My Best Clash Royale Deck

Deck Check Rating

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

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 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 Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing one of these:

Let's fix it!

Let's fix it!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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 Tesla

Defensive buildings

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

Cannon Tesla 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.

Tesla X-Bow

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

Zap Arrows Fireball The Log

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.

Fire Spirit 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
Giant Snowball
Fire Spirit Cannon
Zap
Fire Spirit Cannon X-Bow
Barbarian Barrel
Fire Spirit Cannon Tesla X-Bow
The Log
Fire Spirit Cannon X-Bow
Earthquake
Cannon Tesla X-Bow
Arrows
Fire Spirit
Royal Delivery
Fire Spirit
Fireball
Cannon Tesla X-Bow
Poison
Cannon X-Bow
Lightning
Cannon Tesla X-Bow
Rocket
X-Bow

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows 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 Arrows

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap The Log Arrows Cannon Tesla Fireball X-Bow

Shortest cycle

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

8 Fire Spirit Zap The Log Arrows

Attack Synergies 6 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.

Fire Spirit
Zap X-Bow
Zap
Arrows Fireball X-Bow Fire Spirit The Log
Arrows
Zap Fireball X-Bow
Cannon
Tesla
Fireball
Zap Arrows X-Bow The Log
X-Bow
Zap Fireball The Log Fire Spirit Arrows
The Log
X-Bow Zap Fireball

Defense Synergies 8 12

Fire Spirit
Zap The Log
Zap
Cannon Fireball Fire Spirit Arrows Tesla X-Bow The Log
Arrows
Zap Cannon Tesla Fireball
Cannon
Zap The Log Arrows Fireball X-Bow
Tesla
X-Bow The Log Zap Arrows Fireball
Fireball
Zap X-Bow The Log Arrows Cannon Tesla
X-Bow
Tesla Fireball The Log Zap Cannon
The Log
Cannon Tesla Fireball X-Bow Fire Spirit Zap

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.

Zap Cannon Tesla Fireball X-Bow The Log
Zap Cannon Tesla X-Bow The Log
Cannon Tesla Fire Spirit
Cannon Tesla
Arrows Fireball X-Bow The Log
Arrows Fireball The Log Fire Spirit Zap Cannon Tesla X-Bow
Tesla Fire Spirit Zap Arrows Cannon Fireball X-Bow
Zap Arrows Cannon Tesla Fireball X-Bow The Log
Cannon Tesla X-Bow
Fire Spirit Cannon Tesla
Zap Arrows Cannon Tesla Fireball X-Bow The Log
Arrows Tesla Zap Fireball
Cannon Tesla Fire Spirit Zap Fireball X-Bow The Log
Fire Spirit Fireball Zap Arrows Cannon Tesla X-Bow The Log
Cannon Tesla X-Bow
Zap Cannon Tesla Fireball X-Bow The Log
Tesla Arrows Cannon Fireball X-Bow
Fire Spirit Arrows Cannon Tesla Fireball Zap X-Bow The Log
Zap Arrows The Log Fire Spirit Cannon Tesla Fireball
Cannon Tesla
Fire Spirit Arrows Cannon Tesla Fireball The Log

Counters to secondary win conditions

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

Zap Tesla Fireball X-Bow
Fireball Zap Arrows Tesla X-Bow The Log
Zap The Log
Zap Tesla Fireball X-Bow The Log
Cannon Tesla
Fire Spirit Arrows Fireball Zap Tesla
Tesla Fireball
Tesla
Zap Fireball X-Bow The Log
Cannon Tesla
Tesla
Zap Arrows Fireball The Log
Cannon Tesla Fireball
Cannon Tesla Fireball
Tesla Zap Fireball X-Bow The Log
Arrows Zap Cannon Tesla Fireball 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 Arrows X-Bow The Log
Arrows Fireball Zap X-Bow The Log
Arrows Fireball X-Bow The Log
Arrows Fireball The Log
Fireball Fire Spirit Zap Arrows The Log
Arrows Fireball Fire Spirit Zap
Fire Spirit Arrows The Log
Arrows Fireball X-Bow The Log Fire Spirit Zap
Arrows Fireball The Log Zap X-Bow
Fire Spirit Fireball X-Bow
Zap Arrows Fireball X-Bow The Log
Fireball Fire Spirit Zap Arrows
Fire Spirit Fireball The Log
Arrows Fireball X-Bow
Zap Arrows Fireball X-Bow The Log
X-Bow Zap Arrows Fireball The Log
Arrows Fireball X-Bow The Log
Arrows Fireball
Fire Spirit Zap Arrows Fireball X-Bow The Log
Fire Spirit Zap Arrows Fireball X-Bow The Log
Fireball X-Bow The Log
Arrows Fireball
X-Bow The Log
Zap Arrows Fireball X-Bow The Log
Zap Arrows The Log Fire Spirit Fireball
Arrows Fireball X-Bow The Log Zap
Fireball Zap Arrows X-Bow The Log
Fireball Zap Arrows X-Bow The Log
Fire Spirit Zap Arrows Fireball X-Bow
Zap Fireball
Fireball
Zap Arrows Fireball X-Bow The Log
Zap Arrows Fireball
Arrows Fireball The Log
Zap Fire Spirit Fireball X-Bow
Fireball Fire Spirit Zap Arrows
Arrows The Log Fireball
Fireball
Arrows The Log Zap Fireball
Zap Arrows Fireball
Zap Fireball The Log
Zap Fireball
Zap Fireball X-Bow The Log

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