My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Furnace Witch Electro Wizard

Defensive buildings

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

Furnace

Investments

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

Furnace Witch P.E.K.K.A Electro Wizard Lumberjack

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 Arrows Fireball

Punishments

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

Lumberjack

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.

P.E.K.K.A Lumberjack

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 Lumberjack

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
Giant Snowball
Furnace Witch Lumberjack
Zap
Furnace Witch
Barbarian Barrel
Furnace Witch Electro Wizard Lumberjack
The Log
Furnace Witch Lumberjack
Earthquake
Furnace Witch
Arrows
Furnace Witch
Royal Delivery
Witch P.E.K.K.A Electro Wizard Lumberjack
Fireball
Furnace Witch Electro Wizard Lumberjack
Poison
Furnace Witch Electro Wizard
Lightning
Furnace Witch Electro Wizard Lumberjack
Rocket
Furnace Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Furnace Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Furnace

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.

Arrows 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 Furnace 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.

Zap Arrows Fireball Furnace Electro Wizard Lumberjack Witch P.E.K.K.A

Shortest cycle

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

13 Zap Arrows Fireball Furnace

Attack Synergies 7 10

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
Arrows Fireball P.E.K.K.A Electro Wizard Furnace Witch Lumberjack
Arrows
Zap Fireball P.E.K.K.A Lumberjack
Fireball
Zap Arrows Electro Wizard
Furnace
Zap P.E.K.K.A
Witch
Zap P.E.K.K.A Lumberjack
P.E.K.K.A
Zap Arrows Electro Wizard Furnace Witch Lumberjack
Electro Wizard
Zap P.E.K.K.A Fireball Lumberjack
Lumberjack
Zap Arrows Witch P.E.K.K.A Electro Wizard

Defense Synergies 2 17

Zap
Fireball Electro Wizard Arrows Furnace Witch P.E.K.K.A Lumberjack
Arrows
Zap Fireball Furnace P.E.K.K.A Lumberjack
Fireball
Zap Arrows Electro Wizard Lumberjack
Furnace
Zap Arrows Electro Wizard Lumberjack
Witch
Zap Electro Wizard Lumberjack
P.E.K.K.A
Zap Arrows Electro Wizard
Electro Wizard
Zap Fireball Furnace Witch P.E.K.K.A Lumberjack
Lumberjack
Zap Arrows Fireball Furnace Witch Electro Wizard

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 Fireball Electro Wizard
P.E.K.K.A Lumberjack Zap Furnace Witch Electro Wizard
Furnace Witch P.E.K.K.A Lumberjack Electro Wizard
Witch P.E.K.K.A Lumberjack Furnace Electro Wizard
Arrows Fireball P.E.K.K.A Lumberjack
Arrows Fireball Zap Furnace Electro Wizard Lumberjack
Furnace Electro Wizard Zap Arrows Fireball Witch
Zap Arrows Fireball P.E.K.K.A Electro Wizard
Witch P.E.K.K.A Furnace Lumberjack
Electro Wizard Lumberjack
Witch Electro Wizard Zap Arrows Fireball Furnace Lumberjack
Arrows Zap Fireball Furnace Witch Electro Wizard
Furnace P.E.K.K.A Lumberjack Zap Fireball Witch Electro Wizard
Fireball Zap Arrows Furnace Witch P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Furnace Electro Wizard Lumberjack
Zap Fireball Furnace P.E.K.K.A Electro Wizard Lumberjack
Arrows Fireball Furnace Witch P.E.K.K.A Electro Wizard Lumberjack
Arrows Fireball Zap Furnace Witch Electro Wizard Lumberjack
Zap Arrows Furnace Witch Fireball Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Arrows Fireball Furnace Witch P.E.K.K.A Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Fireball Furnace Witch P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Arrows Lumberjack
P.E.K.K.A Lumberjack Zap Furnace Witch Electro Wizard
P.E.K.K.A Lumberjack Zap Fireball Electro Wizard
P.E.K.K.A Witch Lumberjack
Arrows Fireball Furnace Zap Witch Electro Wizard
P.E.K.K.A Fireball Furnace Witch Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
Zap P.E.K.K.A Electro Wizard Fireball Witch
Witch P.E.K.K.A
P.E.K.K.A Witch Lumberjack
P.E.K.K.A Zap Arrows Fireball Electro Wizard
P.E.K.K.A Fireball Witch Lumberjack
Fireball Furnace Witch
Witch Electro Wizard Zap Fireball Furnace P.E.K.K.A Lumberjack
Arrows Zap Fireball 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.)

Fireball Arrows
Arrows Fireball Zap Electro Wizard
Arrows Fireball
Arrows Fireball
Fireball Zap Arrows Furnace
Arrows Fireball Zap Furnace Witch
Arrows Furnace Witch
Arrows Fireball Zap
Arrows Fireball Zap
Fireball Electro Wizard Lumberjack
Zap Arrows Fireball Electro Wizard
Fireball Zap Arrows
Fireball
Arrows Fireball
Zap Arrows Fireball Furnace
Zap Arrows Fireball Furnace Witch
Arrows Fireball Furnace
Arrows Fireball
Zap Arrows Fireball Electro Wizard
Zap Arrows Fireball Witch
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Furnace Witch
Witch
Arrows Fireball Zap Witch Electro Wizard
Fireball Zap Arrows Witch
Fireball Zap Arrows
Zap Arrows Fireball Furnace Witch Electro Wizard
Zap Electro Wizard Fireball Witch
Fireball
Zap Arrows Fireball
Zap Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball
Zap Electro Wizard Fireball Witch
Fireball Zap Arrows Witch Electro Wizard
Arrows Fireball
Fireball Electro Wizard Lumberjack
Arrows Zap Fireball
Zap Arrows Fireball
P.E.K.K.A
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard

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