My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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.

Archers Ice Wizard Electro Wizard

Defensive buildings

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

Tombstone

Investments

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

Archers Tombstone Giant Skeleton 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.

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.

Giant Skeleton

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.

Giant Skeleton 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
Archers Giant Skeleton Miner
Giant Snowball
Archers Tombstone Miner
Zap
Archers Tombstone
Barbarian Barrel
Archers Tombstone Giant Skeleton Ice Wizard Electro Wizard
The Log
Archers Tombstone Giant Skeleton
Earthquake
Archers Tombstone
Arrows
Archers Tombstone
Royal Delivery
Archers Giant Skeleton Miner Ice Wizard Electro Wizard
Fireball
Archers Tombstone Ice Wizard Electro Wizard
Poison
Archers Tombstone Ice Wizard Electro Wizard
Lightning
Tombstone Ice Wizard Electro Wizard
Rocket

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 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.

Tombstone Giant Skeleton 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.

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 Archers Tombstone Miner Ice Wizard Electro Wizard Giant Skeleton

Shortest cycle

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

10 Zap The Log Archers Tombstone

Attack Synergies 2 12

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 Archers Giant Skeleton The Log Ice Wizard
Archers
Zap Giant Skeleton Miner
Tombstone
Giant Skeleton
Zap Archers The Log Miner Ice Wizard Electro Wizard
The Log
Zap Giant Skeleton Miner
Miner
Zap Archers Giant Skeleton The Log Electro Wizard
Ice Wizard
Zap Giant Skeleton
Electro Wizard
Zap Giant Skeleton Miner

Defense Synergies 1 19

Zap
Electro Wizard Archers Tombstone Giant Skeleton The Log Miner Ice Wizard
Archers
Zap Tombstone Giant Skeleton The Log Ice Wizard Electro Wizard
Tombstone
Zap Archers Ice Wizard Electro Wizard
Giant Skeleton
Zap Archers The Log Ice Wizard Electro Wizard
The Log
Zap Archers Giant Skeleton Miner Ice Wizard Electro Wizard
Miner
Zap The Log
Ice Wizard
Zap Archers Tombstone Giant Skeleton The Log
Electro Wizard
Zap Archers Tombstone Giant Skeleton 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 Tombstone The Log Electro Wizard
Zap Tombstone The Log Ice Wizard Electro Wizard
Archers Tombstone Giant Skeleton Ice Wizard Electro Wizard
Tombstone Ice Wizard Electro Wizard
Tombstone Giant Skeleton The Log
The Log Zap Archers Ice Wizard Electro Wizard
Electro Wizard Zap Archers Tombstone Ice Wizard
Zap Giant Skeleton The Log Electro Wizard
Tombstone Ice Wizard
Archers Giant Skeleton Miner Ice Wizard Electro Wizard
Archers Ice Wizard Electro Wizard Zap Tombstone Giant Skeleton The Log
Zap Archers Ice Wizard Electro Wizard
Tombstone Zap Giant Skeleton The Log Ice Wizard Electro Wizard
Zap Tombstone The Log Electro Wizard
Tombstone Electro Wizard
Zap The Log Electro Wizard
Tombstone Electro Wizard
Tombstone Zap Archers The Log Ice Wizard Electro Wizard
Zap The Log Archers Tombstone Giant Skeleton Ice Wizard Electro Wizard
Electro Wizard
Archers Giant Skeleton The Log Electro Wizard

Counters to secondary win conditions

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

Zap Archers Tombstone Giant Skeleton Electro Wizard
Electro Wizard Zap Archers The Log Miner
Tombstone Giant Skeleton Zap The Log Electro Wizard
Giant Skeleton Zap The Log Electro Wizard
Giant Skeleton Tombstone
Zap Archers Ice Wizard Electro Wizard
Archers Tombstone Giant Skeleton Ice Wizard Electro Wizard
Giant Skeleton
Zap Giant Skeleton Electro Wizard Tombstone The Log
Tombstone
Tombstone Giant Skeleton
Zap Giant Skeleton The Log Electro Wizard
Giant Skeleton Tombstone
Archers
Tombstone Electro Wizard Zap Archers Giant Skeleton The Log
Zap Archers Giant Skeleton 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.)

Giant Skeleton The Log
Zap The Log Miner Ice Wizard Electro Wizard
Giant Skeleton The Log Miner
Giant Skeleton The Log
Zap The Log
Zap Ice Wizard
Archers The Log
The Log Zap Ice Wizard
The Log Miner Zap
Electro Wizard
Miner Zap The Log Electro Wizard
Zap Archers
The Log Miner
Zap The Log
Zap The Log
The Log
Zap Archers The Log Electro Wizard
Zap The Log Miner
Giant Skeleton The Log
The Log
Zap The Log
Zap The Log Ice Wizard
The Log Miner Zap Ice Wizard Electro Wizard
Zap The Log Miner
Miner Zap The Log
Zap Archers Ice Wizard Electro Wizard
Zap Electro Wizard
Zap The Log Miner
Zap Electro Wizard
Giant Skeleton
The Log
Zap Electro Wizard Archers Tombstone
Zap Archers Ice Wizard Electro Wizard
The Log
Miner Electro Wizard
The Log Zap
Zap Giant Skeleton
Zap Giant Skeleton The Log Electro Wizard
Zap Electro Wizard
Zap Giant Skeleton The Log Miner Electro Wizard

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