My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Minions Electro Wizard Phoenix

Defensive buildings

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

Goblin Cage

Investments

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

Goblin Cage Fisherman Electro Wizard Phoenix Monk

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Fireball

Punishments

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

Wall Breakers

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.

Wall Breakers Phoenix

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 Monk

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
Minions Wall Breakers Fisherman Phoenix
Giant Snowball
Minions Wall Breakers Fisherman
Zap
Minions Wall Breakers Fisherman
Barbarian Barrel
Goblin Cage Wall Breakers Electro Wizard
The Log
Goblin Cage Wall Breakers Fisherman
Earthquake
Goblin Cage
Arrows
Minions Wall Breakers
Royal Delivery
Minions Goblin Cage Wall Breakers Fisherman Electro Wizard
Fireball
Minions Goblin Cage Wall Breakers Fisherman Electro Wizard
Poison
Minions Goblin Cage Fisherman Electro Wizard Phoenix
Lightning
Goblin Cage Fisherman Electro Wizard Phoenix Monk
Rocket
Phoenix

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

Ladder info

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.

Minions Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Minions Fisherman Fireball Goblin Cage Electro Wizard Phoenix Monk

Shortest cycle

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

12 Wall Breakers Minions Fisherman Fireball

Attack Synergies 1 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.

Minions
Goblin Cage Wall Breakers Fisherman
Fireball
Wall Breakers Electro Wizard
Goblin Cage
Minions Wall Breakers
Wall Breakers
Minions Fireball Goblin Cage Electro Wizard
Fisherman
Minions
Electro Wizard
Fireball Wall Breakers
Phoenix
Monk
Monk
Phoenix

Defense Synergies 0 9

Minions
Goblin Cage Fisherman Electro Wizard
Fireball
Goblin Cage Electro Wizard
Goblin Cage
Minions Fireball Electro Wizard Phoenix
Wall Breakers
Fisherman
Minions Monk
Electro Wizard
Minions Fireball Goblin Cage
Phoenix
Goblin Cage Monk
Monk
Fisherman 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.

Minions Fireball Goblin Cage Electro Wizard
Minions Goblin Cage Fisherman Electro Wizard Phoenix Monk
Goblin Cage Fisherman Minions Electro Wizard
Goblin Cage Minions Fisherman Electro Wizard Phoenix Monk
Fireball Goblin Cage Monk
Fireball Minions Electro Wizard
Minions Electro Wizard Fireball Goblin Cage Phoenix
Fireball Goblin Cage Electro Wizard Phoenix Monk
Minions Goblin Cage Fisherman Phoenix
Fisherman Electro Wizard Phoenix
Minions Electro Wizard Fireball Fisherman
Minions Fireball Electro Wizard Phoenix
Goblin Cage Minions Fireball Electro Wizard
Fireball Minions Goblin Cage Electro Wizard
Goblin Cage Electro Wizard Phoenix
Monk Fireball Goblin Cage Fisherman Electro Wizard
Minions Fireball Goblin Cage Fisherman Electro Wizard
Fireball Goblin Cage Minions Fisherman Electro Wizard
Goblin Cage Minions Fireball Fisherman Electro Wizard
Goblin Cage Fisherman Electro Wizard Phoenix
Minions Fireball Fisherman Electro Wizard

Counters to secondary win conditions

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

Fireball Goblin Cage Fisherman Electro Wizard
Fireball Electro Wizard Fisherman Phoenix Monk
Minions Goblin Cage Fisherman Electro Wizard
Fireball Goblin Cage Fisherman Electro Wizard Phoenix Monk
Goblin Cage Fisherman Phoenix
Fireball Minions Electro Wizard Monk
Minions Fireball Goblin Cage Electro Wizard Phoenix
Goblin Cage Fisherman Phoenix
Goblin Cage Electro Wizard Minions Fireball Phoenix Monk
Goblin Cage Phoenix
Minions Goblin Cage Phoenix
Monk Fireball Goblin Cage Electro Wizard Phoenix
Fireball Goblin Cage
Fireball Goblin Cage
Electro Wizard Phoenix Minions Fireball Goblin Cage Fisherman Monk
Minions Fireball Goblin Cage Electro 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.)

Fireball Monk
Fireball Monk Fisherman Electro Wizard
Fireball
Fireball
Fireball
Fireball Minions Monk
Fireball
Fireball Monk Fisherman
Minions Fireball Fisherman Electro Wizard
Monk Fireball Fisherman Electro Wizard
Fireball Monk
Fireball Fisherman
Minions Fireball Fisherman Monk
Fireball Fisherman
Fireball
Fireball
Monk Fireball
Minions Fisherman
Fireball Fisherman Electro Wizard Monk
Fireball Monk
Minions Fireball Monk
Fireball
Fisherman Monk
Fireball Monk
Fireball
Fisherman
Fireball Fisherman Electro Wizard Monk
Fireball Fisherman Monk
Fireball Fisherman
Fireball Electro Wizard
Electro Wizard Minions Fireball
Fireball
Fireball
Fireball Electro Wizard Monk
Fireball Monk
Electro Wizard Minions Fireball
Fireball Electro Wizard Monk
Fireball
Fireball Electro Wizard
Fireball
Monk Fireball
Minions Fireball Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard Monk

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