My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 Archers Three Musketeers Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Archers Knight Three Musketeers X-Bow Ice Wizard

Offensive cards

Win conditions

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

Three Musketeers X-Bow

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.

X-Bow

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Barbarians X-Bow

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 Archers Three Musketeers
Giant Snowball
Bats Archers Barbarians Three Musketeers
Zap
Bats Archers Three Musketeers X-Bow
Barbarian Barrel
Archers Knight Barbarians Three Musketeers X-Bow Ice Wizard
The Log
Archers Barbarians Three Musketeers X-Bow
Earthquake
Archers Barbarians X-Bow
Arrows
Bats Archers
Royal Delivery
Bats Archers Knight Barbarians Three Musketeers Ice Wizard
Fireball
Archers Barbarians Three Musketeers X-Bow Ice Wizard
Poison
Bats Archers Barbarians Three Musketeers X-Bow Ice Wizard
Lightning
Knight Three Musketeers X-Bow Ice Wizard
Rocket
Barbarians Three Musketeers X-Bow

Against air swarms

Spells and units that can counter air swarms.

Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Ice Wizard

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.

Barbarians Fireball Three Musketeers Ice 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Knight Ice Wizard Fireball Barbarians X-Bow Three Musketeers

Shortest cycle

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

11 Bats Archers Knight Ice Wizard

Attack Synergies 5 5

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 X-Bow
Archers
Knight X-Bow
Knight
Bats Archers Three Musketeers X-Bow Fireball Ice Wizard
Barbarians
Fireball
X-Bow Knight
Three Musketeers
Knight
X-Bow
Knight Fireball Bats Archers Ice Wizard
Ice Wizard
Knight X-Bow

Defense Synergies 5 8

Bats
Knight X-Bow Ice Wizard
Archers
Knight X-Bow Ice Wizard
Knight
Bats Archers X-Bow Ice Wizard Fireball Three Musketeers
Barbarians
Fireball
X-Bow Knight Ice Wizard
Three Musketeers
Knight
X-Bow
Knight Fireball Bats Archers Ice Wizard
Ice Wizard
Knight Bats Archers Fireball X-Bow

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 X-Bow
Barbarians Bats Knight Three Musketeers X-Bow Ice Wizard
Barbarians Three Musketeers Bats Archers Knight Ice Wizard
Barbarians Three Musketeers Bats Knight Ice Wizard
Barbarians Fireball X-Bow
Fireball Bats Archers X-Bow Ice Wizard
Bats Three Musketeers Archers Fireball X-Bow Ice Wizard
Barbarians Fireball X-Bow
Barbarians Three Musketeers X-Bow Ice Wizard
Knight Archers Barbarians Ice Wizard
Bats Archers Barbarians Ice Wizard Knight Fireball X-Bow
Three Musketeers Bats Archers Fireball Ice Wizard
Barbarians Bats Knight Fireball Three Musketeers X-Bow Ice Wizard
Fireball Three Musketeers Bats Barbarians X-Bow
Barbarians Knight Three Musketeers X-Bow
Barbarians Fireball Three Musketeers X-Bow
Barbarians Three Musketeers Bats Knight Fireball X-Bow
Fireball Bats Archers Knight Barbarians Three Musketeers X-Bow Ice Wizard
Bats Archers Knight Barbarians Fireball Ice Wizard
Barbarians Three Musketeers
Bats Archers Knight Barbarians Fireball

Counters to secondary win conditions

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

Knight Barbarians Archers Fireball X-Bow
Fireball Archers Knight X-Bow
Barbarians Bats Knight
Bats Knight Barbarians Fireball X-Bow
Barbarians Knight Three Musketeers
Fireball Bats Archers Three Musketeers Ice Wizard
Bats Archers Knight Barbarians Fireball Ice Wizard
Knight Barbarians
Bats Knight Barbarians Fireball X-Bow
Barbarians Three Musketeers
Bats Knight Barbarians
Barbarians Fireball
Barbarians Knight Fireball Three Musketeers
Archers Barbarians Fireball Three Musketeers
Barbarians Bats Archers Knight Fireball Three Musketeers X-Bow
Bats Archers Barbarians Fireball Ice 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 X-Bow
Fireball X-Bow Ice Wizard
Fireball X-Bow
Knight Barbarians Fireball
Fireball
Fireball Bats Ice Wizard
Archers
Fireball X-Bow Ice Wizard
Fireball X-Bow
Bats Fireball Three Musketeers X-Bow
Knight Fireball X-Bow
Fireball Archers
Knight Fireball Three Musketeers
Fireball X-Bow
Fireball X-Bow
X-Bow Fireball Three Musketeers
Fireball Three Musketeers X-Bow
Fireball Three Musketeers
Bats
Archers Fireball Three Musketeers X-Bow
Fireball X-Bow
Fireball X-Bow
Fireball
X-Bow
Barbarians Fireball X-Bow
Fireball Ice Wizard
Fireball X-Bow Ice Wizard
Fireball X-Bow
Fireball X-Bow
Bats Archers Fireball X-Bow Ice Wizard
Bats Fireball
Fireball
Fireball X-Bow
Fireball
Fireball
Bats Archers Barbarians Fireball X-Bow
Fireball Archers Three Musketeers Ice Wizard
Fireball
Fireball Knight Three Musketeers
Fireball
Fireball
Three Musketeers
Bats Fireball
Bats Fireball
Fireball X-Bow

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