My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Baby Dragon Electro Wizard

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 Knight Wizard Baby Dragon P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Miner

Damage spells

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

Fireball

Punishments

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

Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Baby Dragon 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.

Miner 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
Bats Miner
Giant Snowball
Bats Baby Dragon Miner
Zap
Bats
Barbarian Barrel
Knight Wizard Electro Wizard
The Log
Earthquake
Arrows
Bats
Royal Delivery
Bats Knight Wizard Baby Dragon P.E.K.K.A Miner Electro Wizard
Fireball
Wizard Baby Dragon Electro Wizard
Poison
Bats Wizard Electro Wizard
Lightning
Knight Wizard Baby Dragon Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Baby Dragon

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 Knight Baby Dragon P.E.K.K.A Miner

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.

Fireball

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.

Fireball Wizard 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.

Bats Knight Miner Fireball Baby Dragon Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

12 Bats Knight Miner Fireball

Attack Synergies 4 15

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
Knight Miner Baby Dragon P.E.K.K.A
Knight
Bats Baby Dragon Fireball Wizard Miner Electro Wizard
Fireball
Knight Baby Dragon Miner Electro Wizard
Wizard
Knight P.E.K.K.A Miner
Baby Dragon
Knight Bats Fireball P.E.K.K.A Miner Electro Wizard
P.E.K.K.A
Electro Wizard Bats Wizard Baby Dragon
Miner
Bats Knight Fireball Wizard Baby Dragon Electro Wizard
Electro Wizard
P.E.K.K.A Knight Fireball Baby Dragon Miner

Defense Synergies 2 12

Bats
Knight Baby Dragon P.E.K.K.A Electro Wizard
Knight
Bats Electro Wizard Fireball Wizard Baby Dragon
Fireball
Knight Miner Electro Wizard
Wizard
Knight P.E.K.K.A Electro Wizard
Baby Dragon
Bats Knight P.E.K.K.A
P.E.K.K.A
Bats Wizard Baby Dragon Electro Wizard
Miner
Fireball
Electro Wizard
Knight Bats Fireball Wizard P.E.K.K.A

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 Fireball Wizard Baby Dragon Electro Wizard
P.E.K.K.A Bats Knight Electro Wizard
P.E.K.K.A Bats Knight Electro Wizard
P.E.K.K.A Bats Knight Electro Wizard
Fireball P.E.K.K.A
Fireball Bats Baby Dragon Electro Wizard
Bats Electro Wizard Fireball Wizard Baby Dragon
Fireball Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A
Knight Miner Electro Wizard
Bats Electro Wizard Knight Fireball Wizard Baby Dragon
Bats Fireball Wizard Baby Dragon Electro Wizard
P.E.K.K.A Bats Knight Fireball Wizard Electro Wizard
Fireball Wizard Bats Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Fireball P.E.K.K.A Electro Wizard
Wizard Bats Knight Fireball P.E.K.K.A Electro Wizard
Fireball Bats Knight Wizard Baby Dragon Electro Wizard
Wizard Baby Dragon Bats Knight Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Bats Knight Fireball Baby Dragon 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.

Knight Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Knight Wizard Baby Dragon Miner
P.E.K.K.A Bats Knight Electro Wizard
P.E.K.K.A Bats Knight Fireball Electro Wizard
P.E.K.K.A Knight
Fireball Wizard Bats Baby Dragon Electro Wizard
P.E.K.K.A Bats Knight Fireball Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Bats Knight Fireball Baby Dragon
P.E.K.K.A
P.E.K.K.A Bats Knight
P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Knight Fireball Wizard
Wizard Fireball Baby Dragon
Electro Wizard Bats Knight Fireball Baby Dragon P.E.K.K.A
Bats Fireball Wizard Baby Dragon P.E.K.K.A Electro 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.)

Fireball Knight Baby Dragon
Fireball Baby Dragon Miner Electro Wizard
Fireball Baby Dragon Miner
Knight Fireball
Fireball Wizard Baby Dragon
Fireball Wizard Bats Baby Dragon
Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Miner Wizard
Bats Fireball Electro Wizard
Miner Knight Fireball Wizard Electro Wizard
Fireball Wizard Baby Dragon
Knight Fireball Baby Dragon Miner
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball
Bats
Fireball Wizard Baby Dragon Electro Wizard
Fireball Wizard Baby Dragon Miner
Fireball Baby Dragon
Fireball Wizard
Fireball Baby Dragon
Fireball Wizard Baby Dragon
Fireball Miner Wizard Baby Dragon Electro Wizard
Fireball Wizard Baby Dragon Miner
Fireball Miner Baby Dragon
Bats Fireball Wizard Baby Dragon Electro Wizard
Electro Wizard Bats Fireball Wizard
Fireball
Fireball Wizard Miner
Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard
Electro Wizard Bats Fireball
Fireball Wizard Baby Dragon Electro Wizard
Fireball
Fireball Miner Knight Wizard Baby Dragon Electro Wizard
Fireball Wizard Baby Dragon
Fireball
P.E.K.K.A
Bats Fireball Baby Dragon Electro Wizard
Bats Fireball Electro Wizard
Fireball Baby Dragon Miner Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: