My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard Magic Archer

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.

Knight Royal Giant Wizard Magic Archer Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap

Punishments

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

Royal Giant Mini P.E.K.K.A Mega Knight

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.

Knight Barbarians Royal Giant Mini P.E.K.K.A Magic Archer 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.

Mini P.E.K.K.A 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
Royal Giant
Giant Snowball
Barbarians
Zap
Royal Giant
Barbarian Barrel
Knight Barbarians Wizard Magic Archer
The Log
Barbarians Royal Giant Mini P.E.K.K.A
Earthquake
Barbarians
Arrows
Royal Delivery
Knight Barbarians Mini P.E.K.K.A Wizard Magic Archer
Fireball
Barbarians Wizard Magic Archer
Poison
Barbarians Wizard Magic Archer
Lightning
Knight Mini P.E.K.K.A Wizard Magic Archer
Rocket
Barbarians Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Magic Archer 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.

Knight Mini P.E.K.K.A 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.

Royal Giant

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.

Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Mini P.E.K.K.A Magic Archer Barbarians Wizard Royal Giant Mega Knight

Shortest cycle

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

13 Zap Knight Mini P.E.K.K.A Magic Archer

Attack Synergies 0 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.

Zap
Knight Royal Giant Mini P.E.K.K.A Magic Archer Mega Knight
Knight
Zap Wizard Magic Archer
Barbarians
Royal Giant
Zap Wizard Magic Archer
Mini P.E.K.K.A
Zap Wizard Magic Archer Mega Knight
Wizard
Knight Royal Giant Mini P.E.K.K.A Mega Knight
Magic Archer
Zap Knight Royal Giant Mini P.E.K.K.A Mega Knight
Mega Knight
Zap Mini P.E.K.K.A Wizard Magic Archer

Defense Synergies 3 9

Zap
Mini P.E.K.K.A Mega Knight Knight Barbarians Magic Archer
Knight
Magic Archer Zap Mini P.E.K.K.A Wizard
Barbarians
Zap
Royal Giant
Mini P.E.K.K.A
Zap Knight Wizard Magic Archer
Wizard
Knight Mini P.E.K.K.A Mega Knight
Magic Archer
Knight Zap Mini P.E.K.K.A Mega Knight
Mega Knight
Zap Wizard Magic Archer

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 Wizard Magic Archer
Barbarians Mini P.E.K.K.A Zap Knight Mega Knight
Barbarians Mini P.E.K.K.A Mega Knight Knight
Barbarians Mini P.E.K.K.A Knight Mega Knight
Barbarians Mini P.E.K.K.A Mega Knight
Zap Magic Archer Mega Knight
Zap Wizard Magic Archer
Zap Barbarians Magic Archer Mega Knight
Barbarians Mini P.E.K.K.A
Knight Barbarians Mini P.E.K.K.A Mega Knight
Barbarians Zap Knight Wizard Magic Archer Mega Knight
Zap Wizard Magic Archer
Barbarians Mini P.E.K.K.A Mega Knight Zap Knight Wizard
Wizard Mega Knight Zap Barbarians Mini P.E.K.K.A Magic Archer
Barbarians Mini P.E.K.K.A Knight Mega Knight
Barbarians Zap Mini P.E.K.K.A Mega Knight
Barbarians Wizard Mega Knight Knight Mini P.E.K.K.A
Mega Knight Zap Knight Barbarians Wizard Magic Archer
Zap Wizard Knight Barbarians Magic Archer Mega Knight
Barbarians Mini P.E.K.K.A
Wizard Mega Knight Knight Barbarians Mini P.E.K.K.A
Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Barbarians Mini P.E.K.K.A Mega Knight Zap
Zap Knight Mini P.E.K.K.A Wizard Magic Archer Mega Knight
Barbarians Mega Knight Zap Knight Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight Zap Knight Barbarians
Barbarians Knight Mini P.E.K.K.A Mega Knight
Wizard Zap Magic Archer
Mini P.E.K.K.A Knight Barbarians
Mini P.E.K.K.A Mega Knight Knight Barbarians
Zap Mega Knight Knight Barbarians Mini P.E.K.K.A Magic Archer
Barbarians
Mega Knight Knight Barbarians Mini P.E.K.K.A
Mega Knight Zap Barbarians
Barbarians Mini P.E.K.K.A Mega Knight Knight Wizard
Wizard Barbarians Magic Archer Mega Knight
Barbarians Zap Knight Mini P.E.K.K.A Magic Archer
Mega Knight Zap Barbarians Mini P.E.K.K.A Wizard Magic Archer
Zap

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.)

Magic Archer Knight
Zap Magic Archer
Magic Archer
Knight Barbarians
Wizard Zap Magic Archer Mega Knight
Wizard Zap Magic Archer
Wizard Magic Archer
Zap Wizard Magic Archer
Zap Wizard
Mini P.E.K.K.A
Zap Knight Wizard Magic Archer
Zap Wizard Magic Archer
Knight Magic Archer
Magic Archer
Zap Magic Archer
Zap Wizard Magic Archer
Magic Archer Wizard Mega Knight
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard Magic Archer Mega Knight
Zap Wizard Magic Archer Mega Knight
Magic Archer Mega Knight
Wizard
Zap Barbarians
Zap Wizard Magic Archer Mega Knight
Zap Wizard Magic Archer
Zap Wizard Magic Archer Mega Knight
Zap Magic Archer
Zap Wizard Magic Archer
Zap Wizard
Mini P.E.K.K.A
Zap Wizard Magic Archer Mega Knight
Zap Magic Archer
Mega Knight
Wizard Magic Archer
Zap Barbarians Magic Archer
Zap Wizard Magic Archer
Knight Mini P.E.K.K.A Wizard Magic Archer Mega Knight
Zap Wizard Magic Archer
Zap
Mega Knight
Zap Magic Archer
Zap Magic Archer
Zap Magic Archer Mega Knight
Wizard Mega Knight

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