My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Phoenix Little Prince

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.

Giant Wizard Fisherman Phoenix Little Prince

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 Arrows Void

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.

Void

Dropped at the bridge

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

Giant Phoenix

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
Giant Fisherman Phoenix
Giant Snowball
Fisherman Little Prince
Zap
Fisherman Little Prince
Barbarian Barrel
Wizard Little Prince
The Log
Fisherman Little Prince
Earthquake
Arrows
Little Prince
Royal Delivery
Wizard Fisherman Little Prince
Fireball
Wizard Fisherman Little Prince
Poison
Wizard Fisherman Phoenix Little Prince
Lightning
Wizard Fisherman Phoenix Little Prince
Rocket
Wizard Phoenix Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Void Fisherman Little Prince Phoenix Giant Wizard

Shortest cycle

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

11 Zap Arrows Void Fisherman

Attack Synergies 5 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.

Zap
Arrows Giant Void Fisherman Phoenix Little Prince
Arrows
Zap Giant Void Phoenix
Giant
Zap Arrows Wizard Void Fisherman Little Prince
Wizard
Giant
Void
Zap Arrows Giant
Fisherman
Zap Giant
Phoenix
Zap Arrows
Little Prince
Zap Giant

Defense Synergies 0 9

Zap
Arrows Void Fisherman Phoenix Little Prince
Arrows
Zap Void Phoenix Little Prince
Giant
Wizard
Void
Zap Arrows
Fisherman
Zap
Phoenix
Zap Arrows Little Prince
Little Prince
Zap Arrows Phoenix

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 Void
Zap Fisherman Phoenix
Fisherman Void
Fisherman Phoenix
Arrows
Arrows Zap
Zap Arrows Wizard Void Phoenix Little Prince
Zap Arrows Void Phoenix
Fisherman Phoenix
Fisherman Phoenix Little Prince
Zap Arrows Wizard Fisherman
Arrows Zap Wizard Phoenix
Zap Wizard
Wizard Zap Arrows
Phoenix
Zap Fisherman
Wizard Arrows Fisherman
Arrows Zap Wizard Fisherman Little Prince
Zap Arrows Wizard Fisherman Little Prince
Fisherman Phoenix
Wizard Arrows Fisherman Little Prince

Counters to secondary win conditions

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

Zap Void Fisherman
Void Zap Arrows Wizard Fisherman Phoenix
Zap Fisherman
Zap Fisherman Phoenix
Fisherman Phoenix
Arrows Wizard Zap
Void Phoenix
Fisherman Phoenix
Zap Void Phoenix
Phoenix
Phoenix
Zap Arrows Void Phoenix
Wizard
Wizard
Phoenix Zap Fisherman Little Prince
Arrows Zap Wizard Phoenix

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.)

Void Arrows
Arrows Void Zap Fisherman
Arrows Void
Arrows Void
Wizard Zap Arrows
Arrows Wizard Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Void Zap Wizard Fisherman
Void Fisherman
Void Zap Arrows Wizard Fisherman
Void Zap Arrows Wizard
Void Fisherman
Arrows Void Fisherman
Zap Arrows Fisherman
Zap Arrows Wizard
Arrows Wizard
Arrows
Fisherman
Void Zap Arrows Wizard Fisherman
Zap Arrows Wizard Little Prince
Void
Arrows Wizard Void
Void Fisherman
Zap Arrows Void
Zap Arrows Wizard Little Prince
Fisherman
Arrows Void Zap Wizard Fisherman
Void Zap Arrows Wizard Fisherman
Void Zap Arrows Fisherman
Zap Arrows Wizard Little Prince
Zap Wizard Void
Void
Void Zap Arrows Wizard
Zap Void Arrows
Arrows Wizard
Zap Void
Zap Arrows Wizard
Arrows
Void Wizard
Arrows Zap Wizard
Void Zap Arrows
Zap
Zap Void
Void Zap Little Prince

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