My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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.

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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.

Archers 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.

Archers Battle Ram P.E.K.K.A Royal Ghost Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

The Log

Punishments

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

Battle Ram Royal Ghost Lumberjack

Pump responses

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

Missing

Dropped at the bridge

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

Goblins Battle Ram P.E.K.K.A Royal Ghost Lumberjack

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.

Royal Ghost Electro Wizard Lumberjack

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 Battle Ram
Giant Snowball
Goblins Archers Battle Ram Lumberjack
Zap
Goblins Archers Battle Ram
Barbarian Barrel
Goblins Archers Battle Ram Royal Ghost Electro Wizard Lumberjack
The Log
Goblins Archers Battle Ram Lumberjack
Earthquake
Archers
Arrows
Goblins Archers
Royal Delivery
Goblins Archers Battle Ram P.E.K.K.A Royal Ghost Electro Wizard Lumberjack
Fireball
Archers Battle Ram Electro Wizard Lumberjack
Poison
Archers Electro Wizard
Lightning
Battle Ram Electro Wizard Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log Royal Ghost

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.

Battle Ram P.E.K.K.A Royal Ghost

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins The Log Archers Royal Ghost Battle Ram Electro Wizard Lumberjack P.E.K.K.A

Shortest cycle

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

10 Goblins The Log Archers Royal Ghost

Attack Synergies 2 16

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
Archers Battle Ram
Archers
Goblins Battle Ram P.E.K.K.A Royal Ghost Lumberjack
Battle Ram
The Log Goblins Archers P.E.K.K.A Royal Ghost Electro Wizard Lumberjack
P.E.K.K.A
Electro Wizard Archers Battle Ram The Log Lumberjack
The Log
Battle Ram P.E.K.K.A Lumberjack
Royal Ghost
Archers Battle Ram Electro Wizard Lumberjack
Electro Wizard
P.E.K.K.A Battle Ram Royal Ghost Lumberjack
Lumberjack
Archers Battle Ram P.E.K.K.A The Log Royal Ghost Electro Wizard

Defense Synergies 1 13

Goblins
Archers The Log Electro Wizard
Archers
Goblins P.E.K.K.A The Log Electro Wizard Lumberjack
Battle Ram
P.E.K.K.A
The Log Archers Electro Wizard
The Log
P.E.K.K.A Goblins Archers Royal Ghost Electro Wizard Lumberjack
Royal Ghost
The Log Electro Wizard
Electro Wizard
Goblins Archers P.E.K.K.A The Log Royal Ghost Lumberjack
Lumberjack
Archers The Log Electro Wizard

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.

The Log Electro Wizard
P.E.K.K.A Lumberjack Goblins The Log Electro Wizard
P.E.K.K.A Lumberjack Goblins Archers Electro Wizard
P.E.K.K.A Lumberjack Goblins Electro Wizard
P.E.K.K.A The Log Lumberjack
The Log Goblins Archers Royal Ghost Electro Wizard Lumberjack
Electro Wizard Archers
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblins Lumberjack
Goblins Archers Royal Ghost Electro Wizard Lumberjack
Goblins Archers Electro Wizard The Log Royal Ghost Lumberjack
Archers Electro Wizard
P.E.K.K.A Lumberjack The Log Electro Wizard
Goblins P.E.K.K.A The Log Royal Ghost Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A The Log Electro Wizard Lumberjack
Goblins P.E.K.K.A Electro Wizard Lumberjack
Goblins Archers The Log Royal Ghost Electro Wizard Lumberjack
The Log Archers Royal Ghost Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Royal Ghost Goblins Archers P.E.K.K.A The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Goblins Archers P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Archers The Log Royal Ghost Lumberjack
P.E.K.K.A Lumberjack Goblins The Log Electro Wizard
P.E.K.K.A Lumberjack The Log Electro Wizard
P.E.K.K.A Lumberjack
Archers Electro Wizard
P.E.K.K.A Goblins Archers Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
P.E.K.K.A Electro Wizard Goblins The Log
P.E.K.K.A
P.E.K.K.A Lumberjack
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Lumberjack
Archers
Electro Wizard Goblins Archers P.E.K.K.A The Log Lumberjack
Archers P.E.K.K.A The Log Royal Ghost 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.)

The Log Royal Ghost
The Log Royal Ghost Electro Wizard
The Log
The Log
The Log
Archers The Log
The Log
The Log
Goblins Electro Wizard Lumberjack
The Log Electro Wizard
Archers
The Log
The Log
The Log
The Log
Archers The Log Electro Wizard
The Log
The Log
The Log
The Log
The Log
The Log Royal Ghost Electro Wizard
The Log
The Log
Archers Electro Wizard
Electro Wizard
The Log
Electro Wizard
P.E.K.K.A
The Log
Electro Wizard Archers
Archers Electro Wizard
The Log
Electro Wizard Lumberjack
The Log
P.E.K.K.A
The Log Electro Wizard
Electro Wizard
The Log Royal Ghost Electro Wizard

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