My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Magic Archer

Defensive buildings

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

Goblin Drill

Investments

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

Bomber Giant Skeleton Fisherman Magic Archer Mega Knight

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Zap Rocket

Punishments

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

Mega Knight

Pump responses

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

Rocket Goblin Drill

Dropped at the bridge

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

Giant Skeleton Magic Archer Mega Knight

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.

Goblin Drill Giant Skeleton Magic Archer

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
Bomber Goblin Drill Giant Skeleton Fisherman
Giant Snowball
Bomber Goblin Drill Fisherman
Zap
Bomber Goblin Drill Fisherman
Barbarian Barrel
Bomber Goblin Drill Giant Skeleton Magic Archer
The Log
Bomber Goblin Drill Giant Skeleton Fisherman
Earthquake
Bomber Goblin Drill
Arrows
Bomber Goblin Drill
Royal Delivery
Bomber Goblin Drill Giant Skeleton Fisherman Magic Archer
Fireball
Bomber Goblin Drill Fisherman Magic Archer
Poison
Bomber Goblin Drill Fisherman Magic Archer
Lightning
Fisherman Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Rocket Magic Archer 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.

Rocket Goblin Drill Giant Skeleton Mega Knight

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.

Bomber Zap Fisherman Goblin Drill Magic Archer Rocket Giant Skeleton Mega Knight

Shortest cycle

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

11 Bomber Zap Fisherman Goblin Drill

Attack Synergies 0 13

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.

Bomber
Zap Goblin Drill Giant Skeleton Mega Knight
Zap
Bomber Giant Skeleton Fisherman Magic Archer Mega Knight
Rocket
Goblin Drill
Bomber Mega Knight
Giant Skeleton
Bomber Zap Fisherman Magic Archer
Fisherman
Zap Giant Skeleton Mega Knight
Magic Archer
Zap Giant Skeleton Mega Knight
Mega Knight
Bomber Zap Goblin Drill Fisherman Magic Archer

Defense Synergies 1 12

Bomber
Zap Goblin Drill Fisherman
Zap
Mega Knight Bomber Goblin Drill Giant Skeleton Fisherman Magic Archer
Rocket
Goblin Drill
Bomber Zap Magic Archer
Giant Skeleton
Zap Magic Archer
Fisherman
Bomber Zap Magic Archer Mega Knight
Magic Archer
Zap Goblin Drill Giant Skeleton Fisherman Mega Knight
Mega Knight
Zap Fisherman Magic Archer

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.

Rocket Bomber Zap Magic Archer
Zap Goblin Drill Fisherman Mega Knight
Rocket Fisherman Mega Knight Bomber Goblin Drill Giant Skeleton
Goblin Drill Fisherman Mega Knight
Bomber Rocket Giant Skeleton Mega Knight
Bomber Zap Magic Archer Mega Knight
Rocket Zap Magic Archer
Rocket Zap Giant Skeleton Magic Archer Mega Knight
Goblin Drill Fisherman
Bomber Giant Skeleton Fisherman Mega Knight
Bomber Zap Goblin Drill Giant Skeleton Fisherman Magic Archer Mega Knight
Zap Magic Archer
Goblin Drill Mega Knight Bomber Zap Rocket Giant Skeleton
Bomber Rocket Mega Knight Zap Goblin Drill Magic Archer
Goblin Drill Mega Knight
Rocket Zap Goblin Drill Fisherman Mega Knight
Mega Knight Bomber Goblin Drill Fisherman
Mega Knight Bomber Zap Goblin Drill Fisherman Magic Archer
Zap Goblin Drill Bomber Giant Skeleton Fisherman Magic Archer Mega Knight
Goblin Drill Fisherman
Bomber Mega Knight Giant Skeleton Fisherman

Counters to secondary win conditions

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

Mega Knight Zap Giant Skeleton Fisherman
Bomber Zap Rocket Fisherman Magic Archer Mega Knight
Giant Skeleton Mega Knight Zap Rocket Fisherman
Rocket Giant Skeleton Mega Knight Zap Fisherman
Giant Skeleton Goblin Drill Fisherman Mega Knight
Rocket Zap Magic Archer
Rocket Giant Skeleton
Giant Skeleton Mega Knight Fisherman
Zap Rocket Giant Skeleton Mega Knight Magic Archer
Goblin Drill
Mega Knight Giant Skeleton
Rocket Mega Knight Zap Giant Skeleton
Rocket Giant Skeleton Mega Knight
Bomber Magic Archer Mega Knight
Bomber Zap Rocket Goblin Drill Giant Skeleton Fisherman Magic Archer
Mega Knight Bomber Zap Giant Skeleton Magic Archer
Bomber Zap

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.)

Magic Archer Rocket Goblin Drill Giant Skeleton
Zap Fisherman Magic Archer
Rocket Goblin Drill Giant Skeleton Magic Archer
Rocket Giant Skeleton
Bomber Rocket Zap Magic Archer Mega Knight
Zap Rocket Magic Archer
Bomber Magic Archer
Zap Magic Archer
Zap Fisherman
Rocket Fisherman
Rocket Zap Fisherman Magic Archer
Zap Rocket Magic Archer
Rocket Fisherman Magic Archer
Rocket Fisherman Magic Archer
Zap Fisherman Magic Archer
Rocket Bomber Zap Goblin Drill Magic Archer
Magic Archer Rocket Mega Knight
Rocket
Bomber Rocket Fisherman
Rocket Bomber Zap Fisherman Magic Archer Mega Knight
Rocket Bomber Zap Magic Archer Mega Knight
Rocket Giant Skeleton Magic Archer Mega Knight
Rocket
Rocket Fisherman
Rocket Zap Goblin Drill
Zap Bomber Magic Archer Mega Knight
Fisherman
Zap Fisherman Magic Archer
Zap Fisherman Magic Archer Mega Knight
Rocket Zap Fisherman Magic Archer
Zap Magic Archer
Zap Rocket
Bomber Zap Rocket Magic Archer Mega Knight
Zap Rocket Magic Archer
Giant Skeleton Mega Knight
Rocket Magic Archer
Zap Rocket Magic Archer
Rocket Zap Magic Archer
Rocket Magic Archer Mega Knight
Bomber Zap Magic Archer
Rocket Zap Giant Skeleton
Mega Knight
Zap Rocket Giant Skeleton Magic Archer
Zap Rocket Magic Archer
Zap Rocket Giant Skeleton Magic Archer Mega Knight
Rocket Mega Knight

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