My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Mediocre

1 problems 3 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Inferno Tower Wizard Witch 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.

Bats Wizard 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.

Missing

Damage spells

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

Rage

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.

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
Bats
Giant Snowball
Fire Spirit Bats Witch
Zap
Fire Spirit Bats Inferno Tower Witch
Barbarian Barrel
Fire Spirit Inferno Tower Wizard Witch Electro Wizard
The Log
Fire Spirit Witch
Earthquake
Inferno Tower Witch
Arrows
Fire Spirit Bats Witch
Royal Delivery
Fire Spirit Bats Wizard Witch P.E.K.K.A Electro Wizard
Fireball
Inferno Tower Wizard Witch Electro Wizard
Poison
Bats Inferno Tower Wizard Witch Electro Wizard
Lightning
Inferno Tower Wizard Witch Electro Wizard
Rocket
Inferno Tower Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard

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 Bats Inferno Tower 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 Wizard 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 Bats Rage Electro Wizard Inferno Tower Wizard Witch P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Bats Rage Electro Wizard

Attack Synergies 3 6

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
Bats
Rage P.E.K.K.A
Inferno Tower
Wizard
Rage P.E.K.K.A
Rage
Witch Bats Wizard Electro Wizard
Witch
Rage P.E.K.K.A
P.E.K.K.A
Fire Spirit Electro Wizard Bats Wizard Witch
Electro Wizard
P.E.K.K.A Rage

Defense Synergies 1 10

Fire Spirit
Inferno Tower P.E.K.K.A Electro Wizard
Bats
Inferno Tower P.E.K.K.A Electro Wizard
Inferno Tower
Electro Wizard Fire Spirit Bats
Wizard
P.E.K.K.A Electro Wizard
Rage
Witch
Electro Wizard
P.E.K.K.A
Fire Spirit Bats Wizard Electro Wizard
Electro Wizard
Inferno Tower Fire Spirit Bats Wizard 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.

Inferno Tower Wizard Electro Wizard
Inferno Tower P.E.K.K.A Bats Witch Electro Wizard
Inferno Tower Witch P.E.K.K.A Fire Spirit Bats Electro Wizard
Inferno Tower Witch P.E.K.K.A Bats Electro Wizard
P.E.K.K.A
Fire Spirit Bats Electro Wizard
Bats Inferno Tower Electro Wizard Fire Spirit Wizard Witch
Inferno Tower P.E.K.K.A Electro Wizard
Inferno Tower Witch P.E.K.K.A
Fire Spirit Inferno Tower Electro Wizard
Bats Witch Electro Wizard Wizard
Inferno Tower Bats Wizard Witch Electro Wizard
Inferno Tower P.E.K.K.A Fire Spirit Bats Wizard Witch Electro Wizard
Fire Spirit Wizard Bats Witch P.E.K.K.A Electro Wizard
Inferno Tower P.E.K.K.A Electro Wizard
Inferno Tower P.E.K.K.A Electro Wizard
Wizard Bats Inferno Tower Witch P.E.K.K.A Electro Wizard
Fire Spirit Bats Wizard Witch Electro Wizard
Wizard Witch Fire Spirit Bats Electro Wizard
P.E.K.K.A Inferno Tower Electro Wizard
Wizard Fire Spirit Bats 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.

Inferno Tower Witch P.E.K.K.A Electro Wizard
Electro Wizard Wizard
P.E.K.K.A Bats Inferno Tower Witch Electro Wizard
P.E.K.K.A Bats Inferno Tower Electro Wizard
Inferno Tower P.E.K.K.A Witch
Fire Spirit Wizard Bats Witch Electro Wizard
P.E.K.K.A Bats Inferno Tower Witch Electro Wizard
Inferno Tower P.E.K.K.A
P.E.K.K.A Electro Wizard Bats Inferno Tower Witch
Inferno Tower Witch P.E.K.K.A
P.E.K.K.A Bats Inferno Tower Witch
P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Tower Wizard Witch
Wizard Witch
Inferno Tower Witch Electro Wizard Bats P.E.K.K.A
Bats Inferno Tower Wizard 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.)

Electro Wizard
Wizard Fire Spirit
Wizard Fire Spirit Bats Witch
Fire Spirit Wizard Witch
Fire Spirit Wizard
Wizard
Fire Spirit Bats Electro Wizard
Wizard Electro Wizard
Fire Spirit Wizard
Fire Spirit
Wizard Witch
Wizard
Bats
Fire Spirit Wizard Electro Wizard
Fire Spirit Wizard Witch
Wizard
Fire Spirit Wizard Witch
Witch
Wizard Witch Electro Wizard
Wizard Witch
Fire Spirit Bats Wizard Witch Electro Wizard
Electro Wizard Bats Wizard Witch
Wizard
Electro Wizard
P.E.K.K.A
Wizard
Electro Wizard Fire Spirit Bats Witch
Fire Spirit Wizard Witch Electro Wizard
Wizard Electro Wizard
Wizard
P.E.K.K.A
Bats Witch Electro Wizard
Bats Witch Electro Wizard
Witch Electro Wizard

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