My Best Clash Royale Deck

Deck Check Rating

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

5 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.

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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Witch

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.

Wizard Witch Balloon P.E.K.K.A

Offensive cards

Win conditions

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

Royal Hogs Goblin Barrel Balloon

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.

Royal Hogs Goblin Barrel Balloon

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Barbarians Royal Hogs Balloon 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.

Royal Hogs Goblin Barrel Balloon

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 Hogs Goblin Barrel Balloon
Giant Snowball
Barbarians Royal Hogs Goblin Barrel Witch Balloon
Zap
Royal Hogs Goblin Barrel Witch Balloon
Barbarian Barrel
Barbarians Wizard Royal Hogs Goblin Barrel Witch
The Log
Barbarians Royal Hogs Goblin Barrel Witch
Earthquake
Barbarians Royal Hogs Goblin Barrel Witch
Arrows
Royal Hogs Goblin Barrel Witch
Royal Delivery
Barbarians Wizard Royal Hogs Goblin Barrel Witch Balloon P.E.K.K.A
Fireball
Barbarians Wizard Royal Hogs Goblin Barrel Witch Balloon
Poison
Barbarians Wizard Royal Hogs Witch Balloon
Lightning
Wizard Witch Balloon
Rocket
Barbarians Wizard Royal Hogs Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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.

P.E.K.K.A

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 Goblin Barrel

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 Fireball Wizard Goblin Barrel Witch

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.

Goblin Barrel Fireball Barbarians Wizard Royal Hogs Witch Balloon P.E.K.K.A

Shortest cycle

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

17 Goblin Barrel Fireball Barbarians Wizard

Attack Synergies 0 9

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.

Barbarians
Balloon
Fireball
Royal Hogs
Wizard
Royal Hogs Balloon P.E.K.K.A
Royal Hogs
Fireball Wizard Goblin Barrel
Goblin Barrel
Royal Hogs Balloon P.E.K.K.A
Witch
P.E.K.K.A
Balloon
Barbarians Wizard Goblin Barrel
P.E.K.K.A
Wizard Goblin Barrel Witch

Defense Synergies 0 1

Barbarians
Fireball
Wizard
P.E.K.K.A
Royal Hogs
Goblin Barrel
Witch
Balloon
P.E.K.K.A
Wizard

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
Barbarians P.E.K.K.A Witch
Barbarians Witch P.E.K.K.A
Barbarians Witch P.E.K.K.A
Barbarians Fireball P.E.K.K.A
Fireball
Fireball Wizard Witch
Barbarians Fireball P.E.K.K.A
Barbarians Witch P.E.K.K.A
Barbarians
Barbarians Witch Fireball Wizard
Fireball Wizard Witch
Barbarians P.E.K.K.A Fireball Wizard Witch
Fireball Wizard Barbarians Witch P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians Fireball P.E.K.K.A
Barbarians Wizard Fireball Witch P.E.K.K.A
Fireball Barbarians Wizard Witch
Wizard Witch Barbarians Fireball
Barbarians P.E.K.K.A
Wizard Barbarians Fireball Witch P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Fireball Witch P.E.K.K.A
Fireball Wizard
Barbarians P.E.K.K.A Witch
P.E.K.K.A Barbarians Fireball
Barbarians P.E.K.K.A Witch
Fireball Wizard Witch
P.E.K.K.A Barbarians Fireball Witch
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Fireball Witch
Witch P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Witch
P.E.K.K.A Barbarians Fireball
Barbarians P.E.K.K.A Fireball Wizard Witch
Wizard Barbarians Fireball Witch
Barbarians Witch Fireball P.E.K.K.A
Barbarians Fireball Wizard Witch P.E.K.K.A
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
Fireball
Fireball
Barbarians Fireball
Fireball Wizard
Fireball Wizard Witch
Wizard Witch
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard Witch
Fireball Wizard
Fireball
Fireball Wizard
Fireball Wizard Witch
Fireball
Fireball Wizard
Barbarians Fireball
Fireball Wizard Witch
Witch
Fireball Wizard Witch
Fireball Wizard Witch
Fireball
Fireball Wizard Witch
Fireball Wizard Witch
Fireball
Fireball Wizard
Fireball
P.E.K.K.A
Fireball Wizard
Barbarians Fireball Witch
Fireball Wizard Witch
Fireball
Fireball Wizard
Fireball Wizard
Fireball
P.E.K.K.A
Fireball Witch
Fireball Witch
Fireball Witch
P.E.K.K.A
Fireball Wizard

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