My Best Clash Royale Deck

Deck Check Rating

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

2 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.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Goblin Gang Wizard Electro Wizard

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.

Battle Ram Wizard P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Hog Rider

Damage spells

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

Zap

Punishments

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

Goblin Gang Battle Ram Hog Rider

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.

Fire Spirit Goblin Gang Battle Ram Hog Rider P.E.K.K.A

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.

Hog Rider 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
Goblin Gang Battle Ram Hog Rider
Giant Snowball
Fire Spirit Goblin Gang Battle Ram Hog Rider
Zap
Fire Spirit Goblin Gang Battle Ram
Barbarian Barrel
Fire Spirit Goblin Gang Battle Ram Wizard Electro Wizard
The Log
Fire Spirit Goblin Gang Battle Ram Hog Rider
Earthquake
Goblin Gang Hog Rider
Arrows
Fire Spirit Goblin Gang
Royal Delivery
Fire Spirit Goblin Gang Battle Ram Hog Rider Wizard P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Battle Ram Hog Rider Wizard Electro Wizard
Poison
Goblin Gang Wizard Electro Wizard
Lightning
Battle Ram Wizard Electro Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Battle Ram P.E.K.K.A

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.

Fire Spirit Goblin Gang 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Goblin Gang Battle Ram Hog Rider Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

10 Fire Spirit Zap Goblin Gang Battle Ram

Attack Synergies 8 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.

Fire Spirit
Hog Rider P.E.K.K.A Zap Battle Ram
Zap
Battle Ram Hog Rider P.E.K.K.A Electro Wizard Fire Spirit
Goblin Gang
Hog Rider Battle Ram P.E.K.K.A
Battle Ram
Zap Fire Spirit Goblin Gang P.E.K.K.A Electro Wizard
Hog Rider
Fire Spirit Zap Goblin Gang Wizard Electro Wizard
Wizard
Hog Rider P.E.K.K.A
P.E.K.K.A
Fire Spirit Zap Electro Wizard Goblin Gang Battle Ram Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Hog Rider

Defense Synergies 1 10

Fire Spirit
Zap P.E.K.K.A Electro Wizard
Zap
Electro Wizard Fire Spirit Goblin Gang P.E.K.K.A
Goblin Gang
Zap P.E.K.K.A Electro Wizard
Battle Ram
Hog Rider
Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Fire Spirit Zap Goblin Gang Wizard Electro Wizard
Electro Wizard
Zap Fire Spirit Goblin Gang Wizard P.E.K.K.A

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 Electro Wizard
P.E.K.K.A Zap Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Fire Spirit Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
P.E.K.K.A
Goblin Gang Fire Spirit Zap Electro Wizard
Electro Wizard Fire Spirit Zap Goblin Gang Wizard
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang
Goblin Gang Fire Spirit Electro Wizard
Goblin Gang Electro Wizard Zap Wizard
Zap Goblin Gang Wizard Electro Wizard
P.E.K.K.A Fire Spirit Zap Goblin Gang Wizard Electro Wizard
Fire Spirit Wizard Zap Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Zap Goblin Gang P.E.K.K.A Electro Wizard
Wizard Goblin Gang P.E.K.K.A Electro Wizard
Fire Spirit Zap Goblin Gang Wizard Electro Wizard
Zap Wizard Fire Spirit Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Wizard Fire Spirit P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Goblin Gang Wizard
Goblin Gang P.E.K.K.A Zap Electro Wizard
Goblin Gang P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Goblin Gang
Fire Spirit Wizard Zap Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang
P.E.K.K.A
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Goblin Gang Wizard
Wizard
Goblin Gang Electro Wizard Zap P.E.K.K.A
Zap Wizard P.E.K.K.A Electro Wizard
Zap 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.)

Zap Electro Wizard
Wizard Fire Spirit Zap
Wizard Fire Spirit Zap
Fire Spirit Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Goblin Gang Electro Wizard
Zap Wizard Electro Wizard
Fire Spirit Zap Wizard
Fire Spirit
Zap
Zap Wizard
Wizard
Fire Spirit Zap Wizard Electro Wizard
Fire Spirit Zap Wizard
Wizard
Zap
Zap Fire Spirit Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Fire Spirit Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard
Zap Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Fire Spirit Goblin Gang
Fire Spirit Zap Wizard Electro Wizard
Goblin Gang Wizard Electro Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Goblin Gang Electro Wizard
Zap Electro Wizard
Zap Electro Wizard
P.E.K.K.A
Wizard

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