My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Musketeer Ice Wizard Electro 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.

Knight Musketeer Dark Prince Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Miner

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.

Dark Prince Miner

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.

Knight Dark Prince

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.

Dark Prince Miner Electro Wizard

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
Dark Prince Miner
Giant Snowball
Musketeer Miner
Zap
Dark Prince
Barbarian Barrel
Knight Musketeer Dark Prince Ice Wizard Electro Wizard
The Log
Musketeer Dark Prince
Earthquake
Arrows
Royal Delivery
Knight Musketeer Dark Prince Miner Ice Wizard Electro Wizard
Fireball
Musketeer Ice Wizard Electro Wizard
Poison
Musketeer Ice Wizard Electro Wizard
Lightning
Knight Musketeer Dark Prince Ice Wizard Electro Wizard
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince The Log Ice Wizard

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.

Knight Dark Prince Miner Ice Wizard

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.

Musketeer Ice Wizard Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Knight Miner Ice Wizard Musketeer Dark Prince Electro Wizard

Shortest cycle

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

10 Zap The Log Knight Miner

Attack Synergies 3 17

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.

Zap
Miner Electro Wizard Knight Musketeer Dark Prince The Log Ice Wizard
Knight
Musketeer Zap The Log Miner Ice Wizard Electro Wizard
Musketeer
Knight Zap Dark Prince The Log Miner
Dark Prince
Zap Musketeer Miner Ice Wizard Electro Wizard
The Log
Zap Knight Musketeer Miner
Miner
Zap Knight Musketeer Dark Prince The Log Electro Wizard
Ice Wizard
Zap Knight Dark Prince
Electro Wizard
Zap Knight Dark Prince Miner

Defense Synergies 5 16

Zap
Electro Wizard Knight Musketeer Dark Prince The Log Miner Ice Wizard
Knight
Musketeer Ice Wizard Electro Wizard Zap The Log
Musketeer
Knight The Log Zap Dark Prince Miner Electro Wizard
Dark Prince
Zap Musketeer The Log Ice Wizard Electro Wizard
The Log
Musketeer Zap Knight Dark Prince Miner Ice Wizard Electro Wizard
Miner
Zap Musketeer The Log
Ice Wizard
Knight Zap Dark Prince The Log
Electro Wizard
Zap Knight Musketeer Dark Prince The Log

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 Musketeer The Log Electro Wizard
Zap Knight Musketeer Dark Prince The Log Ice Wizard Electro Wizard
Knight Musketeer Dark Prince Ice Wizard Electro Wizard
Knight Musketeer Dark Prince Ice Wizard Electro Wizard
Dark Prince The Log
The Log Zap Musketeer Dark Prince Ice Wizard Electro Wizard
Musketeer Electro Wizard Zap Ice Wizard
Zap Musketeer The Log Electro Wizard
Musketeer Ice Wizard
Knight Musketeer Dark Prince Miner Ice Wizard Electro Wizard
Ice Wizard Electro Wizard Zap Knight Musketeer Dark Prince The Log
Musketeer Zap Ice Wizard Electro Wizard
Zap Knight Musketeer Dark Prince The Log Ice Wizard Electro Wizard
Zap Dark Prince The Log Electro Wizard
Knight Electro Wizard
Zap The Log Electro Wizard
Knight Musketeer Dark Prince Electro Wizard
Zap Knight Musketeer Dark Prince The Log Ice Wizard Electro Wizard
Zap The Log Knight Musketeer Dark Prince Ice Wizard Electro Wizard
Musketeer Electro Wizard
Dark Prince Knight Musketeer The Log Electro Wizard

Counters to secondary win conditions

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

Knight Zap Dark Prince Electro Wizard
Electro Wizard Zap Knight Musketeer The Log Miner
Zap Knight Musketeer Dark Prince The Log Electro Wizard
Dark Prince Zap Knight Musketeer The Log Electro Wizard
Knight Musketeer Dark Prince
Zap Musketeer Ice Wizard Electro Wizard
Dark Prince Knight Musketeer Ice Wizard Electro Wizard
Knight Dark Prince
Zap Electro Wizard Knight Dark Prince The Log
Musketeer
Knight Musketeer Dark Prince
Zap Dark Prince The Log Electro Wizard
Dark Prince Knight
Musketeer
Electro Wizard Zap Knight Musketeer Dark Prince The Log
Zap Musketeer Dark Prince The Log Ice Wizard Electro 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.)

Knight Musketeer The Log
Zap Musketeer The Log Miner Ice Wizard Electro Wizard
The Log Miner
Knight Musketeer Dark Prince The Log
Zap Dark Prince The Log
Zap Musketeer Ice Wizard
Musketeer The Log
The Log Zap Ice Wizard
The Log Miner Zap
Musketeer Electro Wizard
Miner Zap Knight Musketeer Dark Prince The Log Electro Wizard
Zap Musketeer
Knight Musketeer The Log Miner
Musketeer
Zap Musketeer The Log
Zap Musketeer The Log
Musketeer The Log
Zap Musketeer Dark Prince The Log Electro Wizard
Zap The Log Miner
Musketeer The Log
Musketeer The Log
Zap Musketeer The Log
Zap The Log Dark Prince Ice Wizard
The Log Miner Zap Musketeer Ice Wizard Electro Wizard
Zap Musketeer The Log Miner
Miner Zap Musketeer The Log
Zap Musketeer Ice Wizard Electro Wizard
Zap Electro Wizard Musketeer
Zap Musketeer The Log Miner
Zap Electro Wizard
The Log
Zap Electro Wizard Musketeer Dark Prince
Zap Musketeer Ice Wizard Electro Wizard
The Log
Miner Knight Musketeer Dark Prince Electro Wizard
The Log Zap Musketeer
Zap
Musketeer Dark Prince
Zap Musketeer The Log Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer Dark Prince The Log Miner Electro Wizard

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