My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker 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.

Skeletons Firecracker 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

Damage spells

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

Arrows The Log

Punishments

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

Battle Ram

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.

Battle Ram 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.

Firecracker 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
Skeletons Battle Ram
Giant Snowball
Skeletons Battle Ram
Zap
Skeletons Firecracker Battle Ram
Barbarian Barrel
Skeletons Firecracker Battle Ram Wizard Electro Wizard
The Log
Skeletons Firecracker Battle Ram
Earthquake
Skeletons Firecracker
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Firecracker Battle Ram Wizard P.E.K.K.A Electro Wizard
Fireball
Firecracker Battle Ram Wizard Electro Wizard
Poison
Firecracker Wizard Electro Wizard
Lightning
Battle Ram Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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.

Arrows 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.

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.

Skeletons The Log Arrows Firecracker Battle Ram Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Arrows Firecracker

Attack Synergies 3 7

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.

Skeletons
Arrows
P.E.K.K.A Battle Ram
Firecracker
Battle Ram P.E.K.K.A
Battle Ram
The Log Arrows Firecracker P.E.K.K.A Electro Wizard
Wizard
P.E.K.K.A
P.E.K.K.A
Arrows Electro Wizard Firecracker Battle Ram Wizard The Log
The Log
Battle Ram P.E.K.K.A
Electro Wizard
P.E.K.K.A Battle Ram

Defense Synergies 2 13

Skeletons
Firecracker Wizard P.E.K.K.A The Log Electro Wizard
Arrows
P.E.K.K.A
Firecracker
The Log Skeletons P.E.K.K.A Electro Wizard
Battle Ram
Wizard
Skeletons P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
The Log Skeletons Arrows Firecracker Wizard Electro Wizard
The Log
Firecracker P.E.K.K.A Skeletons Wizard Electro Wizard
Electro Wizard
Skeletons Firecracker Wizard P.E.K.K.A The Log

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.

Firecracker Wizard The Log Electro Wizard
P.E.K.K.A Skeletons Firecracker The Log Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Skeletons Firecracker Electro Wizard
Arrows Firecracker P.E.K.K.A The Log
Arrows The Log Skeletons Firecracker Electro Wizard
Electro Wizard Arrows Firecracker Wizard
Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons
Skeletons Firecracker Electro Wizard
Electro Wizard Skeletons Arrows Firecracker Wizard The Log
Arrows Firecracker Wizard Electro Wizard
P.E.K.K.A Skeletons Wizard The Log Electro Wizard
Wizard Arrows Firecracker P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A The Log Electro Wizard
Wizard Skeletons Arrows Firecracker P.E.K.K.A Electro Wizard
Arrows Firecracker Wizard The Log Electro Wizard
Arrows Wizard The Log Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Arrows Firecracker P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Arrows Firecracker Wizard The Log
P.E.K.K.A Skeletons The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons
Arrows Firecracker Wizard Skeletons Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Skeletons Firecracker The Log
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Arrows The Log Electro Wizard
P.E.K.K.A Skeletons Wizard
Wizard Firecracker
Electro Wizard Skeletons Firecracker P.E.K.K.A The Log
Arrows Firecracker Wizard P.E.K.K.A The Log Electro Wizard
Arrows

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 Firecracker The Log
Arrows Firecracker The Log Electro Wizard
Arrows The Log
Arrows Firecracker The Log
Wizard Arrows Firecracker The Log
Arrows Firecracker Wizard
Arrows Firecracker Wizard The Log
Arrows The Log Firecracker Wizard
Arrows The Log Firecracker Wizard
Electro Wizard
Firecracker Arrows Wizard The Log Electro Wizard
Arrows Firecracker Wizard
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker Wizard The Log
Arrows Firecracker Wizard The Log
Arrows
Arrows Firecracker Wizard The Log Electro Wizard
Arrows Firecracker Wizard The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows Firecracker The Log Wizard
Arrows Firecracker The Log Wizard Electro Wizard
Arrows Wizard The Log
Arrows Firecracker The Log
Arrows Firecracker Wizard Electro Wizard
Electro Wizard Firecracker Wizard
Arrows Wizard The Log
Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker Wizard The Log
Electro Wizard
Arrows Firecracker Wizard Electro Wizard
Arrows The Log
Firecracker Wizard Electro Wizard
Arrows The Log Firecracker Wizard
Arrows
Firecracker P.E.K.K.A
Firecracker The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard

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