My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Fire Spirit Archers Mega Minion

Defensive buildings

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

Barbarian Hut

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 Mega Minion Barbarian Hut

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball The Log

Punishments

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

Hog Rider

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.

Fire Spirit Knight Hog Rider

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.

Hog Rider

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 Hog Rider
Giant Snowball
Fire Spirit Archers Mega Minion Hog Rider
Zap
Fire Spirit Archers
Barbarian Barrel
Fire Spirit Archers Knight Barbarian Hut
The Log
Fire Spirit Archers Hog Rider Barbarian Hut
Earthquake
Archers Hog Rider Barbarian Hut
Arrows
Fire Spirit Archers
Royal Delivery
Fire Spirit Archers Knight Mega Minion Hog Rider
Fireball
Archers Mega Minion Hog Rider Barbarian Hut
Poison
Archers Mega Minion Barbarian Hut
Lightning
Knight Mega Minion Barbarian Hut
Rocket
Hog Rider Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball The Log

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.

Fire Spirit Knight Mega Minion

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.

Fire Spirit Fireball

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.

Fire Spirit The Log Archers Knight Mega Minion Fireball Hog Rider Barbarian Hut

Shortest cycle

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

9 Fire Spirit The Log Archers 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.

Fire Spirit
Hog Rider Knight Mega Minion Barbarian Hut
Archers
Knight Hog Rider Barbarian Hut
Knight
Archers Mega Minion Hog Rider Fire Spirit Fireball Barbarian Hut The Log
Mega Minion
Knight Fire Spirit Fireball
Fireball
Hog Rider Knight Mega Minion The Log
Hog Rider
Fire Spirit Knight Fireball The Log Archers Barbarian Hut
Barbarian Hut
Fire Spirit Archers Knight Hog Rider
The Log
Hog Rider Knight Fireball

Defense Synergies 4 11

Fire Spirit
Knight The Log
Archers
Knight Mega Minion Barbarian Hut The Log
Knight
Fire Spirit Archers Mega Minion Fireball Barbarian Hut The Log
Mega Minion
Knight Archers Barbarian Hut The Log
Fireball
The Log Knight Barbarian Hut
Hog Rider
Barbarian Hut
Archers Knight Mega Minion Fireball The Log
The Log
Fireball Fire Spirit Archers Knight Mega Minion Barbarian Hut

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.

Barbarian Hut Knight Mega Minion Fireball The Log
Barbarian Hut Knight Mega Minion The Log
Barbarian Hut Fire Spirit Archers Knight Mega Minion
Barbarian Hut Knight Mega Minion
Fireball The Log
Fireball The Log Fire Spirit Archers Mega Minion
Mega Minion Fire Spirit Archers Fireball Barbarian Hut
Barbarian Hut Fireball The Log
Barbarian Hut
Knight Fire Spirit Archers
Archers Knight Mega Minion Fireball The Log
Mega Minion Archers Fireball Barbarian Hut
Barbarian Hut Fire Spirit Knight Fireball The Log
Fire Spirit Fireball Barbarian Hut Mega Minion The Log
Barbarian Hut Knight
Barbarian Hut Fireball The Log
Barbarian Hut Knight Fireball
Fire Spirit Fireball Archers Knight Mega Minion Barbarian Hut The Log
The Log Fire Spirit Archers Knight Mega Minion Fireball Barbarian Hut
Barbarian Hut
Fire Spirit Archers Knight Fireball The Log

Counters to secondary win conditions

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

Knight Barbarian Hut Archers Fireball
Fireball Archers Knight Mega Minion The Log
Knight Barbarian Hut The Log
Knight Fireball Barbarian Hut The Log
Barbarian Hut Knight
Fire Spirit Fireball Archers
Archers Knight Mega Minion Fireball Barbarian Hut
Knight Barbarian Hut
Knight Mega Minion Fireball Barbarian Hut The Log
Mega Minion Barbarian Hut
Knight Mega Minion
Fireball The Log
Knight Fireball Barbarian Hut
Archers Fireball Barbarian Hut
Archers Knight Mega Minion Fireball Barbarian Hut The Log
Archers Mega Minion Fireball Barbarian Hut The Log

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 Barbarian Hut The Log
Fireball The Log
Fireball Barbarian Hut The Log
Knight Fireball Barbarian Hut The Log
Fireball Fire Spirit The Log
Fireball Fire Spirit Mega Minion
Fire Spirit Archers The Log
Fireball The Log Fire Spirit Barbarian Hut
Fireball The Log
Fire Spirit Fireball
Knight Fireball The Log
Fireball Fire Spirit Archers
Fire Spirit Knight Fireball Barbarian Hut The Log
Fireball
Fireball Barbarian Hut The Log
Fireball Barbarian Hut The Log
Fireball Barbarian Hut The Log
Fireball
Fire Spirit Archers Mega Minion Fireball The Log
Fire Spirit Fireball The Log
Fireball The Log
Fireball
The Log
Fireball Barbarian Hut The Log
The Log Fire Spirit Fireball
Mega Minion
Fireball The Log
Fireball The Log
Fireball The Log
Fire Spirit Archers Fireball
Mega Minion Fireball
Mega Minion Fireball
Fireball The Log
Fireball
Fireball The Log
Fire Spirit Archers Fireball Barbarian Hut
Fireball Fire Spirit Archers Mega Minion
The Log Fireball
Fireball Knight Mega Minion
The Log Fireball
Fireball
Mega Minion
Fireball The Log
Fireball
Fireball The Log

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