My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Inferno Tower

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 Firecracker Battle Ram P.E.K.K.A Mega Knight Monk

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Rage

Punishments

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

Battle Ram 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.

Battle Ram P.E.K.K.A 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.

Firecracker Monk

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 Battle Ram
Giant Snowball
Bats Battle Ram
Zap
Bats Firecracker Battle Ram Inferno Tower
Barbarian Barrel
Firecracker Battle Ram Inferno Tower
The Log
Firecracker Battle Ram
Earthquake
Firecracker Inferno Tower
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Battle Ram P.E.K.K.A
Fireball
Firecracker Battle Ram Inferno Tower
Poison
Bats Firecracker Inferno Tower
Lightning
Battle Ram Inferno Tower Monk
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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 Battle Ram Inferno Tower Rage P.E.K.K.A 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Firecracker Battle Ram Inferno Tower Monk P.E.K.K.A Mega Knight

Shortest cycle

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

11 Bats Rage Firecracker Battle Ram

Attack Synergies 1 9

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
Mega Knight Firecracker Battle Ram Rage P.E.K.K.A
Firecracker
Bats Battle Ram P.E.K.K.A Mega Knight Monk
Battle Ram
Bats Firecracker P.E.K.K.A
Inferno Tower
Rage
Bats
P.E.K.K.A
Bats Firecracker Battle Ram
Mega Knight
Bats Firecracker
Monk
Firecracker

Defense Synergies 0 8

Bats
Firecracker Inferno Tower P.E.K.K.A Mega Knight
Firecracker
Bats Inferno Tower P.E.K.K.A Mega Knight
Battle Ram
Inferno Tower
Bats Firecracker Mega Knight
Rage
P.E.K.K.A
Bats Firecracker
Mega Knight
Bats Firecracker Inferno Tower
Monk

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.

Firecracker Inferno Tower
Inferno Tower P.E.K.K.A Bats Firecracker Mega Knight Monk
Inferno Tower P.E.K.K.A Mega Knight Bats
Inferno Tower P.E.K.K.A Bats Firecracker Mega Knight Monk
Firecracker P.E.K.K.A Mega Knight Monk
Bats Firecracker Mega Knight
Bats Inferno Tower Firecracker
Inferno Tower P.E.K.K.A Mega Knight Monk
Inferno Tower P.E.K.K.A
Firecracker Inferno Tower Mega Knight
Bats Firecracker Mega Knight
Inferno Tower Bats Firecracker
Inferno Tower P.E.K.K.A Mega Knight Bats
Mega Knight Bats Firecracker P.E.K.K.A
Inferno Tower P.E.K.K.A Mega Knight
Inferno Tower Monk P.E.K.K.A Mega Knight
Mega Knight Bats Firecracker Inferno Tower P.E.K.K.A
Mega Knight Bats Firecracker
Bats Firecracker Mega Knight
P.E.K.K.A Inferno Tower
Mega Knight Bats Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Inferno Tower P.E.K.K.A
Firecracker Mega Knight Monk
P.E.K.K.A Mega Knight Bats Inferno Tower
P.E.K.K.A Mega Knight Bats Inferno Tower Monk
Inferno Tower P.E.K.K.A Mega Knight
Firecracker Bats Monk
P.E.K.K.A Bats Inferno Tower
Inferno Tower P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Bats Firecracker Inferno Tower Monk
Inferno Tower P.E.K.K.A
P.E.K.K.A Mega Knight Bats Inferno Tower
P.E.K.K.A Mega Knight Monk
P.E.K.K.A Mega Knight Inferno Tower
Firecracker Mega Knight
Inferno Tower Bats Firecracker P.E.K.K.A Monk
Bats Mega Knight Firecracker Inferno Tower P.E.K.K.A
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.)

Firecracker Monk
Firecracker Monk
Firecracker
Firecracker Mega Knight
Firecracker Bats Monk
Firecracker
Firecracker
Monk Firecracker
Bats
Firecracker Monk
Monk Firecracker
Firecracker
Firecracker Monk
Firecracker
Firecracker
Firecracker Mega Knight
Monk
Bats
Firecracker Mega Knight Monk
Firecracker Mega Knight Monk
Mega Knight Monk
Monk
Monk
Firecracker Mega Knight
Firecracker Monk
Mega Knight Monk
Firecracker
Bats Firecracker
Bats Firecracker
Mega Knight
Firecracker Monk
P.E.K.K.A Mega Knight
Firecracker Monk
Bats
Firecracker Monk
Firecracker Mega Knight
Firecracker
Monk
Firecracker P.E.K.K.A Mega Knight
Bats Firecracker
Firecracker Bats
Firecracker Mega Knight Monk
P.E.K.K.A
Firecracker Mega Knight Monk

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