My Best Clash Royale Deck

Deck Check Rating

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

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.

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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions Electro Dragon

Defensive buildings

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

Cannon

Investments

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

Archers Knight Elixir Collector Electro Dragon Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Knight Golem

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 Dragon Golem

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
Archers Minions
Giant Snowball
Archers Minions Cannon Electro Dragon
Zap
Archers Minions Cannon
Barbarian Barrel
Archers Knight Cannon
The Log
Archers Cannon
Earthquake
Archers Cannon Elixir Collector
Arrows
Archers Minions
Royal Delivery
Archers Knight Minions Electro Dragon
Fireball
Archers Minions Cannon Elixir Collector Electro Dragon
Poison
Archers Minions Cannon Elixir Collector Electro Dragon
Lightning
Knight Cannon Elixir Collector Electro Dragon
Rocket
Elixir Collector Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon

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.

Arrows Knight Elixir Collector Golem

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.

Minions

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Knight Minions Cannon Electro Dragon Elixir Collector Golem

Shortest cycle

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

12 Archers Arrows Knight Minions

Attack Synergies 4 6

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.

Archers
Knight Arrows Electro Dragon Golem
Arrows
Golem Archers Knight
Knight
Archers Minions Arrows Electro Dragon
Minions
Knight Golem
Cannon
Elixir Collector
Electro Dragon
Golem Archers Knight
Golem
Arrows Electro Dragon Archers Minions

Defense Synergies 4 6

Archers
Knight Minions Cannon
Arrows
Knight Cannon
Knight
Archers Minions Cannon Electro Dragon Arrows
Minions
Knight Archers Cannon
Cannon
Knight Archers Arrows Minions Electro Dragon
Elixir Collector
Electro Dragon
Knight Cannon
Golem

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 Minions Cannon Electro Dragon
Knight Minions Cannon Electro Dragon
Cannon Archers Knight Minions Electro Dragon
Cannon Knight Minions Electro Dragon
Arrows
Arrows Archers Minions Cannon Electro Dragon
Minions Archers Arrows Cannon Electro Dragon
Arrows Cannon Electro Dragon
Cannon Minions
Knight Archers Cannon
Archers Minions Arrows Knight Cannon Electro Dragon
Arrows Minions Archers Electro Dragon
Cannon Knight Minions Electro Dragon
Arrows Minions Cannon Electro Dragon
Knight Cannon
Cannon
Arrows Knight Minions Cannon Electro Dragon
Arrows Cannon Archers Knight Minions Electro Dragon
Arrows Archers Knight Minions Cannon Electro Dragon
Cannon
Archers Arrows Knight Minions Cannon Electro Dragon
Cannon

Counters to secondary win conditions

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

Knight Archers
Archers Arrows Knight Electro Dragon
Knight Minions Electro Dragon
Knight
Knight Cannon
Arrows Archers Minions Electro Dragon
Archers Knight Minions
Knight
Electro Dragon Knight Minions
Cannon
Knight Minions Electro Dragon
Arrows
Knight Cannon
Archers Cannon Electro Dragon
Electro Dragon Archers Knight Minions
Arrows Minions Archers Cannon Electro Dragon
Arrows Cannon

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.)

Arrows Knight Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Knight
Arrows
Arrows Minions Electro Dragon
Archers Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Minions Electro Dragon
Arrows Knight Electro Dragon
Archers Arrows Electro Dragon
Knight
Arrows Minions Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Minions
Archers Arrows Electro Dragon
Arrows Electro Dragon
Minions
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Archers Arrows Electro Dragon
Electro Dragon Minions
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Archers Minions Electro Dragon
Archers Arrows Electro Dragon
Arrows
Knight Electro Dragon
Arrows Electro Dragon
Arrows
Electro Dragon
Electro Dragon Minions
Electro Dragon
Electro Dragon
Electro Dragon

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