My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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 direct tower 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 spells that can finish it off. 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 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Wizard Witch 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.

Wizard Witch Giant Skeleton Electro Wizard Lumberjack

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.

Missing

Punishments

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

Hog Rider 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.

Hog Rider Giant Skeleton 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.

Hog Rider Giant Skeleton 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
Hog Rider Skeleton Army Clone Giant Skeleton
Giant Snowball
Hog Rider Skeleton Army Clone Witch Lumberjack
Zap
Skeleton Army Clone Witch
Barbarian Barrel
Wizard Skeleton Army Clone Witch Giant Skeleton Electro Wizard Lumberjack
The Log
Hog Rider Skeleton Army Clone Witch Giant Skeleton Lumberjack
Earthquake
Hog Rider Skeleton Army Clone Witch
Arrows
Skeleton Army Clone Witch
Royal Delivery
Hog Rider Wizard Skeleton Army Clone Witch Giant Skeleton Electro Wizard Lumberjack
Fireball
Hog Rider Wizard Skeleton Army Clone Witch Electro Wizard Lumberjack
Poison
Wizard Skeleton Army Clone Witch Electro Wizard
Lightning
Wizard Witch Electro Wizard Lumberjack
Rocket
Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

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.

Skeleton Army Clone 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.

Skeleton Army

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.

Wizard Witch 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.

Skeleton Army Clone Hog Rider Electro Wizard Lumberjack Wizard Witch Giant Skeleton

Shortest cycle

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

14 Skeleton Army Clone Hog Rider Electro Wizard

Attack Synergies 2 15

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.

Hog Rider
Wizard Witch Giant Skeleton Electro Wizard Lumberjack
Wizard
Hog Rider Giant Skeleton Lumberjack
Skeleton Army
Clone
Clone
Skeleton Army Giant Skeleton Witch Electro Wizard Lumberjack
Witch
Hog Rider Clone Giant Skeleton Lumberjack
Giant Skeleton
Clone Hog Rider Wizard Witch Electro Wizard Lumberjack
Electro Wizard
Hog Rider Clone Giant Skeleton Lumberjack
Lumberjack
Hog Rider Wizard Clone Witch Giant Skeleton Electro Wizard

Defense Synergies 0 13

Hog Rider
Wizard
Skeleton Army Giant Skeleton Electro Wizard Lumberjack
Skeleton Army
Wizard Giant Skeleton Electro Wizard Lumberjack
Clone
Witch
Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton
Wizard Skeleton Army Witch Electro Wizard Lumberjack
Electro Wizard
Wizard Skeleton Army Witch Giant Skeleton Lumberjack
Lumberjack
Wizard Skeleton Army Witch Giant Skeleton 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.

Wizard Electro Wizard
Skeleton Army Lumberjack Witch Electro Wizard
Skeleton Army Witch Lumberjack Giant Skeleton Electro Wizard
Skeleton Army Witch Lumberjack Electro Wizard
Skeleton Army Giant Skeleton Lumberjack
Skeleton Army Electro Wizard Lumberjack
Electro Wizard Wizard Witch
Giant Skeleton Electro Wizard
Witch Skeleton Army Lumberjack
Skeleton Army Giant Skeleton Electro Wizard Lumberjack
Skeleton Army Witch Electro Wizard Wizard Giant Skeleton Lumberjack
Wizard Witch Electro Wizard
Skeleton Army Lumberjack Wizard Witch Giant Skeleton Electro Wizard
Wizard Skeleton Army Witch Electro Wizard Lumberjack
Skeleton Army Electro Wizard Lumberjack
Skeleton Army Electro Wizard Lumberjack
Wizard Skeleton Army Witch Electro Wizard Lumberjack
Wizard Skeleton Army Witch Electro Wizard Lumberjack
Wizard Witch Giant Skeleton Electro Wizard Lumberjack
Electro Wizard Lumberjack
Wizard Skeleton Army Witch Giant Skeleton Electro Wizard Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Witch Giant Skeleton Electro Wizard
Electro Wizard Wizard Lumberjack
Skeleton Army Giant Skeleton Lumberjack Witch Electro Wizard
Skeleton Army Giant Skeleton Lumberjack Electro Wizard
Giant Skeleton Skeleton Army Witch Lumberjack
Wizard Witch Electro Wizard
Skeleton Army Witch Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton Skeleton Army Lumberjack
Giant Skeleton Electro Wizard Skeleton Army Witch
Witch Skeleton Army
Witch Giant Skeleton Lumberjack
Skeleton Army Giant Skeleton Electro Wizard
Skeleton Army Giant Skeleton Wizard Witch Lumberjack
Wizard Skeleton Army Witch
Skeleton Army Witch Electro Wizard Giant Skeleton Lumberjack
Wizard Witch Giant Skeleton 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.)

Giant Skeleton
Electro Wizard
Giant Skeleton
Giant Skeleton
Wizard
Wizard Witch
Wizard Witch
Wizard
Wizard
Electro Wizard Lumberjack
Wizard Electro Wizard
Wizard
Wizard Witch
Wizard
Wizard Electro Wizard
Wizard Witch
Giant Skeleton
Wizard
Wizard Witch
Witch
Wizard Witch Electro Wizard
Wizard Witch
Wizard Witch Electro Wizard
Electro Wizard Wizard Witch
Wizard
Electro Wizard
Giant Skeleton
Wizard
Electro Wizard Skeleton Army Witch
Wizard Witch Electro Wizard
Wizard Electro Wizard Lumberjack
Wizard
Giant Skeleton
Witch Giant Skeleton Electro Wizard
Witch Electro Wizard
Witch Giant Skeleton Electro Wizard

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