My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Goblin Gang Electro Wizard Inferno Dragon

Defensive buildings

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

Bomb Tower

Investments

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

Battle Ram P.E.K.K.A Electro Wizard Inferno Dragon Goblinstein

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

Punishments

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

Goblin Gang 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.

Goblin Gang 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.

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
Goblin Gang Battle Ram Inferno Dragon
Giant Snowball
Goblin Gang Battle Ram Inferno Dragon
Zap
Goblin Gang Battle Ram Inferno Dragon
Barbarian Barrel
Goblin Gang Battle Ram Bomb Tower Electro Wizard
The Log
Goblin Gang Battle Ram
Earthquake
Goblin Gang Bomb Tower
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Battle Ram P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Goblin Gang Battle Ram Bomb Tower Electro Wizard Inferno Dragon
Poison
Goblin Gang Bomb Tower Electro Wizard
Lightning
Battle Ram Bomb Tower Electro Wizard Inferno Dragon Goblinstein
Rocket
Bomb Tower Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower

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 Inferno Dragon

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.

Goblin Gang 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Gang Battle Ram Bomb Tower Electro Wizard Inferno Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

14 Arrows Goblin Gang Battle Ram Bomb Tower

Attack Synergies 2 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.

Arrows
P.E.K.K.A Battle Ram
Goblin Gang
Battle Ram P.E.K.K.A
Battle Ram
Arrows Goblin Gang P.E.K.K.A Electro Wizard
Bomb Tower
P.E.K.K.A
Arrows Electro Wizard Goblin Gang Battle Ram
Electro Wizard
P.E.K.K.A Battle Ram
Inferno Dragon
Goblinstein

Defense Synergies 0 9

Arrows
Bomb Tower P.E.K.K.A
Goblin Gang
Bomb Tower P.E.K.K.A Electro Wizard Inferno Dragon
Battle Ram
Bomb Tower
Arrows Goblin Gang Electro Wizard
P.E.K.K.A
Arrows Goblin Gang Electro Wizard
Electro Wizard
Goblin Gang Bomb Tower P.E.K.K.A Inferno Dragon
Inferno Dragon
Goblin Gang Electro Wizard
Goblinstein

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.

Electro Wizard
Bomb Tower P.E.K.K.A Inferno Dragon Goblin Gang Electro Wizard
Goblin Gang Bomb Tower P.E.K.K.A Electro Wizard Inferno Dragon
Bomb Tower P.E.K.K.A Inferno Dragon Goblin Gang Electro Wizard
Arrows Bomb Tower P.E.K.K.A
Arrows Goblin Gang Bomb Tower Electro Wizard
Electro Wizard Inferno Dragon Arrows Goblin Gang Bomb Tower
Arrows Bomb Tower P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Goblin Gang Bomb Tower
Goblin Gang Electro Wizard
Goblin Gang Electro Wizard Arrows Bomb Tower
Arrows Inferno Dragon Goblin Gang Electro Wizard
Bomb Tower P.E.K.K.A Goblin Gang Electro Wizard
Bomb Tower Arrows Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Goblin Gang Bomb Tower Electro Wizard
Bomb Tower Goblin Gang P.E.K.K.A Electro Wizard Inferno Dragon
Bomb Tower Arrows Goblin Gang P.E.K.K.A Electro Wizard
Arrows Bomb Tower Goblin Gang Electro Wizard
Arrows Bomb Tower Electro Wizard Inferno Dragon
P.E.K.K.A Bomb Tower Electro Wizard Inferno Dragon
Goblin Gang Arrows Bomb Tower P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Goblin Gang P.E.K.K.A Electro Wizard
Electro Wizard Arrows Goblin Gang Bomb Tower Inferno Dragon
Goblin Gang P.E.K.K.A Bomb Tower Electro Wizard
Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Inferno Dragon
Arrows Goblin Gang Bomb Tower Electro Wizard
Goblin Gang P.E.K.K.A Bomb Tower Electro Wizard
P.E.K.K.A Bomb Tower Inferno Dragon
P.E.K.K.A Electro Wizard Bomb Tower Inferno Dragon
P.E.K.K.A Goblin Gang Inferno Dragon
P.E.K.K.A Inferno Dragon Bomb Tower
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Goblin Gang Bomb Tower
Bomb Tower
Goblin Gang Electro Wizard Bomb Tower P.E.K.K.A Inferno Dragon
Arrows Bomb Tower P.E.K.K.A Electro Wizard Inferno Dragon
Arrows Bomb Tower Electro Wizard

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 Electro Wizard
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Goblin Gang Electro Wizard
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows
Inferno Dragon
Arrows Electro Wizard
Arrows
Arrows
Arrows Electro Wizard
Electro Wizard
Arrows
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Goblin Gang
Arrows Electro Wizard
Arrows
Goblin Gang Electro Wizard
Arrows
Arrows
P.E.K.K.A
Goblin Gang Electro Wizard
Electro Wizard
Electro Wizard
P.E.K.K.A Inferno Dragon

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