My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Wizard Inferno Dragon

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.

Bats Wizard Electro Giant Inferno Dragon Mega Knight Golden Knight

Offensive cards

Win conditions

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

Hog Rider Electro Giant

Damage spells

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

Fireball

Punishments

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

Hog Rider Electro Giant Mega Knight Golden Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Hog Rider Electro Giant 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 Golden Knight

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 Inferno Dragon
Giant Snowball
Bats Hog Rider Inferno Dragon
Zap
Bats Inferno Dragon
Barbarian Barrel
Wizard
The Log
Hog Rider
Earthquake
Hog Rider
Arrows
Bats
Royal Delivery
Bats Hog Rider Wizard Inferno Dragon
Fireball
Hog Rider Wizard Inferno Dragon
Poison
Bats Wizard
Lightning
Wizard Inferno Dragon
Rocket
Hog Rider Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Electro Giant Mega Knight

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 Electro Giant Inferno Dragon Mega Knight

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.

Fireball

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Fireball Hog Rider Inferno Dragon Golden Knight Wizard Electro Giant Mega Knight

Shortest cycle

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

14 Bats Fireball Hog Rider Inferno Dragon

Attack Synergies 5 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.

Bats
Hog Rider Mega Knight Inferno Dragon
Fireball
Hog Rider Mega Knight Golden Knight
Hog Rider
Bats Fireball Wizard Mega Knight Golden Knight
Wizard
Hog Rider Mega Knight
Electro Giant
Golden Knight Inferno Dragon
Inferno Dragon
Mega Knight Bats Electro Giant
Mega Knight
Bats Inferno Dragon Fireball Hog Rider Wizard
Golden Knight
Electro Giant Fireball Hog Rider

Defense Synergies 0 10

Bats
Inferno Dragon Mega Knight Golden Knight
Fireball
Mega Knight Golden Knight
Hog Rider
Wizard
Mega Knight Golden Knight
Electro Giant
Inferno Dragon Golden Knight
Inferno Dragon
Bats Electro Giant Mega Knight
Mega Knight
Bats Fireball Wizard Inferno Dragon
Golden Knight
Bats Fireball Wizard Electro Giant

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.

Fireball Wizard Golden Knight
Inferno Dragon Bats Mega Knight
Mega Knight Bats Inferno Dragon
Inferno Dragon Bats Mega Knight
Fireball Mega Knight
Fireball Bats Mega Knight
Bats Inferno Dragon Fireball Wizard
Fireball Electro Giant Mega Knight Golden Knight
Inferno Dragon
Mega Knight
Bats Fireball Wizard Electro Giant Mega Knight
Inferno Dragon Bats Fireball Wizard
Mega Knight Bats Fireball Wizard
Fireball Wizard Mega Knight Bats Golden Knight
Inferno Dragon Mega Knight
Fireball Electro Giant Inferno Dragon Mega Knight
Wizard Mega Knight Bats Fireball
Fireball Mega Knight Bats Wizard Golden Knight
Wizard Bats Fireball Inferno Dragon Mega Knight
Inferno Dragon
Wizard Mega Knight Bats Fireball Electro Giant

Counters to secondary win conditions

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

Mega Knight Fireball Electro Giant
Fireball Wizard Inferno Dragon Mega Knight
Mega Knight Bats Golden Knight
Mega Knight Bats Fireball
Inferno Dragon Mega Knight
Fireball Wizard Electro Giant Bats
Bats Fireball
Mega Knight Inferno Dragon
Mega Knight Bats Fireball Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats Golden Knight
Mega Knight Fireball Electro Giant
Mega Knight Fireball Wizard Golden Knight
Wizard Fireball Electro Giant Mega Knight
Electro Giant Bats Fireball Inferno Dragon Golden Knight
Bats Mega Knight Fireball Wizard Electro Giant Inferno Dragon Golden Knight
Fireball

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.)

Fireball Golden Knight
Fireball Golden Knight
Fireball
Fireball
Fireball Wizard Mega Knight
Fireball Wizard Electro Giant Bats
Wizard
Fireball Wizard
Fireball Wizard Golden Knight
Bats Fireball
Fireball Wizard Golden Knight
Fireball Wizard
Fireball Golden Knight
Fireball
Fireball
Fireball Wizard Golden Knight
Fireball Wizard Mega Knight
Fireball
Bats
Fireball Wizard Mega Knight
Fireball Wizard Electro Giant Mega Knight Golden Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Electro Giant Fireball Wizard Mega Knight
Inferno Dragon
Fireball Wizard Golden Knight
Fireball Wizard Mega Knight Golden Knight
Fireball Golden Knight
Bats Fireball Wizard Electro Giant
Bats Fireball Wizard Electro Giant
Fireball
Fireball Wizard Mega Knight
Fireball
Mega Knight
Fireball Wizard
Bats Fireball
Fireball Wizard
Fireball
Fireball Wizard Mega Knight
Fireball Wizard
Fireball Electro Giant
Mega Knight
Electro Giant Bats Fireball Golden Knight
Bats Fireball
Fireball Electro Giant Mega Knight Golden Knight
Inferno Dragon
Fireball Wizard Mega Knight

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