My Best Clash Royale Deck

Deck Check Rating

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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!
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.

Three Musketeers Magic Archer

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.

Bomber Three Musketeers Magic Archer

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Arrows Rocket

Pump responses

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

Rocket

Dropped at the bridge

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

Goblins Barbarians Magic Archer

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.

Magic Archer

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
Bomber Three Musketeers Guards
Giant Snowball
Goblins Bomber Barbarians Three Musketeers Guards
Zap
Goblins Bomber Three Musketeers Guards
Barbarian Barrel
Goblins Bomber Barbarians Three Musketeers Guards Magic Archer
The Log
Goblins Bomber Barbarians Three Musketeers Guards
Earthquake
Bomber Barbarians Guards
Arrows
Goblins Bomber Guards
Royal Delivery
Goblins Bomber Barbarians Three Musketeers Guards Magic Archer
Fireball
Bomber Barbarians Three Musketeers Magic Archer
Poison
Bomber Barbarians Three Musketeers Guards Magic Archer
Lightning
Three Musketeers Magic Archer
Rocket
Barbarians Three Musketeers Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Rocket Magic Archer

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 Rocket Guards

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 Barbarians Three Musketeers

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bomber Arrows Guards Magic Archer Barbarians Rocket Three Musketeers

Shortest cycle

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

10 Goblins Bomber Arrows Guards

Attack Synergies 0 1

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
Bomber
Arrows
Barbarians
Rocket
Three Musketeers
Guards
Guards
Three Musketeers
Magic Archer

Defense Synergies 0 5

Goblins
Bomber Magic Archer
Bomber
Goblins Guards
Arrows
Barbarians
Barbarians
Arrows
Rocket
Three Musketeers
Guards
Bomber Magic Archer
Magic Archer
Goblins 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.

Rocket Bomber Magic Archer
Barbarians Goblins Bomber Three Musketeers
Barbarians Rocket Three Musketeers Goblins Bomber
Barbarians Three Musketeers Goblins Bomber Guards
Bomber Arrows Barbarians Rocket
Arrows Goblins Bomber Guards Magic Archer
Rocket Three Musketeers Arrows Magic Archer
Rocket Arrows Barbarians Magic Archer
Barbarians Three Musketeers Goblins
Guards Goblins Bomber Barbarians
Goblins Barbarians Guards Bomber Arrows Magic Archer
Arrows Three Musketeers Magic Archer
Barbarians Bomber Rocket Three Musketeers Guards
Bomber Rocket Three Musketeers Goblins Arrows Barbarians Guards Magic Archer
Barbarians Three Musketeers
Barbarians Rocket Three Musketeers
Barbarians Three Musketeers Goblins Bomber Arrows
Arrows Goblins Bomber Barbarians Three Musketeers Guards Magic Archer
Arrows Bomber Barbarians Guards Magic Archer
Barbarians Three Musketeers
Bomber Goblins Arrows Barbarians Guards

Counters to secondary win conditions

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

Barbarians Guards Goblins
Bomber Arrows Rocket Magic Archer
Barbarians Guards Goblins Rocket
Rocket Guards Barbarians
Barbarians Three Musketeers Guards
Arrows Rocket Three Musketeers Magic Archer
Rocket Guards Goblins Barbarians
Barbarians
Rocket Goblins Barbarians Magic Archer
Barbarians Three Musketeers Guards
Barbarians Guards
Rocket Arrows Barbarians Guards
Barbarians Rocket Three Musketeers Guards
Bomber Barbarians Three Musketeers Magic Archer
Barbarians Guards Goblins Bomber Rocket Three Musketeers Magic Archer
Arrows Bomber Barbarians Magic Archer

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.)

Magic Archer Arrows Rocket Guards
Arrows Magic Archer
Rocket Arrows Magic Archer
Arrows Barbarians Rocket Guards
Bomber Rocket Arrows Magic Archer
Arrows Rocket Magic Archer
Bomber Arrows Magic Archer
Arrows Magic Archer
Arrows
Rocket Goblins Three Musketeers Guards
Rocket Arrows Magic Archer
Arrows Rocket Magic Archer
Rocket Three Musketeers Magic Archer
Arrows Rocket Magic Archer
Arrows Magic Archer
Rocket Bomber Arrows Three Musketeers Magic Archer
Magic Archer Arrows Rocket Three Musketeers
Arrows Rocket Three Musketeers
Bomber Rocket
Rocket Bomber Arrows Three Musketeers Magic Archer
Rocket Bomber Arrows Magic Archer
Rocket Magic Archer
Rocket Arrows
Rocket
Rocket Arrows Barbarians
Arrows Bomber Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Rocket Arrows Magic Archer
Arrows Magic Archer
Rocket Guards
Bomber Arrows Rocket Magic Archer
Rocket Arrows Magic Archer
Rocket Arrows Magic Archer
Barbarians Rocket Guards Magic Archer
Rocket Arrows Three Musketeers Magic Archer
Arrows
Rocket Three Musketeers Magic Archer
Arrows Bomber Magic Archer
Rocket Arrows
Three Musketeers
Rocket Guards Magic Archer
Rocket Magic Archer
Rocket Magic Archer

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