My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats 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.

Bats Battle Ram Elixir Collector Three Musketeers P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram Three Musketeers Miner

Damage spells

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

Zap

Punishments

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

Battle Ram Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

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.

Battle Ram P.E.K.K.A

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.

Miner

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
Bats Battle Ram Three Musketeers Guards Miner
Giant Snowball
Bats Battle Ram Three Musketeers Guards Miner
Zap
Bats Battle Ram Three Musketeers Guards
Barbarian Barrel
Battle Ram Three Musketeers Guards
The Log
Battle Ram Three Musketeers Guards
Earthquake
Elixir Collector Guards
Arrows
Bats Guards
Royal Delivery
Bats Battle Ram Three Musketeers Guards P.E.K.K.A Miner
Fireball
Battle Ram Elixir Collector Three Musketeers
Poison
Bats Elixir Collector Three Musketeers Guards
Lightning
Battle Ram Elixir Collector Three Musketeers
Rocket
Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Bats Battle Ram Elixir Collector Guards P.E.K.K.A Miner

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.

Three Musketeers

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Guards Miner Battle Ram Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

10 Bats Zap Guards Miner

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.

Bats
Miner Zap Battle Ram P.E.K.K.A
Zap
Battle Ram P.E.K.K.A Miner Bats Three Musketeers Guards
Battle Ram
Zap Bats Three Musketeers P.E.K.K.A
Elixir Collector
Three Musketeers
Zap Battle Ram Guards Miner
Guards
Miner Zap Three Musketeers
P.E.K.K.A
Zap Bats Battle Ram
Miner
Bats Zap Guards Three Musketeers

Defense Synergies 0 6

Bats
Zap P.E.K.K.A
Zap
Bats Three Musketeers Guards P.E.K.K.A Miner
Battle Ram
Elixir Collector
Three Musketeers
Zap
Guards
Zap
P.E.K.K.A
Bats Zap
Miner
Zap

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
P.E.K.K.A Bats Zap Three Musketeers
Three Musketeers P.E.K.K.A Bats
Three Musketeers P.E.K.K.A Bats Guards
P.E.K.K.A
Bats Zap Guards
Bats Three Musketeers Zap
Zap P.E.K.K.A
Three Musketeers P.E.K.K.A
Guards Miner
Bats Guards Zap
Three Musketeers Bats Zap
P.E.K.K.A Bats Zap Three Musketeers Guards
Three Musketeers Bats Zap Guards P.E.K.K.A
P.E.K.K.A Three Musketeers
Zap Three Musketeers P.E.K.K.A
Three Musketeers Bats P.E.K.K.A
Bats Zap Three Musketeers Guards
Zap Bats Guards
P.E.K.K.A Three Musketeers
Bats Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Zap P.E.K.K.A
Zap Miner
Guards P.E.K.K.A Bats Zap
Guards P.E.K.K.A Bats Zap
P.E.K.K.A Three Musketeers Guards
Bats Zap Three Musketeers
Guards P.E.K.K.A Bats
P.E.K.K.A
Zap P.E.K.K.A Bats
P.E.K.K.A Three Musketeers Guards
P.E.K.K.A Bats Guards
P.E.K.K.A Zap Guards
P.E.K.K.A Three Musketeers Guards
Three Musketeers
Guards Bats Zap Three Musketeers P.E.K.K.A
Bats Zap P.E.K.K.A

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.)

Guards
Zap Miner
Miner
Guards
Zap
Bats Zap
Zap
Miner Zap
Bats Three Musketeers Guards
Miner Zap
Zap
Three Musketeers Miner
Zap
Zap Three Musketeers
Three Musketeers
Three Musketeers
Bats
Zap Three Musketeers
Zap Miner
Zap
Zap
Miner Zap
Zap Miner
Miner Zap
Bats Zap
Zap Bats Guards
Zap Miner
Zap
P.E.K.K.A
Zap Bats Guards
Zap Three Musketeers
Miner Three Musketeers
Zap
Zap
Three Musketeers P.E.K.K.A
Zap Bats Guards
Bats Zap
Zap Miner

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