My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
RIP

1 problems 4 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Inferno Tower Wizard Witch

Defensive buildings

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

Inferno Tower

Investments

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

Wizard Witch Prince P.E.K.K.A Bandit

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.

Fireball

Punishments

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

Prince Bandit

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.

Prince P.E.K.K.A Bandit

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.

Bandit

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
Prince Bandit
Giant Snowball
Witch
Zap
Inferno Tower Witch Prince Bandit
Barbarian Barrel
Inferno Tower Wizard Witch Bandit
The Log
Witch Prince Bandit
Earthquake
Inferno Tower Witch
Arrows
Witch
Royal Delivery
Wizard Witch Prince P.E.K.K.A Bandit
Fireball
Inferno Tower Wizard Witch Bandit
Poison
Inferno Tower Wizard Witch
Lightning
Inferno Tower Wizard Witch Prince Bandit
Rocket
Inferno Tower Wizard Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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.

Inferno Tower Prince P.E.K.K.A

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.

Fireball 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.

Mirror Bandit Fireball Inferno Tower Wizard Witch Prince P.E.K.K.A

Shortest cycle

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

12 Mirror Bandit Fireball Inferno Tower

Attack Synergies 1 6

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.

Fireball
Mirror
Inferno Tower
Wizard
Prince P.E.K.K.A Bandit
Mirror
Fireball
Witch
Prince P.E.K.K.A Bandit
Prince
Wizard Witch
P.E.K.K.A
Wizard Witch
Bandit
Wizard Witch

Defense Synergies 1 10

Fireball
Mirror Inferno Tower Bandit
Inferno Tower
Fireball Mirror Prince Bandit
Wizard
Prince P.E.K.K.A Bandit
Mirror
Fireball Inferno Tower
Witch
Prince Bandit
Prince
Inferno Tower Wizard Witch
P.E.K.K.A
Wizard
Bandit
Fireball Inferno Tower Wizard Witch

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.

Fireball Inferno Tower Wizard
Inferno Tower P.E.K.K.A Witch Prince Bandit
Inferno Tower Witch Prince P.E.K.K.A Bandit
Inferno Tower Witch Prince P.E.K.K.A Bandit
Fireball Prince P.E.K.K.A
Fireball Bandit
Inferno Tower Fireball Wizard Witch
Fireball Inferno Tower P.E.K.K.A Bandit
Inferno Tower Witch P.E.K.K.A Prince
Inferno Tower Prince Bandit
Witch Fireball Wizard Bandit
Inferno Tower Fireball Wizard Witch
Inferno Tower Prince P.E.K.K.A Fireball Wizard Witch Bandit
Fireball Wizard Witch Prince P.E.K.K.A
Inferno Tower P.E.K.K.A Prince Bandit
Inferno Tower Fireball Prince P.E.K.K.A Bandit
Wizard Fireball Inferno Tower Witch Prince P.E.K.K.A
Fireball Wizard Witch Prince Bandit
Wizard Witch Fireball Bandit
P.E.K.K.A Inferno Tower Prince
Wizard Fireball Witch Prince P.E.K.K.A Bandit

Counters to secondary win conditions

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

Fireball Inferno Tower Witch Prince P.E.K.K.A Bandit
Fireball Bandit Wizard Prince
P.E.K.K.A Bandit Inferno Tower Witch Prince
Prince P.E.K.K.A Fireball Inferno Tower Bandit
Inferno Tower P.E.K.K.A Witch Prince Bandit
Fireball Wizard Witch
Prince P.E.K.K.A Fireball Inferno Tower Witch Bandit
Inferno Tower P.E.K.K.A Prince
P.E.K.K.A Fireball Inferno Tower Witch Prince Bandit
Inferno Tower Witch P.E.K.K.A
P.E.K.K.A Inferno Tower Witch Prince
P.E.K.K.A Fireball Prince
Prince P.E.K.K.A Fireball Inferno Tower Wizard Witch Bandit
Wizard Fireball Witch
Inferno Tower Witch Fireball Prince P.E.K.K.A
Fireball Inferno Tower Wizard Witch 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.)

Fireball Bandit
Fireball Bandit
Fireball Bandit
Fireball Prince
Fireball Wizard
Fireball Wizard Witch
Wizard Witch
Fireball Wizard
Fireball Wizard Bandit
Fireball Prince
Fireball Wizard Prince Bandit
Fireball Wizard
Fireball Bandit
Fireball Bandit
Fireball Prince
Fireball Wizard Witch Bandit
Fireball Wizard Bandit
Fireball
Fireball Wizard Prince Bandit
Fireball Wizard Witch
Fireball Prince
Fireball Wizard
Prince
Fireball
Fireball Wizard Witch
Witch
Fireball Wizard Witch Bandit
Fireball Wizard Witch Prince Bandit
Fireball Bandit
Fireball Wizard Witch
Fireball Wizard Witch
Fireball
Fireball Wizard Bandit
Fireball
P.E.K.K.A Prince
Fireball Wizard
Fireball Witch Prince Bandit
Fireball Wizard Witch
Fireball
Fireball Wizard Prince
Fireball Wizard
Fireball
Prince P.E.K.K.A
Fireball Witch
Fireball Witch
Fireball Witch Prince Bandit

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