My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Bats Tesla Witch

Defensive buildings

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

Tesla

Investments

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

Bats Tesla Elixir Collector Witch 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.

Zap Arrows

Punishments

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

Hog Rider

Pump responses

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

Elixir Collector

Dropped at the bridge

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

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 Hog Rider
Giant Snowball
Bats Hog Rider Witch
Zap
Bats Witch
Barbarian Barrel
Tesla Witch
The Log
Hog Rider Witch
Earthquake
Tesla Hog Rider Elixir Collector Witch
Arrows
Bats Witch
Royal Delivery
Bats Hog Rider Witch P.E.K.K.A
Fireball
Tesla Hog Rider Elixir Collector Witch
Poison
Bats Elixir Collector Witch
Lightning
Tesla Elixir Collector Witch
Rocket
Hog Rider Elixir Collector Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Arrows Elixir Collector 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.

Witch

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Tesla Hog Rider Witch Elixir Collector P.E.K.K.A

Shortest cycle

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

11 Bats Zap Arrows Tesla

Attack Synergies 6 5

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
Hog Rider Zap P.E.K.K.A
Zap
Arrows Hog Rider P.E.K.K.A Bats Witch
Arrows
Zap Hog Rider P.E.K.K.A
Tesla
Hog Rider
Bats Zap Arrows Witch
Elixir Collector
Witch
Zap Hog Rider P.E.K.K.A
P.E.K.K.A
Zap Arrows Bats Witch

Defense Synergies 0 9

Bats
Zap Tesla P.E.K.K.A
Zap
Bats Arrows Tesla Witch P.E.K.K.A
Arrows
Zap Tesla P.E.K.K.A
Tesla
Bats Zap Arrows
Hog Rider
Elixir Collector
Witch
Zap
P.E.K.K.A
Bats Zap Arrows

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 Tesla
P.E.K.K.A Bats Zap Tesla Witch
Tesla Witch P.E.K.K.A Bats
Tesla Witch P.E.K.K.A Bats
Arrows P.E.K.K.A
Arrows Bats Zap Tesla
Bats Tesla Zap Arrows Witch
Zap Arrows Tesla P.E.K.K.A
Tesla Witch P.E.K.K.A
Tesla
Bats Witch Zap Arrows Tesla
Arrows Tesla Bats Zap Witch
Tesla P.E.K.K.A Bats Zap Witch
Bats Zap Arrows Tesla Witch P.E.K.K.A
P.E.K.K.A Tesla
Zap Tesla P.E.K.K.A
Tesla Bats Arrows Witch P.E.K.K.A
Arrows Tesla Bats Zap Witch
Zap Arrows Witch Bats Tesla
P.E.K.K.A Tesla
Bats Arrows Tesla Witch P.E.K.K.A

Counters to secondary win conditions

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

Zap Tesla Witch P.E.K.K.A
Zap Arrows Tesla
P.E.K.K.A Bats Zap Witch
P.E.K.K.A Bats Zap Tesla
P.E.K.K.A Tesla Witch
Arrows Bats Zap Tesla Witch
P.E.K.K.A Bats Tesla Witch
P.E.K.K.A Tesla
Zap P.E.K.K.A Bats Witch
Witch P.E.K.K.A Tesla
P.E.K.K.A Bats Tesla Witch
P.E.K.K.A Zap Arrows
P.E.K.K.A Tesla Witch
Tesla Witch
Tesla Witch Bats Zap P.E.K.K.A
Bats Arrows Zap Tesla Witch P.E.K.K.A

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
Arrows Zap
Arrows
Arrows
Zap Arrows
Arrows Bats Zap Witch
Arrows Witch
Arrows Zap
Arrows Zap
Bats
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows Witch
Arrows
Arrows
Bats
Zap Arrows
Zap Arrows Witch
Arrows
Zap Arrows
Zap Arrows Witch
Witch
Arrows Zap Witch
Zap Arrows Witch
Zap Arrows
Bats Zap Arrows Witch
Zap Bats Witch
Zap Arrows
Zap Arrows
P.E.K.K.A
Arrows
Zap Bats Witch
Zap Arrows Witch
Arrows
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Bats Witch
Bats Zap Witch
Zap Witch

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