My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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!
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 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Witch 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.

Witch P.E.K.K.A Electro Wizard Inferno Dragon Sparky Goblinstein

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

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.

Barbarians P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Sparky

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.

P.E.K.K.A Inferno Dragon Sparky

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

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.

Barbarians Fireball Witch 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.

Fireball Electro Wizard Inferno Dragon Barbarians Witch Goblinstein Sparky P.E.K.K.A

Shortest cycle

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

17 Fireball Electro Wizard Inferno Dragon Barbarians

Attack Synergies 1 4

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.

Barbarians
Fireball
Electro Wizard Sparky
Witch
P.E.K.K.A
P.E.K.K.A
Electro Wizard Witch
Electro Wizard
P.E.K.K.A Fireball Sparky
Inferno Dragon
Sparky
Fireball Electro Wizard
Goblinstein

Defense Synergies 0 4

Barbarians
Fireball
Electro Wizard
Witch
Electro Wizard
P.E.K.K.A
Electro Wizard
Electro Wizard
Fireball Witch P.E.K.K.A Inferno Dragon
Inferno Dragon
Electro Wizard
Sparky
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.

Fireball Electro Wizard Sparky
Barbarians P.E.K.K.A Inferno Dragon Sparky Witch Electro Wizard
Barbarians Witch P.E.K.K.A Sparky Electro Wizard Inferno Dragon
Barbarians Witch P.E.K.K.A Inferno Dragon Sparky Electro Wizard
Barbarians Fireball P.E.K.K.A Sparky
Fireball Electro Wizard
Electro Wizard Inferno Dragon Fireball Witch
Barbarians Fireball P.E.K.K.A Electro Wizard Sparky
Barbarians Witch P.E.K.K.A Inferno Dragon Sparky
Barbarians Electro Wizard Sparky
Barbarians Witch Electro Wizard Fireball
Inferno Dragon Fireball Witch Electro Wizard
Barbarians P.E.K.K.A Sparky Fireball Witch Electro Wizard
Fireball Sparky Barbarians Witch P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Inferno Dragon Sparky Electro Wizard
Barbarians Fireball P.E.K.K.A Electro Wizard Inferno Dragon Sparky
Barbarians Sparky Fireball Witch P.E.K.K.A Electro Wizard
Fireball Barbarians Witch Electro Wizard
Witch Barbarians Fireball Electro Wizard Inferno Dragon
Barbarians P.E.K.K.A Sparky Electro Wizard Inferno Dragon
Barbarians Fireball Witch P.E.K.K.A Electro Wizard Sparky
P.E.K.K.A Inferno Dragon Sparky

Counters to secondary win conditions

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

Barbarians Fireball Witch P.E.K.K.A Electro Wizard Sparky
Fireball Electro Wizard Inferno Dragon
Barbarians P.E.K.K.A Witch Electro Wizard Sparky
P.E.K.K.A Barbarians Fireball Electro Wizard Sparky
Barbarians P.E.K.K.A Witch Inferno Dragon Sparky
Fireball Witch Electro Wizard
P.E.K.K.A Sparky Barbarians Fireball Witch Electro Wizard
P.E.K.K.A Barbarians Inferno Dragon Sparky
P.E.K.K.A Electro Wizard Barbarians Fireball Witch Inferno Dragon Sparky
Witch P.E.K.K.A Barbarians Inferno Dragon Sparky
P.E.K.K.A Inferno Dragon Barbarians Witch Sparky
P.E.K.K.A Barbarians Fireball Electro Wizard
Barbarians P.E.K.K.A Fireball Witch Sparky
Barbarians Fireball Witch Sparky
Barbarians Witch Electro Wizard Sparky Fireball P.E.K.K.A Inferno Dragon
Barbarians Fireball Witch P.E.K.K.A Electro Wizard Inferno Dragon Sparky
Fireball 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.)

Fireball Sparky
Fireball Electro Wizard
Fireball Sparky
Barbarians Fireball Sparky
Fireball Sparky
Fireball Witch
Witch Sparky
Fireball
Fireball
Fireball Electro Wizard Sparky
Fireball Electro Wizard Sparky
Fireball
Fireball Sparky
Fireball
Fireball Sparky
Fireball Witch Sparky
Fireball Sparky
Fireball Sparky
Sparky
Fireball Electro Wizard Sparky
Fireball Witch
Fireball Sparky
Fireball
Sparky
Barbarians Fireball
Fireball Witch Sparky
Witch Inferno Dragon
Fireball Witch Electro Wizard Sparky
Fireball Witch Sparky
Fireball Sparky
Fireball Witch Electro Wizard Sparky
Electro Wizard Fireball Witch
Fireball Sparky
Fireball Sparky
Fireball Electro Wizard Sparky
P.E.K.K.A Sparky
Fireball Sparky
Electro Wizard Barbarians Fireball Witch
Fireball Witch Electro Wizard
Fireball
Fireball Electro Wizard Sparky
Fireball
Fireball Sparky
P.E.K.K.A Sparky
Fireball Witch Electro Wizard Sparky
Fireball Witch Electro Wizard
Fireball Witch Electro Wizard Sparky
P.E.K.K.A Inferno Dragon Sparky
Fireball Sparky

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: