knight Minions Mortar The Log
Inferno Dragon Knight Minions Mortar The Log
Mortar Archers Knight Minions Inferno Dragon
Inferno Dragon Knight Minions Mortar
Arrows The Log
Arrows The Log Archers Minions
Minions Inferno Dragon Archers Arrows Mortar
Arrows The Log
Inferno Dragon Minions Mortar
Knight Archers
Archers Minions Arrows Knight The Log
Arrows Minions Inferno Dragon Archers
Mortar Knight Minions The Log
Arrows Minions Mortar The Log
Inferno Dragon Knight Mortar
Mortar The Log Inferno Dragon
Arrows Knight Minions Mortar
Arrows Mortar Archers Knight Minions The Log
Arrows Mortar The Log Archers Knight Minions Inferno Dragon
Mortar Inferno Dragon
Archers Arrows Knight Minions The Log

Counters to secondary win conditions

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

Knight Archers
Archers Arrows Knight Mortar The Log Inferno Dragon
Knight Minions The Log
Knight The Log
Knight Inferno Dragon
Arrows Archers Minions
Archers Knight Minions
Knight Inferno Dragon
Knight Minions Mortar The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Minions
Arrows The Log
Knight
Archers
Archers Knight Minions Mortar The Log Inferno Dragon
Arrows Minions Archers The Log 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 Knight Mortar The Log
Arrows Mortar The Log
Arrows The Log
Arrows Knight The Log
Arrows Mortar The Log
Arrows Minions
Archers Arrows Mortar The Log
Arrows The Log
Arrows The Log Mortar
Minions
Arrows Knight Mortar The Log
Archers Arrows
Knight Mortar The Log
Arrows Minions Mortar
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar
Minions
Archers Arrows Mortar The Log
Arrows Mortar The Log
Minions The Log
Arrows
The Log
Arrows Mortar The Log
Arrows The Log Mortar
Inferno Dragon
Arrows Mortar The Log
Arrows Mortar The Log
Arrows Mortar The Log
Archers Arrows
Minions
Arrows Mortar The Log
Arrows
Arrows The Log
Archers Minions
Archers Arrows
Arrows The Log
Knight
Arrows The Log Mortar
Arrows
Minions The Log
Mortar The Log

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