My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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 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 Princess

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.

Skeletons Wizard Witch Princess Mighty Miner

Offensive cards

Win conditions

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

Missing

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.

Mini P.E.K.K.A Princess

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.

Mini P.E.K.K.A Princess Mighty Miner

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 Mighty Miner

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
Skeletons Guards Mighty Miner
Giant Snowball
Skeletons Guards Witch Princess Mighty Miner
Zap
Skeletons Guards Witch Princess Mighty Miner
Barbarian Barrel
Skeletons Wizard Guards Witch Princess
The Log
Skeletons Mini P.E.K.K.A Guards Witch Princess
Earthquake
Skeletons Guards Witch
Arrows
Skeletons Guards Witch Princess
Royal Delivery
Skeletons Mini P.E.K.K.A Wizard Guards Witch Princess
Fireball
Wizard Witch Princess Mighty Miner
Poison
Wizard Guards Witch Princess
Lightning
Mini P.E.K.K.A Wizard Witch Mighty Miner
Rocket
Wizard Witch Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch Princess

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Princess

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Mini P.E.K.K.A Guards Princess Mighty Miner

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 Princess

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Guards Princess Fireball Mini P.E.K.K.A Mighty Miner Wizard Witch

Shortest cycle

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

11 Skeletons Guards Princess Fireball

Attack Synergies 0 3

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.

Skeletons
Fireball
Princess
Mini P.E.K.K.A
Wizard Princess
Wizard
Mini P.E.K.K.A
Guards
Witch
Princess
Fireball Mini P.E.K.K.A
Mighty Miner

Defense Synergies 0 14

Skeletons
Mini P.E.K.K.A Wizard Witch Princess
Fireball
Mini P.E.K.K.A Princess
Mini P.E.K.K.A
Skeletons Fireball Wizard Guards Witch Princess
Wizard
Skeletons Mini P.E.K.K.A Guards Mighty Miner
Guards
Mini P.E.K.K.A Wizard Witch Princess
Witch
Skeletons Mini P.E.K.K.A Guards
Princess
Skeletons Fireball Mini P.E.K.K.A Guards
Mighty Miner
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
Mini P.E.K.K.A Skeletons Witch
Mini P.E.K.K.A Witch Skeletons
Mini P.E.K.K.A Witch Skeletons Guards
Fireball Mini P.E.K.K.A Princess
Fireball Skeletons Guards
Fireball Wizard Witch Princess
Fireball
Mini P.E.K.K.A Witch Mighty Miner Skeletons Princess
Guards Skeletons Mini P.E.K.K.A
Guards Witch Skeletons Fireball Wizard Princess
Fireball Wizard Witch Princess
Mini P.E.K.K.A Skeletons Fireball Wizard Guards Witch
Fireball Wizard Mini P.E.K.K.A Guards Witch Princess
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A
Wizard Skeletons Fireball Mini P.E.K.K.A Witch
Fireball Wizard Guards Witch
Wizard Witch Fireball Guards Princess
Mini P.E.K.K.A
Wizard Fireball Mini P.E.K.K.A Guards Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Skeletons Fireball Witch
Fireball Mini P.E.K.K.A Wizard
Guards Skeletons Mini P.E.K.K.A Witch
Mini P.E.K.K.A Guards Fireball
Skeletons Mini P.E.K.K.A Guards Witch Mighty Miner
Fireball Wizard Skeletons Witch Princess
Mini P.E.K.K.A Guards Skeletons Fireball Witch
Mini P.E.K.K.A Mighty Miner
Skeletons Fireball Mini P.E.K.K.A Witch
Witch Skeletons Guards
Mini P.E.K.K.A Guards Witch
Fireball Guards
Mini P.E.K.K.A Skeletons Fireball Wizard Guards Witch
Wizard Fireball Witch Princess
Guards Witch Skeletons Fireball Mini P.E.K.K.A Mighty Miner
Fireball Mini P.E.K.K.A Wizard Witch Princess Mighty Miner
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 Princess Guards
Fireball Princess
Fireball
Fireball Guards
Fireball Wizard
Fireball Wizard Witch Princess
Wizard Witch Princess
Fireball Wizard Princess
Fireball Wizard
Fireball Mini P.E.K.K.A Guards
Fireball Wizard Princess
Fireball Wizard Princess
Fireball Princess
Fireball Princess
Princess Fireball
Fireball Wizard Witch Princess
Fireball Wizard Princess
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard Princess
Fireball Wizard Witch Princess
Fireball
Fireball Wizard Princess
Fireball
Fireball Wizard Witch Princess
Witch
Fireball Wizard Witch Princess
Fireball Wizard Witch Princess
Fireball
Fireball Wizard Witch Princess
Fireball Wizard Guards Witch
Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball Princess
Mighty Miner
Fireball Wizard Princess
Fireball Guards Witch Princess
Fireball Wizard Witch Princess
Fireball
Fireball Mini P.E.K.K.A Wizard Princess
Fireball Wizard Princess
Fireball
Fireball Guards Witch Princess
Fireball Witch Princess
Fireball Witch Princess
Fireball Wizard

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