My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Golem Witch Goblin Giant

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.

Ice Golem Battle Ram Giant Witch Bowler Goblin Giant

Offensive cards

Win conditions

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

Battle Ram Giant Goblin Giant

Damage spells

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

Poison

Punishments

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

Battle Ram Giant Goblin Giant

Pump responses

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

Poison

Dropped at the bridge

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

Electro Spirit Ice Golem Battle Ram Giant Goblin Giant

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 Spirit

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 Giant
Giant Snowball
Battle Ram Witch
Zap
Battle Ram Witch Goblin Giant
Barbarian Barrel
Electro Spirit Battle Ram Witch
The Log
Electro Spirit Battle Ram Witch
Earthquake
Witch
Arrows
Electro Spirit Witch
Royal Delivery
Electro Spirit Battle Ram Witch Bowler
Fireball
Battle Ram Witch Bowler
Poison
Witch
Lightning
Ice Golem Battle Ram Witch Bowler
Rocket
Witch Bowler

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Golem Poison Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Golem Poison Bowler

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.

Electro Spirit Ice Golem Battle Ram Poison Bowler

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.

Ice Golem 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.

Electro Spirit Ice Golem Battle Ram Poison Giant Witch Bowler Goblin Giant

Shortest cycle

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

11 Electro Spirit Ice Golem Battle Ram Poison

Attack Synergies 3 12

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.

Electro Spirit
Battle Ram Giant Bowler Goblin Giant
Ice Golem
Battle Ram Witch
Battle Ram
Ice Golem Poison Electro Spirit Witch
Giant
Poison Electro Spirit Witch Bowler
Poison
Battle Ram Giant Bowler Goblin Giant
Witch
Ice Golem Battle Ram Giant Bowler Goblin Giant
Bowler
Electro Spirit Giant Poison Witch
Goblin Giant
Electro Spirit Poison Witch

Defense Synergies 0 4

Electro Spirit
Ice Golem
Poison Witch Bowler
Battle Ram
Giant
Poison
Ice Golem
Witch
Ice Golem Bowler
Bowler
Ice Golem Witch
Goblin Giant

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.

Bowler Ice Golem Goblin Giant
Witch
Witch Bowler
Witch Bowler
Poison Bowler
Bowler Electro Spirit
Electro Spirit Poison Witch
Bowler Electro Spirit Ice Golem Poison Goblin Giant
Witch
Ice Golem Bowler
Poison Witch Electro Spirit Ice Golem Bowler Goblin Giant
Poison Witch
Bowler Witch
Bowler Electro Spirit Poison Witch
Bowler
Poison Witch Bowler
Electro Spirit Witch Bowler
Poison Witch Electro Spirit Ice Golem Bowler
Bowler Electro Spirit Poison Witch Goblin Giant

Counters to secondary win conditions

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

Ice Golem Witch Bowler
Poison Ice Golem Bowler
Ice Golem Witch Bowler Goblin Giant
Bowler Ice Golem Goblin Giant
Witch Bowler Goblin Giant
Poison Electro Spirit Ice Golem Witch Goblin Giant
Ice Golem Witch Bowler Goblin Giant
Goblin Giant
Electro Spirit Ice Golem Poison Witch
Witch Goblin Giant
Witch Bowler
Poison Bowler Goblin Giant
Bowler Ice Golem Witch Goblin Giant
Witch Bowler
Witch Electro Spirit Ice Golem Poison Bowler Goblin Giant
Poison Bowler Electro Spirit Ice Golem Witch

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.)

Poison Ice Golem
Poison Bowler
Poison Goblin Giant
Ice Golem Poison
Poison Bowler
Poison Electro Spirit Ice Golem Witch Goblin Giant
Poison Witch Bowler
Poison Ice Golem Bowler
Poison
Poison Bowler
Poison Bowler
Poison
Poison Ice Golem Bowler
Poison
Ice Golem Poison
Poison Witch Bowler
Poison Bowler
Poison
Poison Bowler
Poison Witch Bowler
Poison Bowler
Poison
Bowler
Poison
Ice Golem Poison Electro Spirit Witch Bowler
Witch
Poison Witch Bowler
Poison Witch Bowler
Poison
Poison Ice Golem Witch
Electro Spirit Poison Witch
Bowler
Poison
Electro Spirit Poison
Poison Bowler
Electro Spirit Witch
Poison Witch
Poison Bowler
Ice Golem Poison Bowler
Poison
Electro Spirit Poison Witch Bowler
Poison Witch
Poison Witch Bowler Goblin Giant

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