My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Missing cards in your collection

Phoenix Monk

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Firecracker Inferno Tower Electro Dragon Electro Wizard Inferno Dragon

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.

Skeletons Firecracker Electro Dragon Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows

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.

Electro Spirit

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Firecracker Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker Electro 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.

Electro Spirit Arrows Inferno Tower Inferno Dragon

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Arrows Firecracker Electro Wizard Inferno Dragon Inferno Tower Electro Dragon

Shortest cycle

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

8 Skeletons Electro Spirit Arrows Firecracker

Attack Synergies 0 2

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.

Skeletons
Electro Spirit
Arrows
Firecracker
Inferno Dragon
Inferno Tower
Electro Dragon
Inferno Dragon
Electro Wizard
Inferno Dragon
Firecracker Electro Dragon

Defense Synergies 1 15

Skeletons
Electro Spirit Firecracker Inferno Tower Electro Dragon Electro Wizard Inferno Dragon
Electro Spirit
Skeletons Electro Wizard
Arrows
Inferno Tower
Firecracker
Skeletons Inferno Tower Electro Dragon Electro Wizard
Inferno Tower
Electro Wizard Skeletons Arrows Firecracker Electro Dragon
Electro Dragon
Skeletons Firecracker Inferno Tower Electro Wizard Inferno Dragon
Electro Wizard
Inferno Tower Skeletons Electro Spirit Firecracker Electro Dragon Inferno Dragon
Inferno Dragon
Skeletons Electro Dragon Electro Wizard

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.

Firecracker Inferno Tower Electro Dragon Electro Wizard
Inferno Tower Inferno Dragon Skeletons Firecracker Electro Dragon Electro Wizard
Inferno Tower Skeletons Electro Dragon Electro Wizard Inferno Dragon
Inferno Tower Inferno Dragon Skeletons Firecracker Electro Dragon Electro Wizard
Arrows Firecracker
Arrows Skeletons Electro Spirit Firecracker Electro Dragon Electro Wizard
Inferno Tower Electro Wizard Inferno Dragon Electro Spirit Arrows Firecracker Electro Dragon
Electro Spirit Arrows Inferno Tower Electro Dragon Electro Wizard
Inferno Tower Inferno Dragon Skeletons
Skeletons Firecracker Inferno Tower Electro Wizard
Electro Wizard Skeletons Electro Spirit Arrows Firecracker Electro Dragon
Arrows Inferno Tower Inferno Dragon Firecracker Electro Dragon Electro Wizard
Inferno Tower Skeletons Electro Dragon Electro Wizard
Electro Spirit Arrows Firecracker Electro Dragon Electro Wizard
Inferno Tower Inferno Dragon Electro Wizard
Inferno Tower Electro Wizard Inferno Dragon
Skeletons Arrows Firecracker Inferno Tower Electro Dragon Electro Wizard
Arrows Electro Spirit Firecracker Electro Dragon Electro Wizard
Arrows Electro Spirit Firecracker Electro Dragon Electro Wizard Inferno Dragon
Inferno Tower Electro Wizard Inferno Dragon
Electro Spirit Arrows Firecracker Electro Dragon Electro Wizard

Counters to secondary win conditions

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

Skeletons Inferno Tower Electro Wizard
Electro Wizard Arrows Firecracker Electro Dragon Inferno Dragon
Skeletons Inferno Tower Electro Dragon Electro Wizard
Inferno Tower Electro Wizard
Inferno Tower Skeletons Inferno Dragon
Arrows Firecracker Skeletons Electro Spirit Electro Dragon Electro Wizard
Skeletons Inferno Tower Electro Wizard
Inferno Tower Inferno Dragon
Electro Dragon Electro Wizard Skeletons Electro Spirit Firecracker Inferno Tower Inferno Dragon
Inferno Tower Skeletons Inferno Dragon
Inferno Dragon Inferno Tower Electro Dragon
Arrows Electro Wizard
Skeletons Inferno Tower
Firecracker Electro Dragon
Inferno Tower Electro Dragon Electro Wizard Skeletons Electro Spirit Firecracker Inferno Dragon
Arrows Electro Spirit Firecracker Inferno Tower Electro Dragon Electro Wizard Inferno Dragon

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.)

Arrows Firecracker Electro Dragon
Arrows Firecracker Electro Dragon Electro Wizard
Arrows Electro Dragon
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Electro Spirit Electro Dragon
Arrows Firecracker
Arrows Firecracker Electro Dragon
Arrows Firecracker Electro Dragon
Electro Dragon Electro Wizard
Firecracker Arrows Electro Dragon Electro Wizard
Arrows Firecracker Electro Dragon
Firecracker
Arrows Firecracker Electro Dragon
Arrows Firecracker
Arrows Firecracker Electro Dragon
Arrows Firecracker Electro Dragon
Arrows
Arrows Firecracker Electro Dragon Electro Wizard
Arrows Firecracker Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Firecracker Electro Spirit Electro Dragon
Inferno Dragon
Arrows Firecracker Electro Dragon Electro Wizard
Arrows Electro Dragon
Arrows Firecracker
Arrows Firecracker Electro Dragon Electro Wizard
Electro Dragon Electro Wizard Electro Spirit Firecracker
Arrows Electro Dragon
Electro Spirit Arrows Firecracker Electro Dragon Electro Wizard
Arrows Firecracker
Electro Wizard Electro Spirit Electro Dragon
Arrows Firecracker Electro Dragon Electro Wizard
Arrows
Firecracker Electro Dragon Electro Wizard
Arrows Firecracker Electro Dragon
Arrows
Firecracker Electro Dragon
Electro Dragon Electro Spirit Firecracker Electro Wizard
Firecracker Electro Dragon Electro Wizard
Electro Dragon Firecracker Electro Wizard

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