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!
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.

Goblin Gang Wizard Ice 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.

Knight Wizard P.E.K.K.A Ice 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 Freeze

Punishments

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

Goblin Gang

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.

Knight Goblin Gang Barbarians 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
Goblin Gang
Giant Snowball
Goblin Gang Barbarians
Zap
Goblin Gang
Barbarian Barrel
Knight Goblin Gang Barbarians Wizard Ice Wizard
The Log
Goblin Gang Barbarians
Earthquake
Goblin Gang Barbarians
Arrows
Goblin Gang
Royal Delivery
Knight Goblin Gang Barbarians Wizard P.E.K.K.A Ice Wizard
Fireball
Goblin Gang Barbarians Wizard Ice Wizard
Poison
Goblin Gang Barbarians Wizard Ice Wizard
Lightning
Knight Wizard Ice Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze Ice 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.

Knight Rage Freeze P.E.K.K.A Ice Wizard

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.

Goblin Gang Barbarians Wizard Ice 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.

Rage Knight Goblin Gang Ice Wizard Freeze Barbarians Wizard P.E.K.K.A

Shortest cycle

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

11 Rage Knight Goblin Gang Ice Wizard

Attack Synergies 1 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.

Knight
Goblin Gang Wizard Ice Wizard
Goblin Gang
Knight P.E.K.K.A
Barbarians
Wizard
Knight Rage P.E.K.K.A
Rage
Wizard
Freeze
P.E.K.K.A
Goblin Gang Wizard Ice Wizard
Ice Wizard
Knight P.E.K.K.A

Defense Synergies 2 8

Knight
Goblin Gang Ice Wizard Wizard
Goblin Gang
Knight Barbarians P.E.K.K.A Ice Wizard
Barbarians
Goblin Gang
Wizard
Knight Freeze P.E.K.K.A Ice Wizard
Rage
Freeze
Wizard
P.E.K.K.A
Goblin Gang Wizard Ice Wizard
Ice Wizard
Knight Goblin Gang Wizard 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.

Knight Wizard
Barbarians P.E.K.K.A Knight Goblin Gang Ice Wizard
Goblin Gang Barbarians P.E.K.K.A Knight Freeze Ice Wizard
Barbarians P.E.K.K.A Knight Goblin Gang Ice Wizard
Barbarians P.E.K.K.A
Goblin Gang Freeze Ice Wizard
Goblin Gang Wizard Freeze Ice Wizard
Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Goblin Gang Ice Wizard
Knight Goblin Gang Barbarians Ice Wizard
Goblin Gang Barbarians Ice Wizard Knight Wizard Freeze
Goblin Gang Wizard Ice Wizard
Barbarians P.E.K.K.A Knight Goblin Gang Wizard Freeze Ice Wizard
Wizard Goblin Gang Barbarians Freeze P.E.K.K.A
Barbarians P.E.K.K.A Knight Goblin Gang
Barbarians Goblin Gang Freeze P.E.K.K.A
Barbarians Wizard Knight Goblin Gang P.E.K.K.A
Knight Goblin Gang Barbarians Wizard Ice Wizard
Wizard Freeze Knight Barbarians Ice Wizard
Barbarians P.E.K.K.A
Goblin Gang Wizard Knight Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblin Gang Barbarians P.E.K.K.A
Knight Goblin Gang Wizard
Goblin Gang Barbarians P.E.K.K.A Knight
Goblin Gang P.E.K.K.A Knight Barbarians
Barbarians P.E.K.K.A Knight Goblin Gang
Wizard Goblin Gang Freeze Ice Wizard
Goblin Gang P.E.K.K.A Knight Barbarians Ice Wizard
P.E.K.K.A Knight Barbarians
Freeze P.E.K.K.A Knight Barbarians
P.E.K.K.A Goblin Gang Barbarians
P.E.K.K.A Knight Barbarians
P.E.K.K.A Barbarians
Barbarians P.E.K.K.A Knight Goblin Gang Wizard
Wizard Barbarians
Goblin Gang Barbarians Knight Freeze P.E.K.K.A
Barbarians Wizard Freeze P.E.K.K.A Ice 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.)

Knight Freeze
Ice Wizard
Knight Barbarians Freeze
Wizard
Wizard Freeze Ice Wizard
Wizard
Wizard Freeze Ice Wizard
Wizard
Goblin Gang
Knight Wizard
Wizard
Knight
Freeze
Wizard
Wizard
Freeze
Wizard
Wizard
Wizard
Barbarians
Freeze Wizard Ice Wizard
Wizard Ice Wizard
Wizard
Wizard Ice Wizard
Wizard Freeze
Wizard
Freeze
P.E.K.K.A
Wizard
Goblin Gang Barbarians Freeze
Wizard Ice Wizard
Freeze
Knight Goblin Gang Wizard
Wizard
P.E.K.K.A
Goblin Gang Freeze
Freeze

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