My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Wizard

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.

Bats Prince Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Rage The Log

Punishments

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

Elite Barbarians Hog Rider Prince 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.

Elite Barbarians Hog Rider Prince 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.

Elite Barbarians Hog Rider 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
Bats Elite Barbarians Hog Rider Prince
Giant Snowball
Bats Hog Rider
Zap
Bats Prince
Barbarian Barrel
Elite Barbarians Electro Wizard
The Log
Elite Barbarians Hog Rider Prince
Earthquake
Hog Rider
Arrows
Bats
Royal Delivery
Bats Elite Barbarians Hog Rider Prince Electro Wizard
Fireball
Elite Barbarians Hog Rider Electro Wizard
Poison
Bats Electro Wizard
Lightning
Elite Barbarians Prince Electro Wizard
Rocket
Elite Barbarians Hog Rider Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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 Rage Prince Mega Knight

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.

Elite Barbarians

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.

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.

Bats Rage The Log Hog Rider Electro Wizard Prince Elite Barbarians Mega Knight

Shortest cycle

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

10 Bats Rage The Log Hog Rider

Attack Synergies 6 15

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
Hog Rider Mega Knight Elite Barbarians Rage Prince
Elite Barbarians
Rage Bats Hog Rider The Log Mega Knight
Hog Rider
Bats Rage The Log Elite Barbarians Prince Electro Wizard Mega Knight
Rage
Elite Barbarians Hog Rider Bats Prince Electro Wizard
Prince
Mega Knight Bats Hog Rider Rage The Log Electro Wizard
The Log
Hog Rider Elite Barbarians Prince Mega Knight
Electro Wizard
Hog Rider Rage Prince Mega Knight
Mega Knight
Bats Prince Elite Barbarians Hog Rider The Log Electro Wizard

Defense Synergies 1 10

Bats
Prince The Log Electro Wizard Mega Knight
Elite Barbarians
The Log Mega Knight
Hog Rider
Rage
Prince
The Log Bats Electro Wizard
The Log
Prince Bats Elite Barbarians Electro Wizard Mega Knight
Electro Wizard
Bats Prince The Log Mega Knight
Mega Knight
Bats Elite Barbarians The Log Electro Wizard

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.

The Log Electro Wizard
Elite Barbarians Bats Prince The Log Electro Wizard Mega Knight
Prince Mega Knight Bats Elite Barbarians Electro Wizard
Elite Barbarians Prince Bats Electro Wizard Mega Knight
Elite Barbarians Prince The Log Mega Knight
The Log Bats Electro Wizard Mega Knight
Bats Electro Wizard
The Log Electro Wizard Mega Knight
Elite Barbarians Prince
Elite Barbarians Prince Electro Wizard Mega Knight
Bats Electro Wizard The Log Mega Knight
Bats Electro Wizard
Prince Mega Knight Bats Elite Barbarians The Log Electro Wizard
Mega Knight Bats Prince The Log Electro Wizard
Elite Barbarians Prince Electro Wizard Mega Knight
Elite Barbarians Prince The Log Electro Wizard Mega Knight
Mega Knight Bats Elite Barbarians Prince Electro Wizard
Mega Knight Bats Elite Barbarians Prince The Log Electro Wizard
The Log Bats Electro Wizard Mega Knight
Elite Barbarians Prince Electro Wizard
Mega Knight Bats Elite Barbarians Prince The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Prince Electro Wizard
Electro Wizard Elite Barbarians Prince The Log Mega Knight
Mega Knight Bats Elite Barbarians Prince The Log Electro Wizard
Prince Mega Knight Bats Elite Barbarians The Log Electro Wizard
Elite Barbarians Prince Mega Knight
Bats Electro Wizard
Prince Bats Elite Barbarians Electro Wizard
Mega Knight Elite Barbarians Prince
Electro Wizard Mega Knight Bats Elite Barbarians Prince The Log
Mega Knight Bats Elite Barbarians Prince
Mega Knight Elite Barbarians Prince The Log Electro Wizard
Elite Barbarians Prince Mega Knight
Mega Knight
Elite Barbarians Electro Wizard Bats Prince The Log
Bats Mega Knight Elite Barbarians The Log Electro Wizard
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.)

The Log
The Log Electro Wizard
The Log
Prince The Log
The Log Mega Knight
Bats
The Log
The Log
The Log
Bats Elite Barbarians Prince Electro Wizard
Prince The Log Electro Wizard
Elite Barbarians The Log
Elite Barbarians Prince The Log
The Log
The Log Mega Knight
Bats
Prince The Log Electro Wizard Mega Knight
The Log Mega Knight
Prince The Log Mega Knight
Prince The Log
The Log
The Log Mega Knight
The Log Electro Wizard
Prince The Log Mega Knight
The Log
Elite Barbarians Bats Electro Wizard
Electro Wizard Bats
Elite Barbarians
The Log Mega Knight
Electro Wizard
Prince Mega Knight
The Log
Electro Wizard Bats Prince
Electro Wizard
The Log
Prince Electro Wizard Mega Knight
The Log
Elite Barbarians Prince Mega Knight
Bats Elite Barbarians The Log Electro Wizard
Bats Electro Wizard
Prince The Log Electro Wizard Mega Knight
Prince
Mega Knight

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