My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Fire Spirit Three Musketeers Witch Electro Wizard

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.

Elixir Collector Three Musketeers Witch P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Zap Rage

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit 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.

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
Three Musketeers
Giant Snowball
Fire Spirit Three Musketeers Witch
Zap
Fire Spirit Three Musketeers Witch
Barbarian Barrel
Fire Spirit Three Musketeers Witch Electro Wizard
The Log
Fire Spirit Three Musketeers Witch
Earthquake
Elixir Collector Witch
Arrows
Fire Spirit Witch
Royal Delivery
Fire Spirit Three Musketeers Witch P.E.K.K.A Electro Wizard
Fireball
Elixir Collector Three Musketeers Witch Electro Wizard
Poison
Elixir Collector Three Musketeers Witch Electro Wizard
Lightning
Elixir Collector Three Musketeers Witch Electro Wizard
Rocket
Elixir Collector Three Musketeers Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap

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 Elixir Collector Rage P.E.K.K.A

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 Three Musketeers Witch 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit Zap Rage Electro Wizard Witch Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

9 Fire Spirit Zap Rage Electro Wizard

Attack Synergies 5 7

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
P.E.K.K.A Zap Three Musketeers
Zap
P.E.K.K.A Electro Wizard Fire Spirit Three Musketeers Witch
Elixir Collector
Three Musketeers
Fire Spirit Zap Rage
Rage
Witch Three Musketeers Electro Wizard
Witch
Rage Zap P.E.K.K.A
P.E.K.K.A
Fire Spirit Zap Electro Wizard Witch
Electro Wizard
Zap P.E.K.K.A Rage

Defense Synergies 1 8

Fire Spirit
Zap P.E.K.K.A Electro Wizard
Zap
Electro Wizard Fire Spirit Three Musketeers Witch P.E.K.K.A
Elixir Collector
Three Musketeers
Zap
Rage
Witch
Zap Electro Wizard
P.E.K.K.A
Fire Spirit Zap Electro Wizard
Electro Wizard
Zap Fire Spirit Witch P.E.K.K.A

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 Electro Wizard
P.E.K.K.A Zap Three Musketeers Witch Electro Wizard
Three Musketeers Witch P.E.K.K.A Fire Spirit Electro Wizard
Three Musketeers Witch P.E.K.K.A Electro Wizard
P.E.K.K.A
Fire Spirit Zap Electro Wizard
Three Musketeers Electro Wizard Fire Spirit Zap Witch
Zap P.E.K.K.A Electro Wizard
Three Musketeers Witch P.E.K.K.A
Fire Spirit Electro Wizard
Witch Electro Wizard Zap
Three Musketeers Zap Witch Electro Wizard
P.E.K.K.A Fire Spirit Zap Three Musketeers Witch Electro Wizard
Fire Spirit Three Musketeers Zap Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Three Musketeers Electro Wizard
Zap Three Musketeers P.E.K.K.A Electro Wizard
Three Musketeers Witch P.E.K.K.A Electro Wizard
Fire Spirit Zap Three Musketeers Witch Electro Wizard
Zap Witch Fire Spirit Electro Wizard
P.E.K.K.A Three Musketeers Electro Wizard
Fire Spirit Witch P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Zap Witch P.E.K.K.A Electro Wizard
Electro Wizard Zap
P.E.K.K.A Zap Witch Electro Wizard
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Three Musketeers Witch
Fire Spirit Zap Three Musketeers Witch Electro Wizard
P.E.K.K.A Witch Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Witch
Witch P.E.K.K.A Three Musketeers
P.E.K.K.A Witch
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Three Musketeers Witch
Three Musketeers Witch
Witch Electro Wizard Zap Three Musketeers P.E.K.K.A
Zap Witch P.E.K.K.A 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.)

Zap Electro Wizard
Fire Spirit Zap
Fire Spirit Zap Witch
Fire Spirit Witch
Fire Spirit Zap
Zap
Fire Spirit Three Musketeers Electro Wizard
Zap Electro Wizard
Fire Spirit Zap
Fire Spirit Three Musketeers
Zap
Zap Three Musketeers Witch
Three Musketeers
Three Musketeers
Fire Spirit Zap Three Musketeers Electro Wizard
Fire Spirit Zap Witch
Zap
Zap Fire Spirit Witch
Witch
Zap Witch Electro Wizard
Zap Witch
Zap
Fire Spirit Zap Witch Electro Wizard
Zap Electro Wizard Witch
Zap
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Fire Spirit Witch
Fire Spirit Zap Three Musketeers Witch Electro Wizard
Three Musketeers Electro Wizard
Zap
Zap
Three Musketeers P.E.K.K.A
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard

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