My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Monk

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
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.

Wizard

Defensive buildings

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

Cannon

Investments

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

Knight Wizard

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows Freeze

Punishments

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

Mini P.E.K.K.A Royal Hogs

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.

Knight Mini P.E.K.K.A Royal Hogs

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.

Mini P.E.K.K.A Royal Hogs

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
Royal Hogs Guards
Giant Snowball
Cannon Royal Hogs Guards
Zap
Cannon Royal Hogs Guards
Barbarian Barrel
Knight Cannon Wizard Royal Hogs Guards
The Log
Cannon Mini P.E.K.K.A Royal Hogs Guards
Earthquake
Cannon Royal Hogs Guards
Arrows
Royal Hogs Guards
Royal Delivery
Knight Mini P.E.K.K.A Wizard Royal Hogs Guards
Fireball
Cannon Wizard Royal Hogs
Poison
Cannon Wizard Royal Hogs Guards
Lightning
Knight Cannon Mini P.E.K.K.A Wizard
Rocket
Wizard Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Freeze

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 Knight Mini P.E.K.K.A Guards Freeze

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Cannon Guards Mini P.E.K.K.A Freeze Wizard Royal Hogs

Shortest cycle

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

12 Arrows Knight Cannon Guards

Attack Synergies 1 9

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.

Arrows
Royal Hogs Knight Mini P.E.K.K.A Freeze
Knight
Arrows Wizard Royal Hogs
Cannon
Mini P.E.K.K.A
Arrows Wizard Royal Hogs
Wizard
Knight Mini P.E.K.K.A Royal Hogs
Royal Hogs
Arrows Knight Mini P.E.K.K.A Wizard Guards
Guards
Royal Hogs
Freeze
Arrows

Defense Synergies 1 13

Arrows
Knight Cannon Mini P.E.K.K.A
Knight
Cannon Arrows Mini P.E.K.K.A Wizard
Cannon
Knight Arrows Mini P.E.K.K.A Wizard Guards
Mini P.E.K.K.A
Arrows Knight Cannon Wizard Guards Freeze
Wizard
Knight Cannon Mini P.E.K.K.A Guards Freeze
Royal Hogs
Guards
Cannon Mini P.E.K.K.A Wizard
Freeze
Mini P.E.K.K.A 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.

Knight Cannon Wizard
Mini P.E.K.K.A Knight Cannon
Cannon Mini P.E.K.K.A Knight Freeze
Cannon Mini P.E.K.K.A Knight Guards
Arrows Mini P.E.K.K.A
Arrows Freeze Cannon Guards
Arrows Cannon Wizard Freeze
Arrows Cannon
Cannon Mini P.E.K.K.A
Knight Guards Cannon Mini P.E.K.K.A
Guards Arrows Knight Cannon Wizard Freeze
Arrows Wizard
Cannon Mini P.E.K.K.A Knight Wizard Guards Freeze
Wizard Arrows Cannon Mini P.E.K.K.A Guards Freeze
Mini P.E.K.K.A Knight Cannon
Cannon Mini P.E.K.K.A Freeze
Wizard Arrows Knight Cannon Mini P.E.K.K.A
Arrows Cannon Knight Wizard Guards
Arrows Wizard Freeze Knight Cannon Guards
Mini P.E.K.K.A Cannon
Wizard Arrows Knight Cannon Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Guards
Arrows Knight Mini P.E.K.K.A Wizard
Guards Knight Mini P.E.K.K.A
Mini P.E.K.K.A Guards Knight
Knight Cannon Mini P.E.K.K.A Guards
Arrows Wizard Freeze
Mini P.E.K.K.A Guards Knight
Mini P.E.K.K.A Knight
Freeze Knight Mini P.E.K.K.A
Cannon Guards
Knight Mini P.E.K.K.A Guards
Arrows Guards
Mini P.E.K.K.A Knight Cannon Wizard Guards
Wizard Cannon
Guards Knight Mini P.E.K.K.A Freeze
Arrows Cannon Mini P.E.K.K.A Wizard Freeze
Arrows Cannon

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 Knight Guards Freeze
Arrows
Arrows
Arrows Knight Guards Freeze
Wizard Arrows
Arrows Wizard Freeze
Arrows Wizard
Arrows Wizard Freeze
Arrows Wizard
Mini P.E.K.K.A Guards
Arrows Knight Wizard
Arrows Wizard
Knight
Arrows Freeze
Arrows
Arrows Wizard
Arrows Wizard
Arrows Freeze
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Freeze Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Wizard Guards Freeze
Mini P.E.K.K.A
Arrows Wizard
Arrows Freeze
Arrows Wizard
Guards Freeze
Arrows Wizard
Freeze
Arrows
Knight Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows
Guards Freeze
Freeze
Wizard

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