My Best Clash Royale Deck

Deck Check Rating

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

1 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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Goblin Gang 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.

Bats Knight Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball The Log

Punishments

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

Goblin Gang Hog Rider

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.

Knight Goblin Gang 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

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
Bats Goblin Gang Hog Rider
Giant Snowball
Bats Goblin Gang Hog Rider
Zap
Bats Goblin Gang
Barbarian Barrel
Knight Goblin Gang Wizard
The Log
Goblin Gang Hog Rider
Earthquake
Goblin Gang Hog Rider
Arrows
Bats Goblin Gang
Royal Delivery
Bats Knight Goblin Gang Hog Rider Wizard P.E.K.K.A
Fireball
Goblin Gang Hog Rider Wizard
Poison
Bats Goblin Gang Wizard
Lightning
Knight Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard The Log

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.

Bats Knight P.E.K.K.A

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.

Goblin Gang Fireball 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.

Bats The Log Knight Goblin Gang Fireball Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

10 Bats The Log Knight Goblin Gang

Attack Synergies 7 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.

Bats
Knight Hog Rider P.E.K.K.A
Knight
Bats Goblin Gang Hog Rider Fireball Wizard The Log
Goblin Gang
Knight Hog Rider P.E.K.K.A
Fireball
Hog Rider Knight The Log
Hog Rider
Bats Knight Goblin Gang Fireball The Log Wizard
Wizard
Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Bats Goblin Gang Wizard The Log
The Log
Hog Rider Knight Fireball P.E.K.K.A

Defense Synergies 4 9

Bats
Knight P.E.K.K.A The Log
Knight
Bats Goblin Gang Fireball Wizard The Log
Goblin Gang
Knight P.E.K.K.A The Log
Fireball
The Log Knight
Hog Rider
Wizard
Knight P.E.K.K.A The Log
P.E.K.K.A
The Log Bats Goblin Gang Wizard
The Log
Fireball P.E.K.K.A Bats Knight Goblin Gang 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 Fireball Wizard The Log
P.E.K.K.A Bats Knight Goblin Gang The Log
Goblin Gang P.E.K.K.A Bats Knight
P.E.K.K.A Bats Knight Goblin Gang
Fireball P.E.K.K.A The Log
Goblin Gang Fireball The Log Bats
Bats Goblin Gang Fireball Wizard
Fireball P.E.K.K.A The Log
P.E.K.K.A Goblin Gang
Knight Goblin Gang
Bats Goblin Gang Knight Fireball Wizard The Log
Bats Goblin Gang Fireball Wizard
P.E.K.K.A Bats Knight Goblin Gang Fireball Wizard The Log
Fireball Wizard Bats Goblin Gang P.E.K.K.A The Log
P.E.K.K.A Knight Goblin Gang
Goblin Gang Fireball P.E.K.K.A The Log
Wizard Bats Knight Goblin Gang Fireball P.E.K.K.A
Fireball Bats Knight Goblin Gang Wizard The Log
Wizard The Log Bats Knight Fireball
P.E.K.K.A
Goblin Gang Wizard Bats Knight Fireball P.E.K.K.A The Log

Counters to secondary win conditions

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

Knight Goblin Gang Fireball P.E.K.K.A
Fireball Knight Goblin Gang Wizard The Log
Goblin Gang P.E.K.K.A Bats Knight The Log
Goblin Gang P.E.K.K.A Bats Knight Fireball The Log
P.E.K.K.A Knight Goblin Gang
Fireball Wizard Bats Goblin Gang
Goblin Gang P.E.K.K.A Bats Knight Fireball
P.E.K.K.A Knight
P.E.K.K.A Bats Knight Fireball The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Knight
P.E.K.K.A Fireball The Log
P.E.K.K.A Knight Goblin Gang Fireball Wizard
Wizard Fireball
Goblin Gang Bats Knight Fireball P.E.K.K.A The Log
Bats Fireball Wizard P.E.K.K.A The Log
Fireball

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 Knight The Log
Fireball The Log
Fireball The Log
Knight Fireball The Log
Fireball Wizard The Log
Fireball Wizard Bats
Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard
Bats Goblin Gang Fireball
Knight Fireball Wizard The Log
Fireball Wizard
Knight Fireball The Log
Fireball
Fireball The Log
Fireball Wizard The Log
Fireball Wizard The Log
Fireball
Bats
Fireball Wizard The Log
Fireball Wizard The Log
Fireball The Log
Fireball Wizard
The Log
Fireball The Log
The Log Fireball Wizard
Fireball The Log Wizard
Fireball Wizard The Log
Fireball The Log
Bats Fireball Wizard
Bats Fireball Wizard
Fireball
Fireball Wizard The Log
Fireball
P.E.K.K.A
Fireball Wizard The Log
Bats Goblin Gang Fireball
Fireball Wizard
The Log Fireball
Fireball Knight Goblin Gang Wizard
The Log Fireball Wizard
Fireball
P.E.K.K.A
Bats Goblin Gang Fireball The Log
Bats Fireball
Fireball The Log
P.E.K.K.A
Fireball Wizard

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