My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Goblin Gang Goblin Hut Baby Dragon Electro Wizard

Defensive buildings

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

Goblin Hut

Investments

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

Goblin Hut Baby Dragon P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Miner

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.

Goblin Gang Hog Rider Miner

Pump responses

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

Miner

Dropped at the bridge

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

Goblin Gang Hog Rider Baby Dragon P.E.K.K.A

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 Miner 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
Goblin Gang Hog Rider Miner
Giant Snowball
Goblin Gang Hog Rider Goblin Hut Baby Dragon Miner
Zap
Goblin Gang Goblin Hut
Barbarian Barrel
Goblin Gang Goblin Hut Electro Wizard
The Log
Goblin Gang Hog Rider Goblin Hut
Earthquake
Goblin Gang Hog Rider Goblin Hut
Arrows
Goblin Gang Goblin Hut
Royal Delivery
Goblin Gang Hog Rider Goblin Hut Baby Dragon P.E.K.K.A Miner Electro Wizard
Fireball
Goblin Gang Hog Rider Goblin Hut Baby Dragon Electro Wizard
Poison
Goblin Gang Goblin Hut Electro Wizard
Lightning
Goblin Hut Baby Dragon Electro Wizard
Rocket
Hog Rider Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon

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.

Baby Dragon P.E.K.K.A Miner

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.

Goblin Gang 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 Goblin Gang Miner Hog Rider Baby Dragon Electro Wizard Goblin Hut P.E.K.K.A

Shortest cycle

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

12 Zap Goblin Gang Miner Hog Rider

Attack Synergies 7 14

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
Hog Rider P.E.K.K.A Miner Electro Wizard Goblin Hut Baby Dragon
Goblin Gang
Hog Rider Miner Goblin Hut Baby Dragon P.E.K.K.A
Hog Rider
Zap Goblin Gang Goblin Hut Baby Dragon Electro Wizard
Goblin Hut
Zap Goblin Gang Hog Rider Baby Dragon Miner
Baby Dragon
Zap Goblin Gang Hog Rider Goblin Hut P.E.K.K.A Miner Electro Wizard
P.E.K.K.A
Zap Electro Wizard Goblin Gang Baby Dragon
Miner
Zap Goblin Gang Goblin Hut Baby Dragon Electro Wizard
Electro Wizard
Zap P.E.K.K.A Hog Rider Baby Dragon Miner

Defense Synergies 1 13

Zap
Electro Wizard Goblin Gang Goblin Hut Baby Dragon P.E.K.K.A Miner
Goblin Gang
Zap Goblin Hut P.E.K.K.A Miner Electro Wizard
Hog Rider
Goblin Hut
Zap Goblin Gang Baby Dragon Electro Wizard
Baby Dragon
Zap Goblin Hut P.E.K.K.A
P.E.K.K.A
Zap Goblin Gang Baby Dragon Electro Wizard
Miner
Zap Goblin Gang
Electro Wizard
Zap Goblin Gang Goblin Hut P.E.K.K.A

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 Goblin Hut Baby Dragon Electro Wizard
P.E.K.K.A Zap Goblin Gang Goblin Hut Electro Wizard
Goblin Gang Goblin Hut P.E.K.K.A Electro Wizard
Goblin Hut P.E.K.K.A Goblin Gang Electro Wizard
P.E.K.K.A
Goblin Gang Zap Baby Dragon Electro Wizard
Electro Wizard Zap Goblin Gang Goblin Hut Baby Dragon
Zap Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Goblin Hut
Goblin Gang Miner Electro Wizard
Goblin Gang Electro Wizard Zap Goblin Hut Baby Dragon
Zap Goblin Gang Goblin Hut Baby Dragon Electro Wizard
Goblin Hut P.E.K.K.A Zap Goblin Gang Electro Wizard
Zap Goblin Gang Goblin Hut Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Goblin Hut Electro Wizard
Zap Goblin Gang Goblin Hut P.E.K.K.A Electro Wizard
Goblin Gang Goblin Hut P.E.K.K.A Electro Wizard
Zap Goblin Gang Goblin Hut Baby Dragon Electro Wizard
Zap Baby Dragon Goblin Hut Electro Wizard
P.E.K.K.A Goblin Hut Electro Wizard
Goblin Gang Baby Dragon P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Goblin Hut P.E.K.K.A Electro Wizard
Electro Wizard Zap Goblin Gang Baby Dragon Miner
Goblin Gang P.E.K.K.A Zap Goblin Hut Electro Wizard
Goblin Gang P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Goblin Gang Goblin Hut
Zap Goblin Gang Goblin Hut Baby Dragon Electro Wizard
Goblin Gang P.E.K.K.A Goblin Hut Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Goblin Hut Baby Dragon
P.E.K.K.A Goblin Gang Goblin Hut
P.E.K.K.A Goblin Hut
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Goblin Gang
Baby Dragon
Goblin Gang Goblin Hut Electro Wizard Zap Baby Dragon P.E.K.K.A
Zap Goblin Hut Baby Dragon 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.)

Baby Dragon
Zap Baby Dragon Miner Electro Wizard
Goblin Hut Baby Dragon Miner
Zap Baby Dragon
Zap Baby Dragon
Baby Dragon
Zap Baby Dragon
Miner Zap
Goblin Gang Electro Wizard
Miner Zap Electro Wizard
Zap Baby Dragon
Goblin Hut Baby Dragon Miner
Baby Dragon
Zap Goblin Hut Baby Dragon
Zap Goblin Hut Baby Dragon
Goblin Hut Baby Dragon
Zap Baby Dragon Electro Wizard
Zap Baby Dragon Miner
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Miner Zap Baby Dragon Electro Wizard
Zap Baby Dragon Miner
Miner Zap Baby Dragon
Zap Baby Dragon Electro Wizard
Zap Electro Wizard Goblin Hut
Zap Miner
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Goblin Gang Goblin Hut
Zap Baby Dragon Electro Wizard
Miner Goblin Gang Baby Dragon Electro Wizard
Zap Baby Dragon
Zap
P.E.K.K.A
Zap Goblin Gang Baby Dragon Electro Wizard
Zap Electro Wizard
Zap Baby Dragon Miner Electro Wizard

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