My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro 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.

Battle Ram P.E.K.K.A Royal Ghost 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.

Zap The Log

Punishments

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

Battle Ram Royal Ghost

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.

Battle Ram P.E.K.K.A Royal Ghost

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Royal Ghost

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.

Battle Ram P.E.K.K.A Royal Ghost 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Royal Ghost Battle Ram Electro Wizard Inferno Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

11 Zap The Log Royal Ghost Battle Ram

Attack Synergies 5 7

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
Battle Ram P.E.K.K.A Electro Wizard The Log Royal Ghost
Battle Ram
Zap The Log P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A
Zap Electro Wizard Battle Ram The Log
The Log
Battle Ram Zap P.E.K.K.A
Royal Ghost
Zap Battle Ram Electro Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Royal Ghost
Inferno Dragon
Goblinstein

Defense Synergies 2 10

Zap
Electro Wizard P.E.K.K.A The Log Royal Ghost Inferno Dragon
Battle Ram
P.E.K.K.A
The Log Zap Electro Wizard
The Log
P.E.K.K.A Zap Royal Ghost Electro Wizard Inferno Dragon
Royal Ghost
Zap The Log Electro Wizard
Electro Wizard
Zap P.E.K.K.A The Log Royal Ghost Inferno Dragon
Inferno Dragon
Zap The Log 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.

Zap The Log Electro Wizard
P.E.K.K.A Inferno Dragon Zap The Log Electro Wizard
P.E.K.K.A Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Electro Wizard
P.E.K.K.A The Log
The Log Zap Royal Ghost Electro Wizard
Electro Wizard Inferno Dragon Zap
Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Inferno Dragon
Royal Ghost Electro Wizard
Electro Wizard Zap The Log Royal Ghost
Inferno Dragon Zap Electro Wizard
P.E.K.K.A Zap The Log Electro Wizard
Zap P.E.K.K.A The Log Royal Ghost Electro Wizard
P.E.K.K.A Inferno Dragon Electro Wizard
Zap P.E.K.K.A The Log Electro Wizard Inferno Dragon
P.E.K.K.A Electro Wizard
Zap The Log Royal Ghost Electro Wizard
Zap The Log Royal Ghost Electro Wizard Inferno Dragon
P.E.K.K.A Electro Wizard Inferno Dragon
Royal Ghost P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Zap P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Zap The Log Royal Ghost Inferno Dragon
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Inferno Dragon
Zap Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon
Zap P.E.K.K.A Electro Wizard The Log Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A
Electro Wizard Zap P.E.K.K.A The Log Inferno Dragon
Zap P.E.K.K.A The Log Royal Ghost Electro Wizard Inferno Dragon
Zap 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.)

The Log Royal Ghost
Zap The Log Royal Ghost Electro Wizard
The Log
The Log
Zap The Log
Zap
The Log
The Log Zap
The Log Zap
Electro Wizard
Zap The Log Electro Wizard
Zap
The Log
Zap The Log
Zap The Log
The Log
Zap The Log Electro Wizard
Zap The Log
The Log
The Log
Zap The Log
Zap The Log
Inferno Dragon
The Log Zap Royal Ghost Electro Wizard
Zap The Log
Zap The Log
Zap Electro Wizard
Zap Electro Wizard
Zap The Log
Zap Electro Wizard
P.E.K.K.A
The Log
Zap Electro Wizard
Zap Electro Wizard
The Log
Electro Wizard
The Log Zap
Zap
P.E.K.K.A
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Royal Ghost Electro Wizard
P.E.K.K.A Inferno Dragon

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