My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
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.

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Inferno Tower Electro Wizard

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.

Archers Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Fireball Rage

Punishments

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

Elite Barbarians Hog Rider

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.

Elite Barbarians Hog Rider

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.

Elite Barbarians Hog Rider 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 Elite Barbarians Hog Rider
Giant Snowball
Archers Hog Rider
Zap
Archers Inferno Tower
Barbarian Barrel
Archers Elite Barbarians Inferno Tower Electro Wizard
The Log
Archers Elite Barbarians Hog Rider
Earthquake
Archers Hog Rider Inferno Tower
Arrows
Archers
Royal Delivery
Archers Elite Barbarians Hog Rider Electro Wizard
Fireball
Archers Elite Barbarians Hog Rider Inferno Tower Electro Wizard
Poison
Archers Inferno Tower Electro Wizard
Lightning
Elite Barbarians Inferno Tower Electro Wizard
Rocket
Elite Barbarians Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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.

Arrows Inferno Tower Rage

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.

Elite Barbarians 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 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.

Rage Archers Arrows Fireball Hog Rider Electro Wizard Inferno Tower Elite Barbarians

Shortest cycle

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

12 Rage Archers Arrows Fireball

Attack Synergies 6 8

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.

Archers
Arrows Elite Barbarians Hog Rider
Arrows
Elite Barbarians Fireball Hog Rider Archers
Elite Barbarians
Arrows Rage Archers Fireball Hog Rider
Fireball
Arrows Hog Rider Elite Barbarians Electro Wizard
Hog Rider
Arrows Fireball Rage Archers Elite Barbarians Electro Wizard
Inferno Tower
Rage
Elite Barbarians Hog Rider Electro Wizard
Electro Wizard
Fireball Hog Rider Rage

Defense Synergies 1 6

Archers
Inferno Tower Electro Wizard
Arrows
Fireball Inferno Tower
Elite Barbarians
Fireball
Arrows Inferno Tower Electro Wizard
Hog Rider
Inferno Tower
Electro Wizard Archers Arrows Fireball
Rage
Electro Wizard
Inferno Tower Archers Fireball

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 Electro Wizard
Elite Barbarians Inferno Tower Electro Wizard
Inferno Tower Archers Elite Barbarians Electro Wizard
Elite Barbarians Inferno Tower Electro Wizard
Arrows Elite Barbarians Fireball
Arrows Fireball Archers Electro Wizard
Inferno Tower Electro Wizard Archers Arrows Fireball
Arrows Fireball Inferno Tower Electro Wizard
Inferno Tower Elite Barbarians
Elite Barbarians Archers Inferno Tower Electro Wizard
Archers Electro Wizard Arrows Fireball
Arrows Inferno Tower Archers Fireball Electro Wizard
Inferno Tower Elite Barbarians Fireball Electro Wizard
Fireball Arrows Electro Wizard
Elite Barbarians Inferno Tower Electro Wizard
Inferno Tower Elite Barbarians Fireball Electro Wizard
Arrows Elite Barbarians Fireball Inferno Tower Electro Wizard
Arrows Fireball Archers Elite Barbarians Electro Wizard
Arrows Archers Fireball Electro Wizard
Elite Barbarians Inferno Tower Electro Wizard
Archers Arrows Elite Barbarians Fireball Electro Wizard

Counters to secondary win conditions

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

Archers Elite Barbarians Fireball Inferno Tower Electro Wizard
Fireball Electro Wizard Archers Arrows Elite Barbarians
Elite Barbarians Inferno Tower Electro Wizard
Elite Barbarians Fireball Inferno Tower Electro Wizard
Inferno Tower Elite Barbarians
Arrows Fireball Archers Electro Wizard
Archers Elite Barbarians Fireball Inferno Tower Electro Wizard
Inferno Tower Elite Barbarians
Electro Wizard Elite Barbarians Fireball Inferno Tower
Inferno Tower
Elite Barbarians Inferno Tower
Arrows Elite Barbarians Fireball Electro Wizard
Elite Barbarians Fireball Inferno Tower
Archers Fireball
Elite Barbarians Inferno Tower Electro Wizard Archers Fireball
Arrows Archers Elite Barbarians Fireball Inferno Tower 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.)

Fireball Arrows
Arrows Fireball Electro Wizard
Arrows Fireball
Arrows Fireball
Fireball Arrows
Arrows Fireball
Archers Arrows
Arrows Fireball
Arrows Fireball
Elite Barbarians Fireball Electro Wizard
Arrows Fireball Electro Wizard
Fireball Archers Arrows
Elite Barbarians Fireball
Arrows Fireball
Arrows Elite Barbarians Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Archers Arrows Fireball Electro Wizard
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Electro Wizard
Fireball Arrows
Fireball Arrows
Elite Barbarians Archers Arrows Fireball Electro Wizard
Electro Wizard Fireball
Elite Barbarians Fireball
Arrows Fireball
Arrows Fireball Electro Wizard
Arrows Fireball
Electro Wizard Archers Fireball
Fireball Archers Arrows Electro Wizard
Arrows Fireball
Fireball Electro Wizard
Arrows Fireball
Arrows Fireball
Elite Barbarians
Elite Barbarians Fireball Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard

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