My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Spear Goblins Musketeer Wizard Night Witch

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.

Spear Goblins Musketeer Wizard Night Witch Mega Knight

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.

Earthquake

Punishments

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

Hog Rider Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Spear Goblins Hog Rider 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.

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
Spear Goblins Hog Rider Night Witch
Giant Snowball
Fire Spirit Spear Goblins Musketeer Hog Rider Night Witch
Zap
Fire Spirit Spear Goblins Night Witch
Barbarian Barrel
Fire Spirit Spear Goblins Musketeer Wizard Night Witch
The Log
Fire Spirit Spear Goblins Musketeer Hog Rider
Earthquake
Spear Goblins Hog Rider
Arrows
Fire Spirit Spear Goblins Night Witch
Royal Delivery
Fire Spirit Spear Goblins Musketeer Hog Rider Wizard Night Witch
Fireball
Musketeer Hog Rider Wizard Night Witch
Poison
Spear Goblins Musketeer Wizard Night Witch
Lightning
Musketeer Wizard Night Witch
Rocket
Musketeer Hog Rider Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake Wizard Mega Knight

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 Spear Goblins Night Witch Mega Knight

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 Musketeer 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.

Fire Spirit Spear Goblins Earthquake Musketeer Hog Rider Night Witch Wizard Mega Knight

Shortest cycle

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

10 Fire Spirit Spear Goblins Earthquake Musketeer

Attack Synergies 4 8

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
Spear Goblins
Hog Rider Earthquake Mega Knight
Earthquake
Hog Rider Spear Goblins Mega Knight
Musketeer
Hog Rider Mega Knight
Hog Rider
Fire Spirit Spear Goblins Earthquake Musketeer Wizard Mega Knight
Wizard
Hog Rider Mega Knight
Night Witch
Mega Knight
Mega Knight
Spear Goblins Earthquake Musketeer Hog Rider Wizard Night Witch

Defense Synergies 0 9

Fire Spirit
Spear Goblins
Spear Goblins
Fire Spirit Earthquake Musketeer Night Witch Mega Knight
Earthquake
Spear Goblins Mega Knight
Musketeer
Spear Goblins Mega Knight
Hog Rider
Wizard
Mega Knight
Night Witch
Spear Goblins Mega Knight
Mega Knight
Spear Goblins Earthquake Musketeer Wizard Night Witch

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.

Earthquake Spear Goblins Musketeer Wizard
Musketeer Night Witch Mega Knight
Mega Knight Fire Spirit Musketeer Night Witch
Night Witch Musketeer Mega Knight
Earthquake Mega Knight
Fire Spirit Spear Goblins Earthquake Musketeer Night Witch Mega Knight
Musketeer Fire Spirit Spear Goblins Wizard Night Witch
Earthquake Musketeer Mega Knight
Musketeer Night Witch
Fire Spirit Spear Goblins Musketeer Night Witch Mega Knight
Spear Goblins Earthquake Musketeer Wizard Night Witch Mega Knight
Musketeer Spear Goblins Wizard Night Witch
Night Witch Mega Knight Fire Spirit Earthquake Musketeer Wizard
Fire Spirit Wizard Mega Knight Earthquake Night Witch
Mega Knight
Mega Knight
Wizard Mega Knight Musketeer Night Witch
Fire Spirit Mega Knight Spear Goblins Musketeer Wizard Night Witch
Earthquake Wizard Fire Spirit Spear Goblins Musketeer Mega Knight
Musketeer
Wizard Mega Knight Fire Spirit Spear Goblins Earthquake Musketeer Night Witch

Counters to secondary win conditions

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

Mega Knight Spear Goblins
Musketeer Wizard Mega Knight
Mega Knight Spear Goblins Musketeer
Mega Knight Musketeer Night Witch
Musketeer Night Witch Mega Knight
Fire Spirit Wizard Musketeer
Spear Goblins Musketeer Night Witch
Mega Knight
Mega Knight Spear Goblins
Musketeer
Mega Knight Musketeer
Mega Knight
Mega Knight Wizard Night Witch
Wizard Musketeer Mega Knight
Spear Goblins Musketeer Night Witch
Mega Knight Earthquake Musketeer 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.)

Earthquake Musketeer
Musketeer
Earthquake
Earthquake Musketeer
Wizard Fire Spirit Earthquake Mega Knight
Wizard Fire Spirit Spear Goblins Musketeer
Fire Spirit Earthquake Musketeer Wizard
Earthquake Fire Spirit Wizard
Wizard
Fire Spirit Musketeer Night Witch
Earthquake Musketeer Wizard
Fire Spirit Musketeer Wizard
Earthquake Fire Spirit Musketeer
Earthquake Musketeer
Earthquake Musketeer
Earthquake Spear Goblins Musketeer Wizard
Earthquake Musketeer Wizard Mega Knight
Earthquake
Night Witch
Fire Spirit Earthquake Musketeer Wizard Mega Knight
Fire Spirit Earthquake Wizard Mega Knight
Earthquake Musketeer Night Witch Mega Knight
Wizard
Musketeer
Earthquake Musketeer
Earthquake Fire Spirit Wizard Mega Knight
Earthquake Musketeer Wizard
Musketeer Wizard Mega Knight
Musketeer
Fire Spirit Musketeer Wizard Night Witch
Musketeer Wizard
Night Witch
Earthquake Musketeer Wizard Night Witch Mega Knight
Mega Knight
Earthquake Wizard
Earthquake Fire Spirit Spear Goblins Musketeer Night Witch
Fire Spirit Musketeer Wizard
Musketeer Wizard Mega Knight
Earthquake Musketeer Wizard
Musketeer Mega Knight
Musketeer
Musketeer
Musketeer Mega Knight

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