My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Witch

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.

Giant Witch Giant Skeleton

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Fireball Rage The Log

Punishments

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

Mini P.E.K.K.A Giant

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.

Mini P.E.K.K.A Giant Giant Skeleton

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.

Mini P.E.K.K.A Giant Skeleton

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 Giant Skeleton
Giant Snowball
Witch
Zap
Witch
Barbarian Barrel
Witch Giant Skeleton
The Log
Mini P.E.K.K.A Witch Giant Skeleton
Earthquake
Witch
Arrows
Witch
Royal Delivery
Mini P.E.K.K.A Witch Giant Skeleton
Fireball
Witch
Poison
Witch
Lightning
Mini P.E.K.K.A Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball The Log

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.

Mini P.E.K.K.A Rage Giant Skeleton

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.

Fireball Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage The Log Fireball Mini P.E.K.K.A Giant Witch Giant Skeleton

Shortest cycle

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

10 Zap Rage The Log Fireball

Attack Synergies 5 14

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.

Zap
Fireball Giant Mini P.E.K.K.A Witch Giant Skeleton The Log
Fireball
Zap Giant The Log
Mini P.E.K.K.A
Giant Zap Rage Giant Skeleton The Log
Giant
Zap Mini P.E.K.K.A Rage Fireball Witch The Log
Rage
Giant Witch Mini P.E.K.K.A Giant Skeleton
Witch
Rage Zap Giant Giant Skeleton
Giant Skeleton
Zap Mini P.E.K.K.A Rage Witch The Log
The Log
Zap Fireball Mini P.E.K.K.A Giant Giant Skeleton

Defense Synergies 4 8

Zap
Fireball Mini P.E.K.K.A Witch Giant Skeleton The Log
Fireball
Zap The Log Mini P.E.K.K.A
Mini P.E.K.K.A
Zap The Log Fireball Witch
Giant
Rage
Witch
Zap Mini P.E.K.K.A Giant Skeleton The Log
Giant Skeleton
Zap Witch The Log
The Log
Fireball Mini P.E.K.K.A Zap Witch Giant Skeleton

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 Fireball The Log
Mini P.E.K.K.A Zap Witch The Log
Mini P.E.K.K.A Witch Giant Skeleton
Mini P.E.K.K.A Witch
Fireball Mini P.E.K.K.A Giant Skeleton The Log
Fireball The Log Zap
Zap Fireball Witch
Zap Fireball Giant Skeleton The Log
Mini P.E.K.K.A Witch
Mini P.E.K.K.A Giant Skeleton
Witch Zap Fireball Giant Skeleton The Log
Zap Fireball Witch
Mini P.E.K.K.A Zap Fireball Witch Giant Skeleton The Log
Fireball Zap Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A The Log
Fireball Mini P.E.K.K.A Witch
Fireball Zap Witch The Log
Zap Witch The Log Fireball Giant Skeleton
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Witch Giant Skeleton The Log

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Fireball Witch Giant Skeleton
Fireball Zap Mini P.E.K.K.A The Log
Giant Skeleton Zap Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A Giant Skeleton Zap Fireball The Log
Giant Skeleton Mini P.E.K.K.A Witch
Fireball Zap Witch
Mini P.E.K.K.A Fireball Witch Giant Skeleton
Mini P.E.K.K.A Giant Skeleton
Zap Giant Skeleton Fireball Mini P.E.K.K.A Witch The Log
Witch
Mini P.E.K.K.A Witch Giant Skeleton
Zap Fireball Giant Skeleton The Log
Mini P.E.K.K.A Giant Skeleton Fireball Witch
Fireball Witch
Witch Zap Fireball Mini P.E.K.K.A Giant Skeleton The Log
Zap Fireball Mini P.E.K.K.A Witch Giant Skeleton 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 Giant Skeleton The Log
Fireball Zap The Log
Fireball Giant Skeleton The Log
Fireball Giant Skeleton The Log
Fireball Zap The Log
Fireball Zap Witch
Witch The Log
Fireball The Log Zap
Fireball The Log Zap
Fireball Mini P.E.K.K.A
Zap Fireball The Log
Fireball Zap
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball Witch The Log
Fireball The Log
Fireball
Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A The Log
Zap Fireball Witch The Log
Fireball Giant Skeleton The Log
Fireball
The Log
Zap Fireball The Log
Zap The Log Fireball Witch
Witch
Fireball The Log Zap Witch
Fireball Zap Witch The Log
Fireball Zap The Log
Zap Fireball Witch
Zap Fireball Witch
Fireball Mini P.E.K.K.A
Zap Fireball The Log
Zap Fireball
Giant Skeleton
Fireball The Log
Zap Fireball Witch
Fireball Zap Witch
The Log Fireball
Fireball Mini P.E.K.K.A
The Log Zap Fireball
Zap Fireball Giant Skeleton
Zap Fireball Witch Giant Skeleton The Log
Zap Fireball Witch
Zap Fireball Witch Giant Skeleton The Log

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