My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Witch Inferno Dragon

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 Wizard Witch P.E.K.K.A Inferno Dragon Lumberjack

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.

Lumberjack

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.

P.E.K.K.A Lumberjack

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.

Lumberjack

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 Inferno Dragon
Giant Snowball
Bats Witch Inferno Dragon Lumberjack
Zap
Bats Witch Inferno Dragon
Barbarian Barrel
Wizard Witch Lumberjack
The Log
Witch Lumberjack
Earthquake
Witch
Arrows
Bats Witch
Royal Delivery
Bats Wizard Witch P.E.K.K.A Inferno Dragon Lumberjack
Fireball
Wizard Witch Inferno Dragon Lumberjack
Poison
Bats Wizard Witch
Lightning
Wizard Witch Inferno Dragon Lumberjack
Rocket
Wizard Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard 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 P.E.K.K.A Inferno Dragon

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.

Wizard Witch

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 Inferno Dragon Lumberjack Wizard Witch P.E.K.K.A

Shortest cycle

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

10 Bats Zap The Log Inferno Dragon

Attack Synergies 1 14

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 P.E.K.K.A Inferno Dragon Lumberjack
Zap
P.E.K.K.A Bats Witch The Log Lumberjack
Wizard
P.E.K.K.A Lumberjack
Witch
Zap P.E.K.K.A Lumberjack
P.E.K.K.A
Zap Bats Wizard Witch The Log Lumberjack
The Log
Zap P.E.K.K.A Lumberjack
Inferno Dragon
Bats
Lumberjack
Bats Zap Wizard Witch P.E.K.K.A The Log

Defense Synergies 1 17

Bats
Zap P.E.K.K.A The Log Inferno Dragon Lumberjack
Zap
Bats Witch P.E.K.K.A The Log Inferno Dragon Lumberjack
Wizard
P.E.K.K.A The Log Lumberjack
Witch
Zap The Log Lumberjack
P.E.K.K.A
The Log Bats Zap Wizard
The Log
P.E.K.K.A Bats Zap Wizard Witch Inferno Dragon Lumberjack
Inferno Dragon
Bats Zap The Log
Lumberjack
Bats Zap Wizard Witch 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 Wizard The Log
P.E.K.K.A Inferno Dragon Lumberjack Bats Zap Witch The Log
Witch P.E.K.K.A Lumberjack Bats Inferno Dragon
Witch P.E.K.K.A Inferno Dragon Lumberjack Bats
P.E.K.K.A The Log Lumberjack
The Log Bats Zap Lumberjack
Bats Inferno Dragon Zap Wizard Witch
Zap P.E.K.K.A The Log
Witch P.E.K.K.A Inferno Dragon Lumberjack
Lumberjack
Bats Witch Zap Wizard The Log Lumberjack
Inferno Dragon Bats Zap Wizard Witch
P.E.K.K.A Lumberjack Bats Zap Wizard Witch The Log
Wizard Bats Zap Witch P.E.K.K.A The Log Lumberjack
P.E.K.K.A Inferno Dragon Lumberjack
Zap P.E.K.K.A The Log Inferno Dragon Lumberjack
Wizard Bats Witch P.E.K.K.A Lumberjack
Bats Zap Wizard Witch The Log Lumberjack
Zap Wizard Witch The Log Bats Inferno Dragon Lumberjack
P.E.K.K.A Inferno Dragon Lumberjack
Wizard Bats Witch P.E.K.K.A The Log Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Witch P.E.K.K.A
Zap Wizard The Log Inferno Dragon Lumberjack
P.E.K.K.A Lumberjack Bats Zap Witch The Log
P.E.K.K.A Lumberjack Bats Zap The Log
P.E.K.K.A Witch Inferno Dragon Lumberjack
Wizard Bats Zap Witch
P.E.K.K.A Bats Witch Lumberjack
P.E.K.K.A Inferno Dragon Lumberjack
Zap P.E.K.K.A Bats Witch The Log Inferno Dragon
Witch P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Witch Lumberjack
P.E.K.K.A Zap The Log
P.E.K.K.A Wizard Witch Lumberjack
Wizard Witch
Witch Bats Zap P.E.K.K.A The Log Inferno Dragon Lumberjack
Bats Zap Wizard Witch P.E.K.K.A The Log Inferno Dragon

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.)

The Log
Zap The Log
The Log
The Log
Wizard Zap The Log
Wizard Bats Zap Witch
Wizard Witch The Log
The Log Zap Wizard
The Log Zap Wizard
Bats Lumberjack
Zap Wizard The Log
Zap Wizard
The Log
Zap The Log
Zap Wizard Witch The Log
Wizard The Log
Bats
Zap Wizard The Log
Zap Wizard Witch The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard Witch
Witch Inferno Dragon
The Log Zap Wizard Witch
Zap Wizard Witch The Log
Zap The Log
Bats Zap Wizard Witch
Zap Bats Wizard Witch
Zap Wizard The Log
Zap
P.E.K.K.A
Wizard The Log
Zap Bats Witch
Zap Wizard Witch
The Log
Wizard Lumberjack
The Log Zap Wizard
Zap
P.E.K.K.A
Zap Bats Witch The Log
Bats Zap Witch
Zap Witch The Log

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