My Best Clash Royale Deck

Deck Check Rating

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

2 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.

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.

Fire Spirit Inferno Tower Wizard Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Bomber Giant Wizard Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap The Log

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.

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 Giant

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

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 Giant
Giant Snowball
Fire Spirit Bomber
Zap
Fire Spirit Bomber Inferno Tower
Barbarian Barrel
Fire Spirit Bomber Inferno Tower Wizard Electro Wizard
The Log
Fire Spirit Bomber
Earthquake
Bomber Inferno Tower
Arrows
Fire Spirit Bomber
Royal Delivery
Fire Spirit Bomber Wizard Electro Wizard
Fireball
Bomber Inferno Tower Wizard Electro Wizard
Poison
Bomber Inferno Tower Wizard Electro Wizard
Lightning
Inferno Tower Wizard Electro Wizard
Rocket
Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Wizard The Log

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 Inferno Tower

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 Wizard 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.

Fire Spirit Bomber Zap The Log Electro Wizard Giant Inferno Tower Wizard

Shortest cycle

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

7 Fire Spirit Bomber Zap The Log

Attack Synergies 3 7

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
Zap Giant
Bomber
Giant Zap
Zap
Giant Electro Wizard Fire Spirit Bomber The Log
Giant
Bomber Zap Fire Spirit Wizard The Log Electro Wizard
Inferno Tower
Wizard
Giant
The Log
Zap Giant
Electro Wizard
Zap Giant

Defense Synergies 3 12

Fire Spirit
Zap Inferno Tower The Log Electro Wizard
Bomber
Zap The Log Electro Wizard
Zap
Electro Wizard Fire Spirit Bomber Inferno Tower The Log
Giant
Inferno Tower
The Log Electro Wizard Fire Spirit Zap
Wizard
The Log Electro Wizard
The Log
Inferno Tower Fire Spirit Bomber Zap Wizard Electro Wizard
Electro Wizard
Zap Inferno Tower Fire Spirit Bomber Wizard The Log

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 Inferno Tower Wizard The Log Electro Wizard
Inferno Tower Bomber Zap The Log Electro Wizard
Inferno Tower Fire Spirit Bomber Electro Wizard
Inferno Tower Bomber Electro Wizard
Bomber The Log
The Log Fire Spirit Bomber Zap Electro Wizard
Inferno Tower Electro Wizard Fire Spirit Zap Wizard
Zap Inferno Tower The Log Electro Wizard
Inferno Tower
Fire Spirit Bomber Inferno Tower Electro Wizard
Electro Wizard Bomber Zap Wizard The Log
Inferno Tower Zap Wizard Electro Wizard
Inferno Tower Fire Spirit Bomber Zap Wizard The Log Electro Wizard
Fire Spirit Bomber Wizard Zap The Log Electro Wizard
Inferno Tower Electro Wizard
Inferno Tower Zap The Log Electro Wizard
Wizard Bomber Inferno Tower Electro Wizard
Fire Spirit Bomber Zap Wizard The Log Electro Wizard
Zap Wizard The Log Fire Spirit Bomber Electro Wizard
Inferno Tower Electro Wizard
Bomber Wizard Fire Spirit The Log Electro Wizard

Counters to secondary win conditions

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

Zap Inferno Tower Electro Wizard
Electro Wizard Bomber Zap Wizard The Log
Zap Inferno Tower The Log Electro Wizard
Zap Inferno Tower The Log Electro Wizard
Inferno Tower
Fire Spirit Wizard Zap Electro Wizard
Inferno Tower Electro Wizard
Inferno Tower
Zap Electro Wizard Inferno Tower The Log
Inferno Tower
Inferno Tower
Zap The Log Electro Wizard
Inferno Tower Wizard
Wizard Bomber
Inferno Tower Electro Wizard Bomber Zap The Log
Bomber Zap Inferno Tower Wizard The Log 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.)

The Log
Zap The Log Electro Wizard
The Log
The Log
Bomber Wizard Fire Spirit Zap The Log
Wizard Fire Spirit Zap
Fire Spirit Bomber Wizard The Log
The Log Fire Spirit Zap Wizard
The Log Zap Wizard
Fire Spirit Electro Wizard
Zap Wizard The Log Electro Wizard
Fire Spirit Zap Wizard
Fire Spirit The Log
Zap The Log
Bomber Zap Wizard The Log
Wizard The Log
Bomber
Fire Spirit Bomber Zap Wizard The Log Electro Wizard
Fire Spirit Bomber Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Fire Spirit Bomber Wizard
The Log Zap Wizard Electro Wizard
Zap Wizard The Log
Zap The Log
Fire Spirit Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Bomber Zap Wizard The Log
Zap Electro Wizard
Wizard The Log
Zap Electro Wizard Fire Spirit
Fire Spirit Zap Wizard Electro Wizard
The Log
Wizard Electro Wizard
The Log Bomber Zap Wizard
Zap
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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