My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Goblin Gang Musketeer 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.

Archers Knight Musketeer Battle Ram Witch

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball Tornado

Punishments

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

Goblin Gang Battle Ram

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 Battle Ram

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 Battle Ram
Giant Snowball
Archers Goblin Gang Musketeer Battle Ram Witch
Zap
Archers Goblin Gang Battle Ram Witch
Barbarian Barrel
Archers Knight Goblin Gang Musketeer Battle Ram Witch
The Log
Archers Goblin Gang Musketeer Battle Ram Witch
Earthquake
Archers Goblin Gang Witch
Arrows
Archers Goblin Gang Witch
Royal Delivery
Archers Knight Goblin Gang Musketeer Battle Ram Witch
Fireball
Archers Goblin Gang Musketeer Battle Ram Witch
Poison
Archers Goblin Gang Musketeer Witch
Lightning
Knight Musketeer Battle Ram Witch
Rocket
Musketeer Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Battle Ram 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 Musketeer 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.

Archers Knight Goblin Gang Tornado Fireball Musketeer Battle Ram Witch

Shortest cycle

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

12 Archers Knight Goblin Gang Tornado

Attack Synergies 5 9

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 Battle Ram
Knight
Archers Goblin Gang Musketeer Battle Ram Fireball Witch
Goblin Gang
Knight Battle Ram
Fireball
Tornado Knight Battle Ram
Musketeer
Knight Battle Ram
Battle Ram
Knight Archers Goblin Gang Fireball Musketeer Tornado Witch
Tornado
Fireball Battle Ram Witch
Witch
Knight Battle Ram Tornado

Defense Synergies 5 9

Archers
Knight Goblin Gang Tornado Witch
Knight
Archers Goblin Gang Musketeer Fireball Tornado Witch
Goblin Gang
Knight Musketeer Archers
Fireball
Tornado Knight Musketeer
Musketeer
Knight Goblin Gang Fireball Tornado
Battle Ram
Tornado
Fireball Archers Knight Musketeer Witch
Witch
Archers Knight Tornado

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 Musketeer
Knight Goblin Gang Musketeer Witch
Goblin Gang Tornado Witch Archers Knight Musketeer
Witch Knight Goblin Gang Musketeer
Fireball Tornado
Goblin Gang Fireball Tornado Archers Musketeer
Musketeer Tornado Archers Goblin Gang Fireball Witch
Fireball Musketeer
Witch Goblin Gang Musketeer Tornado
Knight Goblin Gang Tornado Archers Musketeer
Archers Goblin Gang Witch Knight Fireball Musketeer Tornado
Musketeer Archers Goblin Gang Fireball Tornado Witch
Knight Goblin Gang Fireball Musketeer Witch
Fireball Goblin Gang Tornado Witch
Knight Goblin Gang
Tornado Goblin Gang Fireball
Knight Goblin Gang Fireball Musketeer Tornado Witch
Fireball Archers Knight Goblin Gang Musketeer Tornado Witch
Tornado Witch Archers Knight Fireball Musketeer
Musketeer Tornado
Goblin Gang Archers Knight Fireball Musketeer Witch

Counters to secondary win conditions

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

Knight Goblin Gang Archers Fireball Witch
Fireball Archers Knight Goblin Gang Musketeer
Goblin Gang Knight Musketeer Witch
Goblin Gang Knight Fireball Musketeer Tornado
Knight Goblin Gang Musketeer Witch
Fireball Archers Goblin Gang Musketeer Tornado Witch
Goblin Gang Archers Knight Fireball Musketeer Witch
Knight
Knight Fireball Tornado Witch
Witch Goblin Gang Musketeer
Knight Musketeer Witch
Fireball Tornado
Knight Goblin Gang Fireball Witch
Archers Fireball Musketeer Witch
Goblin Gang Witch Archers Knight Fireball Musketeer Tornado
Archers Fireball Musketeer Witch

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 Knight Musketeer
Fireball Musketeer Tornado
Fireball
Knight Fireball Musketeer
Fireball
Fireball Musketeer Tornado Witch
Archers Musketeer Tornado Witch
Fireball Tornado
Fireball Tornado
Goblin Gang Fireball Musketeer Tornado
Knight Fireball Musketeer Tornado
Fireball Archers Musketeer Tornado
Knight Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer Witch
Fireball Musketeer
Fireball Tornado
Archers Fireball Musketeer
Fireball Tornado Witch
Fireball Musketeer
Fireball Tornado
Musketeer Tornado
Fireball Musketeer
Tornado Fireball Witch
Witch
Fireball Musketeer Tornado Witch
Fireball Musketeer Tornado Witch
Fireball Musketeer Tornado
Archers Fireball Musketeer Tornado Witch
Fireball Musketeer Witch
Fireball
Fireball Musketeer
Fireball
Fireball
Archers Goblin Gang Fireball Musketeer Witch
Fireball Archers Musketeer Tornado Witch
Fireball
Fireball Knight Goblin Gang Musketeer
Fireball Musketeer
Fireball Tornado
Musketeer
Goblin Gang Fireball Musketeer Tornado Witch
Fireball Musketeer Tornado Witch
Fireball Musketeer Tornado Witch

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