My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Archers Minions

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.

Bomber Archers Royal Giant P.E.K.K.A Royal Ghost

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant

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.

Royal Giant Royal Ghost

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 Royal Giant P.E.K.K.A Royal Ghost

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.

Royal Ghost

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
Bomber Archers Minions Royal Giant
Giant Snowball
Fire Spirit Bomber Archers Minions
Zap
Fire Spirit Bomber Archers Minions Royal Giant
Barbarian Barrel
Fire Spirit Bomber Archers Royal Ghost
The Log
Fire Spirit Bomber Archers Royal Giant
Earthquake
Bomber Archers
Arrows
Fire Spirit Bomber Archers Minions
Royal Delivery
Fire Spirit Bomber Archers Minions P.E.K.K.A Royal Ghost
Fireball
Bomber Archers Minions
Poison
Bomber Archers Minions
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Royal Ghost

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 P.E.K.K.A Royal Ghost

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.

Royal Giant

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 Minions

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Zap Archers Minions Royal Ghost Royal Giant P.E.K.K.A

Shortest cycle

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

8 Fire Spirit Bomber Zap Archers

Attack Synergies 5 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.

Fire Spirit
Royal Giant P.E.K.K.A Zap
Bomber
Royal Giant Zap Minions P.E.K.K.A
Zap
P.E.K.K.A Fire Spirit Bomber Archers Minions Royal Giant Royal Ghost
Archers
Zap Royal Giant P.E.K.K.A Royal Ghost
Minions
Royal Giant Bomber Zap P.E.K.K.A
Royal Giant
Fire Spirit Bomber Minions Zap Archers Royal Ghost
P.E.K.K.A
Fire Spirit Zap Bomber Archers Minions
Royal Ghost
Zap Archers Royal Giant

Defense Synergies 0 12

Fire Spirit
Zap P.E.K.K.A
Bomber
Zap P.E.K.K.A Royal Ghost
Zap
Fire Spirit Bomber Archers Minions P.E.K.K.A Royal Ghost
Archers
Zap Minions P.E.K.K.A
Minions
Zap Archers P.E.K.K.A
Royal Giant
P.E.K.K.A
Fire Spirit Bomber Zap Archers Minions
Royal Ghost
Bomber Zap

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.

Bomber Zap Minions
P.E.K.K.A Bomber Zap Minions
P.E.K.K.A Fire Spirit Bomber Archers Minions
P.E.K.K.A Bomber Minions
Bomber P.E.K.K.A
Fire Spirit Bomber Zap Archers Minions Royal Ghost
Minions Fire Spirit Zap Archers
Zap P.E.K.K.A
P.E.K.K.A Minions
Fire Spirit Bomber Archers Royal Ghost
Archers Minions Bomber Zap Royal Ghost
Minions Zap Archers
P.E.K.K.A Fire Spirit Bomber Zap Minions
Fire Spirit Bomber Zap Minions P.E.K.K.A Royal Ghost
P.E.K.K.A
Zap P.E.K.K.A
Bomber Minions P.E.K.K.A
Fire Spirit Bomber Zap Archers Minions Royal Ghost
Zap Fire Spirit Bomber Archers Minions Royal Ghost
P.E.K.K.A
Bomber Royal Ghost Fire Spirit Archers Minions 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 P.E.K.K.A Royal Ghost
Bomber Zap Archers Royal Ghost
P.E.K.K.A Zap Minions
P.E.K.K.A Zap
P.E.K.K.A
Fire Spirit Zap Archers Minions
P.E.K.K.A Archers Minions
P.E.K.K.A
Zap P.E.K.K.A Minions
P.E.K.K.A
P.E.K.K.A Minions
P.E.K.K.A Zap
P.E.K.K.A
Bomber Archers
Bomber Zap Archers Minions P.E.K.K.A
Minions Bomber Zap Archers P.E.K.K.A Royal Ghost

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.)

Royal Ghost
Zap Royal Ghost
Bomber Fire Spirit Zap
Fire Spirit Zap Minions
Fire Spirit Bomber Archers
Fire Spirit Zap
Zap
Fire Spirit Minions
Zap
Fire Spirit Zap Archers
Fire Spirit
Minions
Zap
Bomber Zap
Bomber Minions
Fire Spirit Bomber Zap Archers
Fire Spirit Bomber Zap
Minions
Zap
Zap Fire Spirit Bomber
Zap Royal Ghost
Zap
Zap
Fire Spirit Zap Archers
Zap Minions
Bomber Zap
Zap
P.E.K.K.A
Zap Fire Spirit Archers Minions
Fire Spirit Zap Archers
Bomber Zap
Zap
P.E.K.K.A
Zap Minions
Zap
Zap Royal Ghost

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