My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 Magic Archer

Defensive buildings

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

Mortar

Investments

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

Knight Magic Archer

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Zap Poison The Log

Punishments

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

Mortar

Pump responses

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

Poison

Dropped at the bridge

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

Fire Spirit Knight Mortar Barbarians Magic Archer

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.

Magic Archer

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
Giant Snowball
Fire Spirit Barbarians
Zap
Fire Spirit Mortar
Barbarian Barrel
Fire Spirit Knight Mortar Barbarians Magic Archer
The Log
Fire Spirit Barbarians
Earthquake
Mortar Barbarians
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Knight Barbarians Magic Archer
Fireball
Mortar Barbarians Magic Archer
Poison
Mortar Barbarians Magic Archer
Lightning
Knight Mortar Magic Archer
Rocket
Mortar Barbarians Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Mortar Poison The Log Magic Archer

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 Knight Poison

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 Barbarians

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.

Fire Spirit Zap The Log Knight Mortar Poison Magic Archer Barbarians

Shortest cycle

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

8 Fire Spirit Zap The Log Knight

Attack Synergies 1 14

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
Zap Knight Mortar
Zap
Fire Spirit Knight Mortar Poison The Log Magic Archer
Knight
Mortar Fire Spirit Zap Poison The Log Magic Archer
Mortar
Knight Fire Spirit Zap The Log
Barbarians
Poison
Zap Knight The Log
The Log
Zap Knight Mortar Poison Magic Archer
Magic Archer
Zap Knight The Log

Defense Synergies 2 15

Fire Spirit
Knight Zap The Log
Zap
Fire Spirit Knight Mortar Barbarians Poison The Log Magic Archer
Knight
Fire Spirit Magic Archer Zap Mortar Poison The Log
Mortar
Zap Knight Poison The Log
Barbarians
Zap
Poison
Zap Knight Mortar The Log
The Log
Fire Spirit Zap Knight Mortar Poison Magic Archer
Magic Archer
Knight Zap 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.

Zap Knight Mortar The Log Magic Archer
Barbarians Zap Knight Mortar The Log
Mortar Barbarians Fire Spirit Knight
Barbarians Knight Mortar
Barbarians Poison The Log
The Log Fire Spirit Zap Magic Archer
Fire Spirit Zap Mortar Poison Magic Archer
Zap Barbarians Poison The Log Magic Archer
Barbarians Mortar
Knight Fire Spirit Barbarians
Barbarians Poison Zap Knight The Log Magic Archer
Zap Poison Magic Archer
Mortar Barbarians Fire Spirit Zap Knight The Log
Fire Spirit Zap Mortar Barbarians Poison The Log Magic Archer
Barbarians Knight Mortar
Barbarians Zap Mortar The Log
Barbarians Knight Mortar Poison
Fire Spirit Mortar Zap Knight Barbarians The Log Magic Archer
Zap Mortar Poison The Log Fire Spirit Knight Barbarians Magic Archer
Barbarians Mortar
Fire Spirit Knight Barbarians Poison The Log
Mortar

Counters to secondary win conditions

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

Knight Barbarians Zap
Poison Zap Knight Mortar The Log Magic Archer
Barbarians Zap Knight The Log
Zap Knight Barbarians The Log
Barbarians Knight
Fire Spirit Poison Zap Magic Archer
Knight Barbarians
Knight Barbarians
Zap Knight Mortar Barbarians Poison The Log Magic Archer
Barbarians
Knight Barbarians
Zap Barbarians Poison The Log
Barbarians Knight
Barbarians Magic Archer
Barbarians Zap Knight Mortar Poison The Log Magic Archer
Poison Zap Barbarians The Log Magic Archer
Zap Mortar

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.)

Poison Magic Archer Knight Mortar The Log
Mortar Poison Zap The Log Magic Archer
Poison The Log Magic Archer
Knight Barbarians Poison The Log
Poison Fire Spirit Zap Mortar The Log Magic Archer
Poison Fire Spirit Zap Magic Archer
Fire Spirit Mortar Poison The Log Magic Archer
Poison The Log Fire Spirit Zap Magic Archer
Poison The Log Zap Mortar
Fire Spirit Poison
Poison Zap Knight Mortar The Log Magic Archer
Poison Fire Spirit Zap Magic Archer
Poison Fire Spirit Knight Mortar The Log Magic Archer
Mortar Poison Magic Archer
Zap Mortar Poison The Log Magic Archer
Zap Mortar Poison The Log Magic Archer
Magic Archer Mortar Poison The Log
Mortar Poison
Fire Spirit Zap Mortar Poison The Log Magic Archer
Fire Spirit Zap Mortar Poison The Log Magic Archer
Poison The Log Magic Archer
Poison
The Log
Zap Mortar Barbarians Poison The Log
Zap Poison The Log Fire Spirit Mortar Magic Archer
Mortar Poison The Log Zap Magic Archer
Zap Mortar Poison The Log Magic Archer
Poison Zap Mortar The Log Magic Archer
Poison Fire Spirit Zap Magic Archer
Zap Poison
Poison Zap Mortar The Log Magic Archer
Zap Poison Magic Archer
Poison The Log Magic Archer
Zap Fire Spirit Barbarians Magic Archer
Poison Fire Spirit Zap Magic Archer
The Log
Poison Knight Magic Archer
The Log Zap Mortar Poison Magic Archer
Zap Poison
Zap Poison The Log Magic Archer
Zap Poison Magic Archer
Poison Zap Mortar The Log Magic Archer
Mortar

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: