My Best Clash Royale Deck

Deck Check Rating

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

3 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Minions Minion Horde Three Musketeers

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.

Three Musketeers Lava Hound

Offensive cards

Win conditions

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

Three Musketeers Lava Hound

Damage spells

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

Fireball Rage The Log

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.

Barbarians Minion Horde Lava Hound

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
Minions Minion Horde Three Musketeers Lava Hound
Giant Snowball
Minions Barbarians Minion Horde Three Musketeers Lava Hound
Zap
Minions Minion Horde Three Musketeers Lava Hound
Barbarian Barrel
Barbarians Three Musketeers
The Log
Barbarians Three Musketeers
Earthquake
Barbarians
Arrows
Minions Minion Horde Lava Hound
Royal Delivery
Minions Barbarians Minion Horde Three Musketeers Lava Hound
Fireball
Minions Barbarians Minion Horde Three Musketeers Lava Hound
Poison
Minions Barbarians Minion Horde Three Musketeers Lava Hound
Lightning
Three Musketeers
Rocket
Barbarians Minion Horde Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log

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.

Rage

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.

Minions Barbarians Minion Horde Fireball Three Musketeers Lava Hound

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.

Rage The Log Minions Fireball Barbarians Minion Horde Lava Hound Three Musketeers

Shortest cycle

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

11 Rage The Log Minions Fireball

Attack Synergies 5 3

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.

Minions
Rage Lava Hound
Barbarians
Minion Horde
Rage Lava Hound
Fireball
Lava Hound The Log
Three Musketeers
Rage The Log
Rage
Minions Minion Horde Three Musketeers
The Log
Fireball Three Musketeers
Lava Hound
Minions Minion Horde Fireball

Defense Synergies 1 4

Minions
The Log
Barbarians
Minion Horde
Minion Horde
Barbarians The Log
Fireball
The Log
Three Musketeers
The Log
Rage
The Log
Fireball Minions Minion Horde Three Musketeers
Lava Hound

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.

Minions Minion Horde Fireball The Log
Barbarians Minion Horde Minions Three Musketeers The Log
Barbarians Minion Horde Three Musketeers Minions
Barbarians Minion Horde Three Musketeers Minions
Barbarians Fireball The Log
Fireball The Log Minions
Minions Minion Horde Three Musketeers Fireball
Barbarians Fireball The Log
Barbarians Minion Horde Three Musketeers Minions
Barbarians Minion Horde
Minions Barbarians Minion Horde Fireball The Log
Minions Minion Horde Three Musketeers Fireball
Barbarians Minion Horde Minions Fireball Three Musketeers The Log
Fireball Three Musketeers Minions Barbarians Minion Horde The Log
Barbarians Minion Horde Three Musketeers
Barbarians Minion Horde Fireball Three Musketeers The Log
Barbarians Minion Horde Three Musketeers Minions Fireball
Fireball Minions Barbarians Minion Horde Three Musketeers The Log
The Log Minions Barbarians Fireball
Barbarians Three Musketeers
Minions Barbarians Minion Horde Fireball The Log

Counters to secondary win conditions

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

Barbarians Fireball
Fireball The Log
Barbarians Minions Minion Horde The Log
Barbarians Minion Horde Fireball The Log
Barbarians Minion Horde Three Musketeers
Fireball Minions Minion Horde Three Musketeers
Minions Barbarians Minion Horde Fireball
Barbarians Minion Horde
Minion Horde Minions Barbarians Fireball The Log
Barbarians Minion Horde Three Musketeers
Minions Barbarians Minion Horde
Barbarians Fireball The Log
Barbarians Minion Horde Fireball Three Musketeers
Barbarians Minion Horde Fireball Three Musketeers
Barbarians Minions Minion Horde Fireball Three Musketeers The Log
Minions Barbarians Minion Horde Fireball 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.)

Fireball Minion Horde The Log
Fireball The Log
Minion Horde Fireball The Log
Barbarians Fireball The Log
Fireball Minion Horde The Log
Fireball Minions Minion Horde
Minion Horde The Log
Fireball The Log
Fireball The Log
Minions Minion Horde Fireball Three Musketeers
Minion Horde Fireball The Log
Fireball
Fireball Three Musketeers The Log
Minions Minion Horde Fireball
Fireball The Log
Minion Horde Fireball Three Musketeers The Log
Minion Horde Fireball Three Musketeers The Log
Fireball Three Musketeers
Minions Minion Horde
Fireball Three Musketeers The Log
Fireball The Log
Minions Minion Horde Fireball The Log
Fireball
The Log
Barbarians Minion Horde Fireball The Log
The Log Fireball
Minion Horde
Fireball The Log
Fireball The Log
Fireball The Log
Minion Horde Fireball
Minions Minion Horde Fireball
Minion Horde Fireball
Minion Horde Fireball The Log
Minion Horde Fireball
Minion Horde
Fireball The Log
Minion Horde Minions Barbarians Fireball
Fireball Three Musketeers
The Log Fireball
Fireball Minion Horde Three Musketeers
The Log Fireball
Fireball
Minion Horde Three Musketeers
Minions Minion Horde Fireball The Log
Fireball
Fireball The Log

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