My Best Clash Royale Deck

Deck Check Rating

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

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.

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.

Archers Mega Minion Furnace Electro Wizard

Defensive buildings

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

Furnace

Investments

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

Archers Royal Giant Mega Minion Furnace Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

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.

Barbarians Royal Giant

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.

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 Royal Giant
Giant Snowball
Archers Barbarians Mega Minion Furnace
Zap
Archers Royal Giant Furnace
Barbarian Barrel
Archers Barbarians Furnace Electro Wizard
The Log
Archers Barbarians Royal Giant Furnace
Earthquake
Archers Barbarians Furnace
Arrows
Archers Furnace
Royal Delivery
Archers Barbarians Mega Minion Electro Wizard
Fireball
Archers Barbarians Mega Minion Furnace Electro Wizard
Poison
Archers Barbarians Mega Minion Furnace Electro Wizard
Lightning
Mega Minion Furnace Electro Wizard
Rocket
Barbarians Furnace

Against air swarms

Spells and units that can counter air swarms.

Zap Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Zap Furnace 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.

Mega Minion

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.

Royal Giant

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.

Barbarians Furnace 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.

Good

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 Mega Minion Furnace Electro Wizard Barbarians Royal Giant

Shortest cycle

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

10 Zap The Log Archers Mega Minion

Attack Synergies 3 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.

Zap
Mega Minion Electro Wizard Archers Royal Giant Furnace The Log
Archers
Zap Royal Giant
Barbarians
Royal Giant
Furnace Zap Archers Mega Minion The Log Electro Wizard
Mega Minion
Zap Royal Giant Furnace
Furnace
Royal Giant Zap Mega Minion
The Log
Zap Royal Giant
Electro Wizard
Zap Royal Giant

Defense Synergies 2 14

Zap
Mega Minion Electro Wizard Archers Barbarians Furnace The Log
Archers
Zap Mega Minion Furnace The Log Electro Wizard
Barbarians
Zap Furnace
Royal Giant
Mega Minion
Zap Archers Furnace The Log Electro Wizard
Furnace
Zap Archers Barbarians Mega Minion Electro Wizard
The Log
Zap Archers Mega Minion Electro Wizard
Electro Wizard
Zap Archers Mega Minion Furnace 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 Mega Minion The Log Electro Wizard
Barbarians Zap Mega Minion Furnace The Log Electro Wizard
Barbarians Furnace Archers Mega Minion Electro Wizard
Barbarians Mega Minion Furnace Electro Wizard
Barbarians The Log
The Log Zap Archers Mega Minion Furnace Electro Wizard
Mega Minion Furnace Electro Wizard Zap Archers
Zap Barbarians The Log Electro Wizard
Barbarians Furnace
Archers Barbarians Electro Wizard
Archers Barbarians Electro Wizard Zap Mega Minion Furnace The Log
Mega Minion Zap Archers Furnace Electro Wizard
Barbarians Furnace Zap The Log Electro Wizard
Zap Barbarians Mega Minion Furnace The Log Electro Wizard
Barbarians Furnace Electro Wizard
Barbarians Zap Furnace The Log Electro Wizard
Barbarians Furnace Electro Wizard
Zap Archers Barbarians Mega Minion Furnace The Log Electro Wizard
Zap Furnace The Log Archers Barbarians Mega Minion Electro Wizard
Barbarians Electro Wizard
Archers Barbarians Furnace The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Zap Archers Furnace Electro Wizard
Electro Wizard Zap Archers Mega Minion The Log
Barbarians Zap Furnace The Log Electro Wizard
Zap Barbarians The Log Electro Wizard
Barbarians
Furnace Zap Archers Electro Wizard
Archers Barbarians Mega Minion Furnace Electro Wizard
Barbarians
Zap Electro Wizard Barbarians Mega Minion The Log
Barbarians Mega Minion
Barbarians Mega Minion
Zap Barbarians The Log Electro Wizard
Barbarians
Archers Barbarians Furnace
Barbarians Electro Wizard Zap Archers Mega Minion Furnace The Log
Zap Archers Barbarians Mega Minion 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.)

The Log
Zap The Log Electro Wizard
The Log
Barbarians The Log
Zap Furnace The Log
Zap Mega Minion Furnace
Archers Furnace The Log
The Log Zap
The Log Zap
Electro Wizard
Zap The Log Electro Wizard
Zap Archers
The Log
Zap Furnace The Log
Zap Furnace The Log
Furnace The Log
Zap Archers Mega Minion The Log Electro Wizard
Zap The Log
The Log
The Log
Zap Barbarians The Log
Zap The Log Furnace
Mega Minion
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Zap Archers Furnace Electro Wizard
Zap Electro Wizard Mega Minion
Mega Minion
Zap The Log
Zap Electro Wizard
The Log
Zap Electro Wizard Archers Barbarians
Zap Archers Mega Minion Electro Wizard
The Log
Mega Minion Electro Wizard
The Log Zap
Zap
Mega Minion
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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