My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Bats

Defensive buildings

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

Tombstone

Investments

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

Ice Spirit Bats Tombstone

Offensive cards

Win conditions

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

Missing

Damage spells

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

Tornado

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.

Electro Spirit Fire Spirit Ice Spirit Heal Spirit

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.

Electro Spirit

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 Skeleton Army
Giant Snowball
Fire Spirit Bats Tombstone Skeleton Army
Zap
Fire Spirit Bats Tombstone Skeleton Army
Barbarian Barrel
Electro Spirit Fire Spirit Ice Spirit Heal Spirit Tombstone Skeleton Army
The Log
Electro Spirit Fire Spirit Ice Spirit Heal Spirit Tombstone Skeleton Army
Earthquake
Tombstone Skeleton Army
Arrows
Electro Spirit Fire Spirit Ice Spirit Bats Heal Spirit Tombstone Skeleton Army
Royal Delivery
Electro Spirit Fire Spirit Ice Spirit Bats Heal Spirit Skeleton Army
Fireball
Tombstone Skeleton Army
Poison
Bats Tombstone Skeleton Army
Lightning
Tombstone
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Tornado

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.

Electro Spirit Fire Spirit Ice Spirit Bats Heal Spirit Tombstone Skeleton Army Tornado

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.

Skeleton Army

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 Ice Spirit Heal Spirit

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.

Electro Spirit Fire Spirit Ice Spirit Heal Spirit Bats Tombstone Skeleton Army Tornado

Shortest cycle

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

4 Electro Spirit Fire Spirit Ice Spirit Heal Spirit

Attack Synergies 0 1

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.

Electro Spirit
Fire Spirit
Ice Spirit
Bats
Bats
Ice Spirit
Heal Spirit
Tombstone
Skeleton Army
Tornado

Defense Synergies 0 6

Electro Spirit
Fire Spirit
Ice Spirit Tornado
Ice Spirit
Fire Spirit Bats Tombstone Skeleton Army Tornado
Bats
Ice Spirit
Heal Spirit
Tombstone
Ice Spirit
Skeleton Army
Ice Spirit
Tornado
Fire Spirit Ice Spirit

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.

Tombstone
Skeleton Army Ice Spirit Bats Tombstone
Skeleton Army Tornado Fire Spirit Bats Tombstone
Skeleton Army Bats Tombstone
Tombstone Skeleton Army Tornado
Skeleton Army Tornado Electro Spirit Fire Spirit Bats
Bats Tornado Electro Spirit Fire Spirit Ice Spirit Tombstone
Electro Spirit
Tombstone Skeleton Army Tornado
Skeleton Army Tornado Fire Spirit Ice Spirit
Bats Skeleton Army Electro Spirit Tombstone Tornado
Bats Tornado
Tombstone Skeleton Army Fire Spirit Ice Spirit Bats
Fire Spirit Skeleton Army Electro Spirit Ice Spirit Bats Tombstone Tornado
Skeleton Army Tombstone
Skeleton Army Tornado Ice Spirit
Bats Tombstone Skeleton Army Tornado
Fire Spirit Ice Spirit Tombstone Electro Spirit Bats Skeleton Army Tornado
Tornado Electro Spirit Fire Spirit Ice Spirit Bats Tombstone
Tornado
Skeleton Army Electro Spirit Fire Spirit Bats

Counters to secondary win conditions

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

Skeleton Army Tombstone
Tombstone Skeleton Army Ice Spirit Bats
Skeleton Army Bats Tornado
Tombstone Skeleton Army
Fire Spirit Electro Spirit Ice Spirit Bats Tornado
Skeleton Army Bats Tombstone
Skeleton Army
Electro Spirit Ice Spirit Bats Tombstone Skeleton Army Tornado
Tombstone Skeleton Army
Bats Tombstone
Skeleton Army Tornado
Skeleton Army Tombstone
Skeleton Army
Tombstone Skeleton Army Electro Spirit Ice Spirit Bats Tornado
Bats Electro Spirit
Tombstone

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.)

Tornado
Fire Spirit
Electro Spirit Fire Spirit Ice Spirit Bats Tornado
Fire Spirit Tornado
Fire Spirit Ice Spirit Tornado
Tornado
Fire Spirit Bats Tornado
Tornado
Fire Spirit Tornado
Fire Spirit
Tornado
Bats
Fire Spirit
Fire Spirit Tornado
Tornado
Tornado
Tornado Electro Spirit Fire Spirit Ice Spirit
Tornado
Tornado
Tornado
Fire Spirit Bats Tornado
Electro Spirit Ice Spirit Bats
Electro Spirit Ice Spirit
Electro Spirit Fire Spirit Ice Spirit Bats Tombstone Skeleton Army
Fire Spirit Tornado
Tornado
Electro Spirit Ice Spirit Bats Tornado
Bats Tornado
Tornado

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