My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Tombstone P.E.K.K.A

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.

Zap Fireball Rocket Lightning

Pump responses

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

Fireball Rocket Lightning

Dropped at the bridge

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

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
Archers
Giant Snowball
Archers Tombstone
Zap
Archers Tombstone
Barbarian Barrel
Archers Tombstone
The Log
Archers Tombstone
Earthquake
Archers Tombstone
Arrows
Archers Tombstone
Royal Delivery
Archers P.E.K.K.A
Fireball
Archers Tombstone
Poison
Archers Tombstone
Lightning
Tombstone
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Rocket

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.

Tombstone Rocket P.E.K.K.A

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

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

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.

Mirror Zap Archers Tombstone Fireball Rocket Lightning P.E.K.K.A

Shortest cycle

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

8 Mirror Zap Archers Tombstone

Attack Synergies 4 4

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.

Zap
Fireball Mirror P.E.K.K.A Archers
Archers
Zap P.E.K.K.A
Tombstone
Fireball
Zap Mirror
Rocket
Mirror
Mirror
Zap Fireball Rocket Lightning
Lightning
Mirror
P.E.K.K.A
Zap Archers

Defense Synergies 3 8

Zap
Fireball Mirror Archers Tombstone P.E.K.K.A
Archers
Zap Tombstone P.E.K.K.A
Tombstone
Zap Archers Fireball Rocket Mirror
Fireball
Zap Mirror Tombstone
Rocket
Tombstone
Mirror
Zap Fireball Tombstone
Lightning
P.E.K.K.A
Zap Archers

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.

Rocket Lightning Zap Tombstone Fireball
P.E.K.K.A Zap Tombstone
Rocket P.E.K.K.A Archers Tombstone Lightning
P.E.K.K.A Tombstone
Lightning Tombstone Fireball Rocket P.E.K.K.A
Fireball Zap Archers
Rocket Lightning Zap Archers Tombstone Fireball
Rocket Lightning Zap Fireball P.E.K.K.A
P.E.K.K.A Tombstone
Archers
Archers Zap Tombstone Fireball
Zap Archers Fireball
Tombstone P.E.K.K.A Zap Fireball Rocket Lightning
Fireball Rocket Zap Tombstone P.E.K.K.A
P.E.K.K.A Tombstone
Rocket Zap Fireball Lightning P.E.K.K.A
Tombstone Fireball P.E.K.K.A
Tombstone Fireball Zap Archers
Zap Archers Tombstone Fireball
P.E.K.K.A
Archers Fireball P.E.K.K.A

Counters to secondary win conditions

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

Zap Archers Tombstone Fireball P.E.K.K.A
Fireball Zap Archers Rocket Lightning
Tombstone P.E.K.K.A Zap Rocket Lightning
Rocket Lightning P.E.K.K.A Zap Fireball
P.E.K.K.A Tombstone
Fireball Rocket Zap Archers
Rocket P.E.K.K.A Archers Tombstone Fireball Lightning
P.E.K.K.A
Zap Rocket Lightning P.E.K.K.A Tombstone Fireball
P.E.K.K.A Tombstone
P.E.K.K.A Tombstone
Rocket Lightning P.E.K.K.A Zap Fireball
Rocket Lightning P.E.K.K.A Tombstone Fireball
Archers Fireball
Tombstone Zap Archers Fireball Rocket Lightning P.E.K.K.A
Zap Archers Fireball P.E.K.K.A

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 Lightning Rocket
Fireball Zap
Rocket Lightning Fireball
Lightning Fireball Rocket
Fireball Rocket Zap
Fireball Zap Rocket
Archers
Fireball Zap Lightning
Fireball Zap Lightning
Rocket Lightning Fireball
Rocket Lightning Zap Fireball
Fireball Lightning Zap Archers Rocket
Rocket Lightning Fireball
Lightning Fireball Rocket
Lightning Zap Fireball
Rocket Lightning Zap Fireball
Lightning Fireball Rocket
Lightning Fireball Rocket
Rocket Lightning
Rocket Lightning Zap Archers Fireball
Rocket Lightning Zap Fireball
Rocket Lightning Fireball
Rocket Lightning Fireball
Rocket Lightning
Rocket Lightning Zap Fireball
Zap Fireball
Fireball Zap Lightning
Fireball Lightning Zap
Fireball Rocket Lightning Zap
Lightning Zap Archers Fireball
Zap Rocket Lightning Fireball
Lightning Fireball
Lightning Zap Fireball Rocket
Zap Rocket Lightning Fireball
P.E.K.K.A
Rocket Fireball Lightning
Zap Lightning Archers Tombstone Fireball Rocket
Fireball Rocket Lightning Zap Archers
Fireball
Fireball Lightning Rocket
Zap Fireball Lightning
Rocket Lightning Zap Fireball
P.E.K.K.A
Zap Fireball Rocket Lightning
Zap Fireball Rocket Lightning
Lightning Zap Fireball Rocket

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