My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit 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.

Ice Spirit Knight Witch Golem

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 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

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.

Fire Spirit Ice Spirit Knight Mini P.E.K.K.A Golem

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 Golem

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 Snowball
Fire Spirit Witch
Zap
Fire Spirit Witch
Barbarian Barrel
Fire Spirit Ice Spirit Knight Witch
The Log
Fire Spirit Ice Spirit Mini P.E.K.K.A Witch
Earthquake
Witch
Arrows
Fire Spirit Ice Spirit Witch
Royal Delivery
Fire Spirit Ice Spirit Knight Mini P.E.K.K.A Witch
Fireball
Witch
Poison
Witch
Lightning
Knight Mini P.E.K.K.A Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap The Log

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.

Fire Spirit Ice Spirit Knight Mini P.E.K.K.A Golem

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.

Fire Spirit Ice Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Ice Spirit Zap The Log Knight Mini P.E.K.K.A Witch Golem

Shortest cycle

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

6 Fire Spirit Ice Spirit Zap The Log

Attack Synergies 2 18

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.

Fire Spirit
Zap Knight Mini P.E.K.K.A Golem
Ice Spirit
Zap Knight Mini P.E.K.K.A Witch Golem
Zap
Ice Spirit Fire Spirit Knight Mini P.E.K.K.A Witch Golem The Log
Knight
Ice Spirit Fire Spirit Zap Witch The Log
Mini P.E.K.K.A
Fire Spirit Ice Spirit Zap Golem The Log
Witch
Ice Spirit Zap Knight Golem
Golem
Fire Spirit Ice Spirit Zap Mini P.E.K.K.A Witch The Log
The Log
Zap Knight Mini P.E.K.K.A Golem

Defense Synergies 5 15

Fire Spirit
Knight Ice Spirit Zap Mini P.E.K.K.A The Log
Ice Spirit
Zap Mini P.E.K.K.A Fire Spirit Knight Witch The Log
Zap
Ice Spirit Mini P.E.K.K.A Fire Spirit Knight Witch The Log
Knight
Fire Spirit Ice Spirit Zap Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A
Ice Spirit Zap The Log Fire Spirit Knight Witch
Witch
Ice Spirit Zap Knight Mini P.E.K.K.A The Log
Golem
The Log
Mini P.E.K.K.A Fire Spirit Ice Spirit Zap Knight Witch

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 Knight The Log
Mini P.E.K.K.A Ice Spirit Zap Knight Witch The Log
Mini P.E.K.K.A Witch Fire Spirit Knight
Mini P.E.K.K.A Witch Knight
Mini P.E.K.K.A The Log
The Log Fire Spirit Zap
Fire Spirit Ice Spirit Zap Witch
Zap The Log
Mini P.E.K.K.A Witch
Knight Fire Spirit Ice Spirit Mini P.E.K.K.A
Witch Zap Knight The Log
Zap Witch
Mini P.E.K.K.A Fire Spirit Ice Spirit Zap Knight Witch The Log
Fire Spirit Ice Spirit Zap Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A Knight
Ice Spirit Zap Mini P.E.K.K.A The Log
Knight Mini P.E.K.K.A Witch
Fire Spirit Ice Spirit Zap Knight Witch The Log
Zap Witch The Log Fire Spirit Ice Spirit Knight
Mini P.E.K.K.A
Fire Spirit Knight Mini P.E.K.K.A Witch The Log

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Zap Witch
Zap Knight Mini P.E.K.K.A The Log
Ice Spirit Zap Knight Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A Zap Knight The Log
Knight Mini P.E.K.K.A Witch
Fire Spirit Ice Spirit Zap Witch
Mini P.E.K.K.A Knight Witch
Mini P.E.K.K.A Knight
Zap Ice Spirit Knight Mini P.E.K.K.A Witch The Log
Witch
Knight Mini P.E.K.K.A Witch
Zap The Log
Mini P.E.K.K.A Knight Witch
Witch
Witch Ice Spirit Zap Knight Mini P.E.K.K.A The Log
Zap Mini P.E.K.K.A Witch 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.)

Knight The Log
Zap The Log
The Log
Knight The Log
Fire Spirit Zap The Log
Fire Spirit Ice Spirit Zap Witch
Fire Spirit Witch The Log
The Log Fire Spirit Ice Spirit Zap
The Log Zap
Fire Spirit Mini P.E.K.K.A
Zap Knight The Log
Fire Spirit Zap
Fire Spirit Knight The Log
Zap The Log
Zap Witch The Log
The Log
Mini P.E.K.K.A
Fire Spirit Zap Mini P.E.K.K.A The Log
Fire Spirit Zap Witch The Log
The Log
The Log
Zap The Log
Zap The Log Fire Spirit Ice Spirit Witch
Witch
The Log Zap Witch
Zap Witch The Log
Zap The Log
Fire Spirit Zap Witch
Zap Ice Spirit Witch
Mini P.E.K.K.A
Zap The Log
Zap Ice Spirit
The Log
Zap Fire Spirit Ice Spirit Witch
Fire Spirit Zap Witch
The Log
Knight Mini P.E.K.K.A
The Log Zap
Zap
Zap Ice Spirit Witch The Log
Zap Witch
Zap Witch The Log

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