My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Witch

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.

Witch

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.

Fireball Freeze The Log

Punishments

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

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.

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.

Hog Rider

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
Hog Rider Skeleton Army
Giant Snowball
Barbarians Hog Rider Skeleton Army Witch
Zap
Skeleton Army Witch
Barbarian Barrel
Barbarians Skeleton Army Witch
The Log
Barbarians Hog Rider Skeleton Army Witch
Earthquake
Barbarians Hog Rider Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Barbarians Hog Rider Skeleton Army Witch
Fireball
Barbarians Hog Rider Skeleton Army Witch
Poison
Barbarians Skeleton Army Witch
Lightning
Witch
Rocket
Barbarians Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Freeze 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.

Skeleton Army Freeze

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 Skeleton Army

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 Fireball 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 The Log Skeleton Army Fireball Hog Rider Freeze Barbarians Witch

Shortest cycle

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

9 Mirror The Log Skeleton Army Fireball

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.

Barbarians
Hog Rider
Fireball
Hog Rider Mirror Freeze The Log
Hog Rider
Fireball Freeze The Log Barbarians Mirror Witch
Mirror
Fireball The Log Hog Rider Skeleton Army Freeze
Skeleton Army
Mirror
Freeze
Hog Rider Fireball Mirror
Witch
Hog Rider
The Log
Hog Rider Mirror Fireball

Defense Synergies 3 6

Barbarians
Skeleton Army
Fireball
Mirror The Log Freeze
Hog Rider
Mirror
Fireball Skeleton Army The Log
Skeleton Army
Mirror Barbarians Freeze The Log
Freeze
Fireball Skeleton Army
Witch
The Log
The Log
Fireball Mirror Skeleton Army 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 The Log
Barbarians Skeleton Army Witch The Log
Barbarians Skeleton Army Witch Freeze
Barbarians Skeleton Army Witch
Barbarians Fireball Skeleton Army The Log
Fireball Skeleton Army Freeze The Log
Fireball Freeze Witch
Barbarians Fireball The Log
Barbarians Witch Skeleton Army
Skeleton Army Barbarians
Barbarians Skeleton Army Witch Fireball Freeze The Log
Fireball Witch
Barbarians Skeleton Army Fireball Freeze Witch The Log
Fireball Skeleton Army Barbarians Freeze Witch The Log
Barbarians Skeleton Army
Barbarians Skeleton Army Fireball Freeze The Log
Barbarians Fireball Skeleton Army Witch
Fireball Barbarians Skeleton Army Witch The Log
Freeze Witch The Log Barbarians Fireball
Barbarians
Skeleton Army Barbarians Fireball Witch The Log

Counters to secondary win conditions

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

Barbarians Skeleton Army Fireball Witch
Fireball The Log
Barbarians Skeleton Army Witch The Log
Skeleton Army Barbarians Fireball The Log
Barbarians Skeleton Army Witch
Fireball Freeze Witch
Skeleton Army Barbarians Fireball Witch
Barbarians Skeleton Army
Freeze Barbarians Fireball Skeleton Army Witch The Log
Witch Barbarians Skeleton Army
Barbarians Witch
Skeleton Army Barbarians Fireball The Log
Barbarians Skeleton Army Fireball Witch
Barbarians Fireball Skeleton Army Witch
Barbarians Skeleton Army Witch Fireball Freeze The Log
Barbarians Fireball Freeze Witch 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 Freeze The Log
Fireball The Log
Fireball The Log
Barbarians Fireball Freeze The Log
Fireball The Log
Fireball Freeze Witch
Witch The Log
Fireball The Log Freeze
Fireball The Log
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball Freeze
Fireball The Log
Fireball Witch The Log
Fireball The Log
Fireball Freeze
Fireball The Log
Fireball Witch The Log
Fireball The Log
Fireball
The Log
Barbarians Fireball The Log
Freeze The Log Fireball Witch
Witch
Fireball The Log Witch
Fireball Witch The Log
Fireball The Log
Fireball Witch
Fireball Freeze Witch
Fireball
Fireball The Log
Fireball Freeze
Fireball The Log
Barbarians Fireball Skeleton Army Freeze Witch
Fireball Witch
Freeze
The Log Fireball
Fireball
The Log Fireball
Fireball
Fireball Freeze Witch The Log
Fireball Witch
Fireball Freeze Witch The Log

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