My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Rascals Magic Archer

Deck tips

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

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 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!

Similar decks

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 Knight Tombstone

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Fireball Freeze The Log

Punishments

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

Hog Rider

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.

Knight Hog Rider

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.

Hog Rider

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 Hog Rider
Giant Snowball
Archers Tombstone Hog Rider
Zap
Archers Tombstone
Barbarian Barrel
Archers Knight Tombstone
The Log
Archers Tombstone Hog Rider
Earthquake
Archers Tombstone Hog Rider
Arrows
Archers Tombstone
Royal Delivery
Archers Knight Hog Rider
Fireball
Archers Tombstone Hog Rider
Poison
Archers Tombstone
Lightning
Knight Tombstone
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Freeze The Log

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 Knight Tombstone Freeze

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Archers Arrows Knight Tombstone Fireball Hog Rider Freeze

Shortest cycle

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

11 The Log Archers Arrows Knight

Attack Synergies 7 8

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.

Archers
Knight Arrows Hog Rider
Arrows
Fireball Hog Rider Archers Knight Freeze
Knight
Archers Hog Rider Arrows Fireball The Log
Tombstone
Fireball
Arrows Hog Rider Knight Freeze The Log
Hog Rider
Arrows Knight Fireball Freeze The Log Archers
Freeze
Hog Rider Arrows Fireball
The Log
Hog Rider Knight Fireball

Defense Synergies 2 9

Archers
Knight Tombstone The Log
Arrows
Knight Tombstone Fireball
Knight
Archers Arrows Fireball The Log
Tombstone
Archers Arrows Fireball
Fireball
The Log Arrows Knight Tombstone Freeze
Hog Rider
Freeze
Fireball
The Log
Fireball Archers 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.

Knight Tombstone Fireball The Log
Knight Tombstone The Log
Archers Knight Tombstone Freeze
Knight Tombstone
Arrows Tombstone Fireball The Log
Arrows Fireball Freeze The Log Archers
Archers Arrows Tombstone Fireball Freeze
Arrows Fireball The Log
Tombstone
Knight Archers
Archers Arrows Knight Tombstone Fireball Freeze The Log
Arrows Archers Fireball
Tombstone Knight Fireball Freeze The Log
Fireball Arrows Tombstone Freeze The Log
Knight Tombstone
Fireball Freeze The Log
Arrows Knight Tombstone Fireball
Arrows Tombstone Fireball Archers Knight The Log
Arrows Freeze The Log Archers Knight Tombstone Fireball
Archers Arrows Knight Fireball The Log

Counters to secondary win conditions

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

Knight Archers Tombstone Fireball
Fireball Archers Arrows Knight The Log
Tombstone Knight The Log
Knight Fireball The Log
Knight Tombstone
Arrows Fireball Archers Freeze
Archers Knight Tombstone Fireball
Knight
Freeze Knight Tombstone Fireball The Log
Tombstone
Knight Tombstone
Arrows Fireball The Log
Knight Tombstone Fireball
Archers Fireball
Tombstone Archers Knight Fireball Freeze The Log
Arrows Archers Fireball Freeze The Log

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 Knight Freeze The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Knight Fireball Freeze The Log
Fireball Arrows The Log
Arrows Fireball Freeze
Archers Arrows The Log
Arrows Fireball The Log Freeze
Arrows Fireball The Log
Fireball
Arrows Knight Fireball The Log
Fireball Archers Arrows
Knight Fireball The Log
Arrows Fireball Freeze
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball Freeze
Archers Arrows Fireball The Log
Arrows Fireball The Log
Fireball The Log
Arrows Fireball
The Log
Arrows Fireball The Log
Arrows Freeze The Log Fireball
Arrows Fireball The Log
Fireball Arrows The Log
Fireball Arrows The Log
Archers Arrows Fireball
Fireball Freeze
Fireball
Arrows Fireball The Log
Arrows Fireball Freeze
Arrows Fireball The Log
Archers Tombstone Fireball Freeze
Fireball Archers Arrows
Freeze
Arrows The Log Fireball
Fireball Knight
Arrows The Log Fireball
Arrows Fireball
Fireball Freeze The Log
Fireball
Fireball Freeze The Log

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