My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Executioner 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.

Bats Knight Executioner P.E.K.K.A Bandit Electro Wizard Sparky

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

Punishments

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

Bandit

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 P.E.K.K.A Bandit

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.

Bandit 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 Bandit Sparky
Giant Snowball
Bats
Zap
Bats Bandit Sparky
Barbarian Barrel
Knight Executioner Bandit Electro Wizard Sparky
The Log
Bandit Sparky
Earthquake
Arrows
Bats
Royal Delivery
Bats Knight Executioner P.E.K.K.A Bandit Electro Wizard Sparky
Fireball
Executioner Bandit Electro Wizard Sparky
Poison
Bats Executioner Electro Wizard Sparky
Lightning
Knight Executioner Bandit Electro Wizard Sparky
Rocket
Executioner Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Zap Executioner Sparky

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.

Bats Knight Executioner P.E.K.K.A Sparky

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Knight Bandit Electro Wizard Executioner Sparky P.E.K.K.A

Shortest cycle

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

10 Bats Zap Knight Bandit

Attack Synergies 6 13

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.

Bats
Knight Zap P.E.K.K.A Bandit Sparky
Zap
P.E.K.K.A Electro Wizard Sparky Bats Knight Executioner Bandit
Knight
Bats Executioner Zap Electro Wizard Sparky
Executioner
Knight Zap P.E.K.K.A Bandit
P.E.K.K.A
Zap Electro Wizard Bats Executioner
Bandit
Bats Zap Executioner Electro Wizard
Electro Wizard
Zap P.E.K.K.A Knight Bandit Sparky
Sparky
Zap Bats Knight Electro Wizard

Defense Synergies 4 14

Bats
Knight Zap P.E.K.K.A Bandit Electro Wizard Sparky
Zap
Electro Wizard Bats Knight Executioner P.E.K.K.A Bandit Sparky
Knight
Bats Executioner Electro Wizard Zap Sparky
Executioner
Knight Zap Bandit
P.E.K.K.A
Bats Zap Electro Wizard
Bandit
Bats Zap Executioner Electro Wizard
Electro Wizard
Zap Knight Bats P.E.K.K.A Bandit
Sparky
Bats Zap Knight

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 Knight Executioner Electro Wizard Sparky
P.E.K.K.A Sparky Bats Zap Knight Executioner Bandit Electro Wizard
P.E.K.K.A Sparky Bats Knight Executioner Bandit Electro Wizard
P.E.K.K.A Sparky Bats Knight Bandit Electro Wizard
P.E.K.K.A Sparky
Bats Zap Executioner Bandit Electro Wizard
Bats Electro Wizard Zap Executioner
Zap P.E.K.K.A Bandit Electro Wizard Sparky
P.E.K.K.A Sparky
Knight Bandit Electro Wizard Sparky
Bats Executioner Electro Wizard Zap Knight Bandit
Executioner Bats Zap Electro Wizard
P.E.K.K.A Sparky Bats Zap Knight Bandit Electro Wizard
Executioner Sparky Bats Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Sparky Knight Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard Sparky
Sparky Bats Knight Executioner P.E.K.K.A Electro Wizard
Bats Zap Knight Executioner Bandit Electro Wizard
Zap Executioner Bats Knight Bandit Electro Wizard
P.E.K.K.A Sparky Electro Wizard
Bats Knight Executioner P.E.K.K.A Bandit Electro Wizard Sparky

Counters to secondary win conditions

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

Knight Zap P.E.K.K.A Bandit Electro Wizard Sparky
Bandit Electro Wizard Zap Knight Executioner
P.E.K.K.A Bandit Bats Zap Knight Electro Wizard Sparky
P.E.K.K.A Bats Zap Knight Bandit Electro Wizard Sparky
P.E.K.K.A Knight Executioner Bandit Sparky
Executioner Bats Zap Electro Wizard
P.E.K.K.A Sparky Bats Knight Bandit Electro Wizard
P.E.K.K.A Knight Sparky
Zap P.E.K.K.A Electro Wizard Bats Knight Bandit Sparky
P.E.K.K.A Sparky
P.E.K.K.A Bats Knight Sparky
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Knight Executioner Bandit Sparky
Executioner Sparky
Electro Wizard Sparky Bats Zap Knight Executioner P.E.K.K.A
Bats Executioner Zap P.E.K.K.A Electro Wizard Sparky

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 Bandit Sparky
Zap Executioner Bandit Electro Wizard
Bandit Sparky
Knight Sparky
Executioner Zap Sparky
Executioner Bats Zap
Executioner Sparky
Zap Executioner
Zap Bandit
Bats Electro Wizard Sparky
Zap Knight Bandit Electro Wizard Sparky
Zap Executioner
Knight Executioner Bandit Sparky
Bandit
Zap Sparky
Zap Executioner Bandit Sparky
Executioner Bandit Sparky
Sparky
Bats Sparky
Zap Executioner Bandit Electro Wizard Sparky
Zap
Sparky
Sparky
Zap
Zap Executioner Sparky
Zap Executioner Bandit Electro Wizard Sparky
Zap Bandit Sparky
Zap Bandit Sparky
Bats Zap Executioner Electro Wizard Sparky
Zap Electro Wizard Bats
Sparky
Zap Bandit Sparky
Zap Electro Wizard Sparky
P.E.K.K.A Sparky
Sparky
Zap Electro Wizard Bats Bandit
Zap Executioner Electro Wizard
Knight Executioner Electro Wizard Sparky
Zap Executioner
Zap Sparky
Executioner P.E.K.K.A Sparky
Zap Bats Electro Wizard Sparky
Bats Zap Executioner Electro Wizard
Zap Executioner Bandit Electro Wizard Sparky

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