My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Bats Inferno Dragon Night 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.

Bats Elixir Collector Golem Inferno Dragon Lumberjack Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Arrows

Punishments

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

Lumberjack

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Golem 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.

Golem 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
Bats Inferno Dragon Night Witch
Giant Snowball
Bats Inferno Dragon Lumberjack Night Witch
Zap
Bats Inferno Dragon Night Witch
Barbarian Barrel
Lumberjack Night Witch
The Log
Lumberjack
Earthquake
Elixir Collector
Arrows
Bats Night Witch
Royal Delivery
Bats Inferno Dragon Lumberjack Night Witch
Fireball
Elixir Collector Inferno Dragon Lumberjack Night Witch
Poison
Bats Elixir Collector Night Witch
Lightning
Elixir Collector Inferno Dragon Lumberjack Night Witch
Rocket
Elixir Collector Inferno Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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.

Bats Arrows Elixir Collector Golem Inferno Dragon Night 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Inferno Dragon Lumberjack Night Witch Elixir Collector Golem

Shortest cycle

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

11 Bats Zap Arrows Inferno Dragon

Attack Synergies 3 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.

Bats
Zap Golem Inferno Dragon Lumberjack
Zap
Arrows Bats Golem Lumberjack Night Witch
Arrows
Zap Golem Lumberjack Night Witch
Elixir Collector
Golem
Arrows Night Witch Bats Zap Lumberjack
Inferno Dragon
Bats
Lumberjack
Bats Zap Arrows Golem Night Witch
Night Witch
Golem Zap Arrows Lumberjack

Defense Synergies 0 8

Bats
Zap Inferno Dragon Lumberjack
Zap
Bats Arrows Inferno Dragon Lumberjack Night Witch
Arrows
Zap Lumberjack
Elixir Collector
Golem
Inferno Dragon
Bats Zap
Lumberjack
Bats Zap Arrows
Night Witch
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
Inferno Dragon Lumberjack Bats Zap Night Witch
Lumberjack Bats Inferno Dragon Night Witch
Inferno Dragon Lumberjack Night Witch Bats
Arrows Lumberjack
Arrows Bats Zap Lumberjack Night Witch
Bats Inferno Dragon Zap Arrows Night Witch
Zap Arrows
Inferno Dragon Lumberjack Night Witch
Lumberjack Night Witch
Bats Zap Arrows Lumberjack Night Witch
Arrows Inferno Dragon Bats Zap Night Witch
Lumberjack Night Witch Bats Zap
Bats Zap Arrows Lumberjack Night Witch
Inferno Dragon Lumberjack
Zap Inferno Dragon Lumberjack
Bats Arrows Lumberjack Night Witch
Arrows Bats Zap Lumberjack Night Witch
Zap Arrows Bats Inferno Dragon Lumberjack
Inferno Dragon Lumberjack
Bats Arrows Lumberjack Night Witch

Counters to secondary win conditions

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

Lumberjack Zap
Zap Arrows Inferno Dragon Lumberjack
Lumberjack Bats Zap
Lumberjack Bats Zap Night Witch
Inferno Dragon Lumberjack Night Witch
Arrows Bats Zap
Bats Lumberjack Night Witch
Inferno Dragon Lumberjack
Zap Bats Inferno Dragon
Inferno Dragon
Inferno Dragon Bats Lumberjack
Zap Arrows
Lumberjack Night Witch
Bats Zap Inferno Dragon Lumberjack Night Witch
Bats Arrows Zap Inferno Dragon

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.)

Arrows
Arrows Zap
Arrows
Arrows
Zap Arrows
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats Lumberjack Night Witch
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Bats Night Witch
Zap Arrows
Zap Arrows
Night Witch
Arrows
Zap Arrows
Zap Arrows
Inferno Dragon
Arrows Zap
Zap Arrows
Zap Arrows
Bats Zap Arrows Night Witch
Zap Bats
Night Witch
Zap Arrows Night Witch
Zap Arrows
Arrows
Zap Bats Night Witch
Zap Arrows
Arrows
Lumberjack
Arrows Zap
Zap Arrows
Zap Bats
Bats Zap
Zap

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