My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Mediocre
Synergy
Good
Versatility
Great!
F2P score
Great!

1 warnings Why?

Missing cards in your collection

Magic Archer Lava Hound

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Archers Wizard Three Musketeers

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.

Archers Giant Wizard Elixir Collector Three Musketeers

Offensive cards

Win conditions

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

Giant Three Musketeers

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Rage

Punishments

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

Giant

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Goblins Giant

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 Three Musketeers
Giant Snowball
Goblins Archers Three Musketeers
Zap
Goblins Archers Three Musketeers
Barbarian Barrel
Goblins Archers Wizard Three Musketeers
The Log
Goblins Archers Three Musketeers
Earthquake
Archers Elixir Collector
Arrows
Goblins Archers
Royal Delivery
Goblins Archers Wizard Three Musketeers
Fireball
Archers Wizard Elixir Collector Three Musketeers
Poison
Archers Wizard Elixir Collector Three Musketeers
Lightning
Wizard Elixir Collector Three Musketeers
Rocket
Wizard Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Elixir Collector Rage

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.

Goblins Wizard Three Musketeers

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Rage Archers Giant Wizard Elixir Collector Three Musketeers

Shortest cycle

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

9 Goblins Zap Rage Archers

Attack Synergies 2 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.

Goblins
Zap Archers Giant
Zap
Giant Goblins Archers Three Musketeers
Archers
Goblins Zap Giant
Giant
Zap Rage Goblins Archers Wizard Three Musketeers
Wizard
Giant Rage
Elixir Collector
Three Musketeers
Zap Giant Rage
Rage
Giant Wizard Three Musketeers

Defense Synergies 0 5

Goblins
Zap Archers Wizard
Zap
Goblins Archers Three Musketeers
Archers
Goblins Zap
Giant
Wizard
Goblins
Elixir Collector
Three Musketeers
Zap
Rage

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 Wizard
Goblins Zap Three Musketeers
Three Musketeers Goblins Archers
Three Musketeers Goblins
Goblins Zap Archers
Three Musketeers Zap Archers Wizard
Zap
Three Musketeers Goblins
Goblins Archers
Goblins Archers Zap Wizard
Three Musketeers Zap Archers Wizard
Zap Wizard Three Musketeers
Wizard Three Musketeers Goblins Zap
Three Musketeers
Zap Three Musketeers
Wizard Three Musketeers Goblins
Goblins Zap Archers Wizard Three Musketeers
Zap Wizard Archers
Three Musketeers
Wizard Goblins Archers

Counters to secondary win conditions

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

Goblins Zap Archers
Zap Archers Wizard
Goblins Zap
Zap
Three Musketeers
Wizard Zap Archers Three Musketeers
Goblins Archers
Zap Goblins
Three Musketeers
Zap
Wizard Three Musketeers
Wizard Archers Three Musketeers
Goblins Zap Archers Three Musketeers
Zap Archers 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.)

Zap
Wizard Zap
Wizard Zap
Archers Wizard
Zap Wizard
Zap Wizard
Goblins Three Musketeers
Zap Wizard
Zap Archers Wizard
Three Musketeers
Zap
Zap Wizard Three Musketeers
Wizard Three Musketeers
Three Musketeers
Zap Archers Wizard Three Musketeers
Zap Wizard
Wizard
Zap
Zap Wizard
Zap Wizard
Zap Wizard
Zap
Zap Archers Wizard
Zap Wizard
Zap Wizard
Zap
Wizard
Zap Archers
Zap Archers Wizard Three Musketeers
Wizard Three Musketeers
Zap Wizard
Zap
Three Musketeers
Zap
Zap
Zap

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