My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
RIP

1 problems 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.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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.

Bats Dark Prince Prince P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Missing

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 Prince

Pump responses

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

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Dark Prince Prince 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.

Dark Prince 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
Bats Guards Dark Prince Prince
Giant Snowball
Bats Guards
Zap
Bats Guards Dark Prince Prince
Barbarian Barrel
Guards Dark Prince Electro Wizard
The Log
Guards Dark Prince Prince
Earthquake
Guards
Arrows
Bats Guards
Royal Delivery
Bats Guards Dark Prince Prince P.E.K.K.A Electro Wizard
Fireball
Electro Wizard
Poison
Bats Guards Electro Wizard
Lightning
Dark Prince Prince Electro Wizard
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince 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.

Bats Guards Dark Prince Prince P.E.K.K.A

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.

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.

Bats Zap The Log Guards Dark Prince Electro Wizard Prince P.E.K.K.A

Shortest cycle

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

9 Bats Zap The Log Guards

Attack Synergies 5 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.

Bats
Zap Dark Prince Prince P.E.K.K.A
Zap
Prince P.E.K.K.A Electro Wizard Bats Guards Dark Prince The Log
Guards
Zap The Log
Dark Prince
Prince Bats Zap Electro Wizard
Prince
Zap Dark Prince Bats The Log Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats The Log
The Log
Zap Guards Prince P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Dark Prince Prince

Defense Synergies 3 20

Bats
Zap Dark Prince Prince P.E.K.K.A The Log Electro Wizard
Zap
Electro Wizard Bats Guards Dark Prince Prince P.E.K.K.A The Log
Guards
Zap Prince The Log Electro Wizard
Dark Prince
Bats Zap Prince The Log Electro Wizard
Prince
The Log Bats Zap Guards Dark Prince Electro Wizard
P.E.K.K.A
The Log Bats Zap Electro Wizard
The Log
Prince P.E.K.K.A Bats Zap Guards Dark Prince Electro Wizard
Electro Wizard
Zap Bats Guards Dark Prince Prince P.E.K.K.A 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 The Log Electro Wizard
P.E.K.K.A Bats Zap Dark Prince Prince The Log Electro Wizard
Prince P.E.K.K.A Bats Dark Prince Electro Wizard
Prince P.E.K.K.A Bats Guards Dark Prince Electro Wizard
Dark Prince Prince P.E.K.K.A The Log
The Log Bats Zap Guards Dark Prince Electro Wizard
Bats Electro Wizard Zap
Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Prince
Guards Dark Prince Prince Electro Wizard
Bats Guards Electro Wizard Zap Dark Prince The Log
Bats Zap Electro Wizard
Prince P.E.K.K.A Bats Zap Guards Dark Prince The Log Electro Wizard
Bats Zap Guards Dark Prince Prince P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Prince Electro Wizard
Zap Prince P.E.K.K.A The Log Electro Wizard
Bats Dark Prince Prince P.E.K.K.A Electro Wizard
Bats Zap Guards Dark Prince Prince The Log Electro Wizard
Zap The Log Bats Guards Dark Prince Electro Wizard
P.E.K.K.A Prince Electro Wizard
Dark Prince Bats Guards Prince P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Guards Zap Dark Prince Prince P.E.K.K.A Electro Wizard
Electro Wizard Zap Prince The Log
Guards P.E.K.K.A Bats Zap Dark Prince Prince The Log Electro Wizard
Guards Dark Prince Prince P.E.K.K.A Bats Zap The Log Electro Wizard
P.E.K.K.A Guards Dark Prince Prince
Bats Zap Electro Wizard
Guards Dark Prince Prince P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Dark Prince Prince
Zap P.E.K.K.A Electro Wizard Bats Dark Prince Prince The Log
P.E.K.K.A Guards
P.E.K.K.A Bats Guards Dark Prince Prince
P.E.K.K.A Zap Guards Dark Prince Prince The Log Electro Wizard
Dark Prince Prince P.E.K.K.A Guards
Guards Electro Wizard Bats Zap Dark Prince Prince P.E.K.K.A The Log
Bats Zap Dark Prince P.E.K.K.A The Log 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.)

Guards The Log
Zap The Log Electro Wizard
The Log
Guards Dark Prince Prince The Log
Zap Dark Prince The Log
Bats Zap
The Log
The Log Zap
The Log Zap
Bats Guards Prince Electro Wizard
Zap Dark Prince Prince The Log Electro Wizard
Zap
The Log
Zap Prince The Log
Zap The Log
The Log
Bats
Zap Dark Prince Prince The Log Electro Wizard
Zap The Log
Prince The Log
Prince The Log
Zap The Log
Zap The Log Dark Prince
The Log Zap Electro Wizard
Zap Prince The Log
Zap The Log
Bats Zap Electro Wizard
Zap Electro Wizard Bats Guards
Zap The Log
Zap Electro Wizard
P.E.K.K.A Prince
The Log
Zap Electro Wizard Bats Guards Dark Prince Prince
Zap Electro Wizard
The Log
Dark Prince Prince Electro Wizard
The Log Zap
Zap
Dark Prince Prince P.E.K.K.A
Zap Bats Guards The Log Electro Wizard
Bats Zap Electro Wizard
Zap Dark Prince Prince The Log Electro Wizard

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