My Best Clash Royale Deck

Deck Check Rating

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

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 Minions Mega Minion 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.

Bats Mega Minion Wizard Golem Bandit

Offensive cards

Win conditions

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

Golem Miner

Damage spells

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

Zap

Punishments

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

Miner Bandit

Pump responses

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

Miner

Dropped at the bridge

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

Golem Bandit

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 Miner Bandit

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 Minions Miner Bandit
Giant Snowball
Bats Minions Mega Minion Miner
Zap
Bats Minions Bandit
Barbarian Barrel
Wizard Bandit
The Log
Bandit
Earthquake
Arrows
Bats Minions
Royal Delivery
Bats Minions Mega Minion Wizard Miner Bandit
Fireball
Minions Mega Minion Wizard Bandit
Poison
Bats Minions Mega Minion Wizard
Lightning
Mega Minion Wizard Bandit
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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 Mega Minion Golem Miner

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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Minions Mega Minion Miner Bandit Wizard Golem

Shortest cycle

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

10 Bats Zap Minions Mega Minion

Attack Synergies 5 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.

Bats
Miner Zap Minions Mega Minion Golem Bandit
Zap
Mega Minion Miner Bats Minions Golem Bandit
Minions
Miner Bats Zap Golem Bandit
Mega Minion
Zap Golem Bats Miner
Wizard
Golem Miner Bandit
Golem
Mega Minion Bats Zap Minions Wizard Bandit
Miner
Bats Zap Minions Mega Minion Wizard Bandit
Bandit
Bats Zap Minions Wizard Golem Miner

Defense Synergies 1 11

Bats
Zap Minions Bandit
Zap
Mega Minion Bats Minions Miner Bandit
Minions
Bats Zap Bandit
Mega Minion
Zap Wizard Miner Bandit
Wizard
Mega Minion Bandit
Golem
Miner
Zap Mega Minion
Bandit
Bats Zap Minions Mega Minion 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.

Zap Minions Mega Minion Wizard
Bats Zap Minions Mega Minion Bandit
Bats Minions Mega Minion Bandit
Bats Minions Mega Minion Bandit
Bats Zap Minions Mega Minion Bandit
Bats Minions Mega Minion Zap Wizard
Zap Bandit
Minions
Miner Bandit
Bats Minions Zap Mega Minion Wizard Bandit
Minions Mega Minion Bats Zap Wizard
Bats Zap Minions Wizard Bandit
Wizard Bats Zap Minions Mega Minion
Bandit
Zap Bandit
Wizard Bats Minions
Bats Zap Minions Mega Minion Wizard Bandit
Zap Wizard Bats Minions Mega Minion Bandit
Wizard Bats Minions Bandit

Counters to secondary win conditions

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

Zap Bandit
Bandit Zap Mega Minion Wizard Miner
Bandit Bats Zap Minions
Bats Zap Bandit
Bandit
Wizard Bats Zap Minions
Bats Minions Mega Minion Bandit
Zap Bats Minions Mega Minion Bandit
Mega Minion
Bats Minions Mega Minion
Zap
Wizard Bandit
Wizard
Bats Zap Minions Mega Minion
Bats Minions Zap Mega Minion 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.)

Bandit
Zap Miner Bandit
Miner Bandit
Wizard Zap
Wizard Bats Zap Minions Mega Minion
Wizard
Zap Wizard
Miner Zap Wizard Bandit
Bats Minions
Miner Zap Wizard Bandit
Zap Wizard
Miner Bandit
Minions Bandit
Zap
Zap Wizard Bandit
Wizard Bandit
Bats Minions
Zap Mega Minion Wizard Bandit
Zap Wizard Miner
Minions
Wizard
Zap
Zap Wizard
Mega Minion
Miner Zap Wizard Bandit
Zap Wizard Miner Bandit
Miner Zap Bandit
Bats Zap Wizard
Zap Bats Minions Mega Minion Wizard
Mega Minion
Zap Wizard Miner Bandit
Zap
Wizard
Zap Bats Minions Bandit
Zap Mega Minion Wizard
Miner Mega Minion Wizard
Zap Wizard
Zap
Mega Minion
Zap Bats Minions
Bats Zap
Zap Miner Bandit

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