My Best Clash Royale Deck

Deck Check Rating

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

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.

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Archers Goblin Gang Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Knight

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.

Arrows Fireball Tornado

Punishments

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

Goblin Gang Hog Rider

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.

Knight Goblin Gang Hog Rider

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

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
Archers Goblin Gang Hog Rider
Giant Snowball
Archers Goblin Gang Hog Rider
Zap
Archers Goblin Gang Inferno Tower
Barbarian Barrel
Archers Knight Goblin Gang Inferno Tower
The Log
Archers Goblin Gang Hog Rider
Earthquake
Archers Goblin Gang Hog Rider Inferno Tower
Arrows
Archers Goblin Gang
Royal Delivery
Archers Knight Goblin Gang Hog Rider
Fireball
Archers Goblin Gang Hog Rider Inferno Tower
Poison
Archers Goblin Gang Inferno Tower
Lightning
Knight Inferno Tower
Rocket
Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Tornado

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.

Arrows Knight Inferno Tower Tornado

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.

Goblin Gang Fireball

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Knight Goblin Gang Tornado Fireball Hog Rider Inferno Tower

Shortest cycle

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

12 Archers Arrows Knight Goblin Gang

Attack Synergies 8 5

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.

Archers
Knight Arrows Hog Rider
Arrows
Fireball Hog Rider Archers Knight
Knight
Archers Goblin Gang Hog Rider Arrows Fireball
Goblin Gang
Knight Hog Rider
Fireball
Arrows Hog Rider Tornado Knight
Hog Rider
Arrows Knight Goblin Gang Fireball Archers Tornado
Inferno Tower
Tornado
Fireball Hog Rider

Defense Synergies 5 11

Archers
Knight Goblin Gang Inferno Tower Tornado
Arrows
Knight Fireball Inferno Tower Tornado
Knight
Archers Goblin Gang Inferno Tower Arrows Fireball Tornado
Goblin Gang
Knight Inferno Tower Archers
Fireball
Tornado Arrows Knight Inferno Tower
Hog Rider
Inferno Tower
Knight Goblin Gang Archers Arrows Fireball Tornado
Tornado
Fireball Archers Arrows Knight Inferno Tower

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.

Knight Fireball Inferno Tower
Inferno Tower Knight Goblin Gang
Goblin Gang Inferno Tower Tornado Archers Knight
Inferno Tower Knight Goblin Gang
Arrows Fireball Tornado
Arrows Goblin Gang Fireball Tornado Archers
Inferno Tower Tornado Archers Arrows Goblin Gang Fireball
Arrows Fireball Inferno Tower
Inferno Tower Goblin Gang Tornado
Knight Goblin Gang Tornado Archers Inferno Tower
Archers Goblin Gang Arrows Knight Fireball Tornado
Arrows Inferno Tower Archers Goblin Gang Fireball Tornado
Inferno Tower Knight Goblin Gang Fireball
Fireball Arrows Goblin Gang Tornado
Inferno Tower Knight Goblin Gang
Inferno Tower Tornado Goblin Gang Fireball
Arrows Knight Goblin Gang Fireball Inferno Tower Tornado
Arrows Fireball Archers Knight Goblin Gang Tornado
Arrows Tornado Archers Knight Fireball
Inferno Tower Tornado
Goblin Gang Archers Arrows Knight Fireball

Counters to secondary win conditions

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

Knight Goblin Gang Archers Fireball Inferno Tower
Fireball Archers Arrows Knight Goblin Gang
Goblin Gang Knight Inferno Tower
Goblin Gang Knight Fireball Inferno Tower Tornado
Inferno Tower Knight Goblin Gang
Arrows Fireball Archers Goblin Gang Tornado
Goblin Gang Archers Knight Fireball Inferno Tower
Inferno Tower Knight
Knight Fireball Inferno Tower Tornado
Inferno Tower Goblin Gang
Knight Inferno Tower
Arrows Fireball Tornado
Knight Goblin Gang Fireball Inferno Tower
Archers Fireball
Goblin Gang Inferno Tower Archers Knight Fireball Tornado
Arrows Archers Fireball Inferno Tower

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 Arrows Knight
Arrows Fireball Tornado
Arrows Fireball
Arrows Knight Fireball
Fireball Arrows
Arrows Fireball Tornado
Archers Arrows Tornado
Arrows Fireball Tornado
Arrows Fireball Tornado
Goblin Gang Fireball Tornado
Arrows Knight Fireball Tornado
Fireball Archers Arrows Tornado
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Tornado
Archers Arrows Fireball
Arrows Fireball Tornado
Fireball
Arrows Fireball Tornado
Tornado
Arrows Fireball
Arrows Tornado Fireball
Arrows Fireball Tornado
Fireball Arrows Tornado
Fireball Arrows Tornado
Archers Arrows Fireball Tornado
Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Archers Goblin Gang Fireball
Fireball Archers Arrows Tornado
Arrows Fireball
Fireball Knight Goblin Gang
Arrows Fireball
Arrows Fireball Tornado
Goblin Gang Fireball Tornado
Fireball Tornado
Fireball Tornado

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