My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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.

Bats Inferno Tower Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Elixir Golem Wizard Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

The Log

Punishments

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

Elixir Golem 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 Elixir Golem Mega Knight

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
Bats Elixir Golem Guards
Giant Snowball
Bats Guards
Zap
Bats Inferno Tower Guards
Barbarian Barrel
Knight Elixir Golem Inferno Tower Wizard Guards
The Log
Elixir Golem Guards
Earthquake
Elixir Golem Inferno Tower Guards
Arrows
Bats Guards
Royal Delivery
Bats Knight Elixir Golem Wizard Guards
Fireball
Elixir Golem Inferno Tower Wizard
Poison
Bats Elixir Golem Inferno Tower Wizard Guards
Lightning
Knight Inferno Tower Wizard
Rocket
Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log 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.

Bats Knight Elixir Golem Inferno Tower Guards Mega Knight

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Knight Elixir Golem Guards Inferno Tower Wizard Mega Knight

Shortest cycle

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

10 Bats The Log Knight Elixir Golem

Attack Synergies 2 8

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.

Bats
Knight Mega Knight Elixir Golem
Knight
Bats Wizard The Log
Elixir Golem
Bats Wizard The Log
Inferno Tower
Wizard
Knight Elixir Golem Mega Knight
Guards
The Log
The Log
Knight Elixir Golem Guards Mega Knight
Mega Knight
Bats Wizard The Log

Defense Synergies 4 11

Bats
Knight Inferno Tower The Log Mega Knight
Knight
Bats Inferno Tower Wizard The Log
Elixir Golem
Inferno Tower
Knight Guards The Log Bats Mega Knight
Wizard
Knight Guards The Log Mega Knight
Guards
Inferno Tower Wizard The Log
The Log
Inferno Tower Bats Knight Wizard Guards Mega Knight
Mega Knight
Bats Inferno Tower Wizard The Log

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.

Knight Inferno Tower Wizard The Log
Inferno Tower Bats Knight The Log Mega Knight
Inferno Tower Mega Knight Bats Knight
Inferno Tower Bats Knight Guards Mega Knight
The Log Mega Knight
The Log Bats Guards Mega Knight
Bats Inferno Tower Wizard
Inferno Tower The Log Mega Knight
Inferno Tower
Knight Guards Inferno Tower Mega Knight
Bats Guards Knight Wizard The Log Mega Knight
Inferno Tower Bats Wizard
Inferno Tower Mega Knight Bats Knight Wizard Guards The Log
Wizard Mega Knight Bats Guards The Log
Inferno Tower Knight Mega Knight
Inferno Tower The Log Mega Knight
Wizard Mega Knight Bats Knight Inferno Tower
Mega Knight Bats Knight Wizard Guards The Log
Wizard The Log Bats Knight Guards Mega Knight
Inferno Tower
Wizard Mega Knight Bats Knight Guards The Log

Counters to secondary win conditions

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

Knight Guards Mega Knight Inferno Tower
Knight Wizard The Log Mega Knight
Guards Mega Knight Bats Knight Inferno Tower The Log
Guards Mega Knight Bats Knight Inferno Tower The Log
Inferno Tower Knight Guards Mega Knight
Wizard Bats
Guards Bats Knight Inferno Tower
Inferno Tower Mega Knight Knight
Mega Knight Bats Knight Inferno Tower The Log
Inferno Tower Guards
Mega Knight Bats Knight Inferno Tower Guards
Mega Knight Guards The Log
Mega Knight Knight Inferno Tower Wizard Guards
Wizard Mega Knight
Inferno Tower Guards Bats Knight The Log
Bats Mega Knight Inferno Tower Wizard The Log
Inferno Tower

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.)

Knight Guards The Log
The Log
The Log
Knight Guards The Log
Wizard The Log Mega Knight
Wizard Bats
Wizard The Log
The Log Wizard
The Log Wizard
Bats Guards
Knight Wizard The Log
Wizard
Knight The Log
The Log
Wizard The Log
Wizard The Log Mega Knight
Bats
Wizard The Log Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Mega Knight
The Log Wizard
Wizard The Log Mega Knight
The Log
Bats Wizard
Bats Wizard Guards
Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Bats Guards
Wizard
The Log
Knight Wizard Mega Knight
The Log Wizard
Mega Knight
Bats Guards The Log
Bats
The Log Mega Knight
Wizard Mega Knight

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