My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Fire Spirit Archers Mega Minion

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.

Archers Royal Giant Mega Minion

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.

Arrows Fireball The Log

Punishments

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

Royal Giant Mini P.E.K.K.A

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.

Fire Spirit Royal Giant Mini 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.

Mini P.E.K.K.A

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
Fire Spirit Archers Mega Minion
Zap
Fire Spirit Archers Royal Giant
Barbarian Barrel
Fire Spirit Archers
The Log
Fire Spirit Archers Royal Giant Mini P.E.K.K.A
Earthquake
Archers
Arrows
Fire Spirit Archers
Royal Delivery
Fire Spirit Archers Mega Minion Mini P.E.K.K.A
Fireball
Archers Mega Minion
Poison
Archers Mega Minion
Lightning
Mega Minion Mini P.E.K.K.A
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Fireball The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Arrows Mega Minion Mini 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.

Royal Giant 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.

Fire Spirit Fireball

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.

Fire Spirit The Log Archers Arrows Mega Minion Fireball Mini P.E.K.K.A Royal Giant

Shortest cycle

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

9 Fire Spirit The Log Archers Arrows

Attack Synergies 4 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.

Fire Spirit
Royal Giant Mega Minion Mini P.E.K.K.A
Archers
Arrows Royal Giant Mini P.E.K.K.A
Arrows
Royal Giant Fireball Archers Mega Minion Mini P.E.K.K.A
Royal Giant
Fire Spirit Arrows Fireball Archers Mega Minion The Log
Mega Minion
Fire Spirit Arrows Royal Giant Fireball
Fireball
Arrows Royal Giant Mega Minion The Log
Mini P.E.K.K.A
Fire Spirit Archers Arrows The Log
The Log
Royal Giant Fireball Mini P.E.K.K.A

Defense Synergies 2 10

Fire Spirit
Mini P.E.K.K.A The Log
Archers
Mega Minion Mini P.E.K.K.A The Log
Arrows
Mega Minion Fireball Mini P.E.K.K.A
Royal Giant
Mega Minion
Archers Arrows The Log
Fireball
The Log Arrows Mini P.E.K.K.A
Mini P.E.K.K.A
The Log Fire Spirit Archers Arrows Fireball
The Log
Fireball Mini P.E.K.K.A Fire Spirit Archers Mega Minion

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.

Mega Minion Fireball The Log
Mini P.E.K.K.A Mega Minion The Log
Mini P.E.K.K.A Fire Spirit Archers Mega Minion
Mini P.E.K.K.A Mega Minion
Arrows Fireball Mini P.E.K.K.A The Log
Arrows Fireball The Log Fire Spirit Archers Mega Minion
Mega Minion Fire Spirit Archers Arrows Fireball
Arrows Fireball The Log
Mini P.E.K.K.A
Fire Spirit Archers Mini P.E.K.K.A
Archers Arrows Mega Minion Fireball The Log
Arrows Mega Minion Archers Fireball
Mini P.E.K.K.A Fire Spirit Fireball The Log
Fire Spirit Fireball Arrows Mega Minion Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A The Log
Arrows Fireball Mini P.E.K.K.A
Fire Spirit Arrows Fireball Archers Mega Minion The Log
Arrows The Log Fire Spirit Archers Mega Minion Fireball
Mini P.E.K.K.A
Fire Spirit Archers Arrows Fireball Mini P.E.K.K.A The Log

Counters to secondary win conditions

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

Mini P.E.K.K.A Archers Fireball
Fireball Archers Arrows Mega Minion Mini P.E.K.K.A The Log
Mini P.E.K.K.A The Log
Mini P.E.K.K.A Fireball The Log
Mini P.E.K.K.A
Fire Spirit Arrows Fireball Archers
Mini P.E.K.K.A Archers Mega Minion Fireball
Mini P.E.K.K.A
Mega Minion Fireball Mini P.E.K.K.A The Log
Mega Minion
Mega Minion Mini P.E.K.K.A
Arrows Fireball The Log
Mini P.E.K.K.A Fireball
Archers Fireball
Archers Mega Minion Fireball Mini P.E.K.K.A The Log
Arrows Archers Mega Minion Fireball Mini P.E.K.K.A The Log

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 Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball The Log
Fireball Fire Spirit Arrows The Log
Arrows Fireball Fire Spirit Mega Minion
Fire Spirit Archers Arrows The Log
Arrows Fireball The Log Fire Spirit
Arrows Fireball The Log
Fire Spirit Fireball Mini P.E.K.K.A
Arrows Fireball The Log
Fireball Fire Spirit Archers Arrows
Fire Spirit Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball
Mini P.E.K.K.A
Fire Spirit Archers Arrows Mega Minion Fireball Mini P.E.K.K.A The Log
Fire Spirit Arrows Fireball The Log
Fireball The Log
Arrows Fireball
The Log
Arrows Fireball The Log
Arrows The Log Fire Spirit Fireball
Mega Minion
Arrows Fireball The Log
Fireball Arrows The Log
Fireball Arrows The Log
Fire Spirit Archers Arrows Fireball
Mega Minion Fireball
Mega Minion Fireball Mini P.E.K.K.A
Arrows Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Fire Spirit Archers Fireball
Fireball Fire Spirit Archers Arrows Mega Minion
Arrows The Log Fireball
Fireball Mega Minion Mini P.E.K.K.A
Arrows The Log Fireball
Arrows Fireball
Mega Minion
Fireball The Log
Fireball
Fireball The Log

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