My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Wizard Electro Wizard

Defensive buildings

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

X-Bow

Investments

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

Archers Wizard X-Bow Fisherman Electro Wizard Mega Knight

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

Zap Fireball

Punishments

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

X-Bow Mega Knight

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.

X-Bow Mega Knight

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
Archers Fisherman
Giant Snowball
Archers Fisherman
Zap
Archers X-Bow Fisherman
Barbarian Barrel
Archers Wizard X-Bow Electro Wizard
The Log
Archers X-Bow Fisherman
Earthquake
Archers X-Bow
Arrows
Archers
Royal Delivery
Archers Wizard Fisherman Electro Wizard
Fireball
Archers Wizard X-Bow Fisherman Electro Wizard
Poison
Archers Wizard X-Bow Fisherman Electro Wizard
Lightning
Wizard X-Bow Fisherman Electro Wizard
Rocket
Wizard X-Bow

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard Mega Knight

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.

Mega Knight

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.

Fireball 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.

Zap Archers Fisherman Fireball Electro Wizard Wizard X-Bow Mega Knight

Shortest cycle

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

12 Zap Archers Fisherman Fireball

Attack Synergies 4 11

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
Fireball X-Bow Electro Wizard Archers Fisherman Mega Knight
Archers
Zap X-Bow Fisherman Mega Knight
Fireball
Zap X-Bow Electro Wizard Mega Knight
Wizard
Mega Knight
X-Bow
Zap Fireball Archers
Fisherman
Zap Archers Mega Knight
Electro Wizard
Zap Fireball Mega Knight
Mega Knight
Zap Archers Fireball Wizard Fisherman Electro Wizard

Defense Synergies 4 15

Zap
Fireball Electro Wizard Mega Knight Archers X-Bow Fisherman
Archers
Zap X-Bow Fisherman Electro Wizard Mega Knight
Fireball
Zap X-Bow Electro Wizard Mega Knight
Wizard
Electro Wizard Mega Knight
X-Bow
Fireball Zap Archers Fisherman Electro Wizard
Fisherman
Zap Archers X-Bow Mega Knight
Electro Wizard
Zap Archers Fireball Wizard X-Bow Mega Knight
Mega Knight
Zap Archers Fireball Wizard Fisherman 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.

Zap Fireball Wizard X-Bow Electro Wizard
Zap X-Bow Fisherman Electro Wizard Mega Knight
Fisherman Mega Knight Archers Electro Wizard
Fisherman Electro Wizard Mega Knight
Fireball X-Bow Mega Knight
Fireball Zap Archers X-Bow Electro Wizard Mega Knight
Electro Wizard Zap Archers Fireball Wizard X-Bow
Zap Fireball X-Bow Electro Wizard Mega Knight
X-Bow Fisherman
Archers Fisherman Electro Wizard Mega Knight
Archers Electro Wizard Zap Fireball Wizard X-Bow Fisherman Mega Knight
Zap Archers Fireball Wizard Electro Wizard
Mega Knight Zap Fireball Wizard X-Bow Electro Wizard
Fireball Wizard Mega Knight Zap X-Bow Electro Wizard
X-Bow Electro Wizard Mega Knight
Zap Fireball X-Bow Fisherman Electro Wizard Mega Knight
Wizard Mega Knight Fireball X-Bow Fisherman Electro Wizard
Fireball Mega Knight Zap Archers Wizard X-Bow Fisherman Electro Wizard
Zap Wizard Archers Fireball Fisherman Electro Wizard Mega Knight
Fisherman Electro Wizard
Wizard Mega Knight Archers Fireball Fisherman Electro Wizard
Fisherman

Counters to secondary win conditions

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

Mega Knight Zap Archers Fireball X-Bow Fisherman Electro Wizard
Fireball Electro Wizard Zap Archers Wizard X-Bow Fisherman Mega Knight
Mega Knight Zap Fisherman Electro Wizard
Mega Knight Zap Fireball X-Bow Fisherman Electro Wizard
Fisherman Mega Knight
Fireball Wizard Zap Archers Electro Wizard
Archers Fireball Electro Wizard
Mega Knight Fisherman
Zap Electro Wizard Mega Knight Fireball X-Bow
Mega Knight
Mega Knight Zap Fireball Electro Wizard
Mega Knight Fireball Wizard
Wizard Archers Fireball Mega Knight
Electro Wizard Zap Archers Fireball X-Bow Fisherman
Mega Knight Zap Archers Fireball Wizard Electro Wizard
Zap Fireball 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.)

Fireball X-Bow
Fireball Zap X-Bow Fisherman Electro Wizard
Fireball X-Bow
Fireball
Fireball Wizard Zap Mega Knight
Fireball Wizard Zap
Archers Wizard
Fireball X-Bow Zap Wizard
Fireball Zap Wizard X-Bow Fisherman
Fireball X-Bow Fisherman Electro Wizard
Zap Fireball Wizard X-Bow Fisherman Electro Wizard
Fireball Zap Archers Wizard
Fireball Fisherman
Fireball X-Bow Fisherman
Zap Fireball X-Bow Fisherman
X-Bow Zap Fireball Wizard
Fireball Wizard X-Bow Mega Knight
Fireball
Fisherman
Zap Archers Fireball Wizard X-Bow Fisherman Electro Wizard Mega Knight
Zap Fireball Wizard X-Bow Mega Knight
Fireball X-Bow Mega Knight
Fireball Wizard
X-Bow Fisherman
Zap Fireball X-Bow
Zap Fireball Wizard Mega Knight
Fisherman
Fireball X-Bow Zap Wizard Fisherman Electro Wizard
Fireball Zap Wizard X-Bow Fisherman Mega Knight
Fireball Zap X-Bow Fisherman
Zap Archers Fireball Wizard X-Bow Electro Wizard
Zap Electro Wizard Fireball Wizard
Fireball
Zap Fireball Wizard X-Bow Mega Knight
Zap Fireball Electro Wizard
Mega Knight
Fireball Wizard
Zap Electro Wizard Archers Fireball X-Bow
Fireball Zap Archers Wizard Electro Wizard
Fireball
Fireball Wizard Electro Wizard Mega Knight
Zap Fireball Wizard
Zap Fireball
Mega Knight
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball X-Bow Electro Wizard Mega Knight
Fireball Wizard Mega Knight
Fisherman

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