My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies Electro Dragon Magic Archer

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.

Knight Zappies Giant Electro Dragon Magic Archer

Offensive cards

Win conditions

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

Giant

Damage spells

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

Rocket Void

Punishments

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

Giant

Pump responses

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

Rocket Void

Dropped at the bridge

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

Goblins Knight Giant Magic Archer

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 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
Giant
Giant Snowball
Goblins Zappies Electro Dragon
Zap
Goblins Zappies
Barbarian Barrel
Goblins Knight Zappies Magic Archer
The Log
Goblins Zappies
Earthquake
Zappies
Arrows
Goblins Zappies
Royal Delivery
Goblins Knight Zappies Electro Dragon Magic Archer
Fireball
Zappies Electro Dragon Magic Archer
Poison
Zappies Electro Dragon Magic Archer
Lightning
Knight Electro Dragon Magic Archer
Rocket
Electro Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Rocket Electro Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Electro Dragon Magic Archer

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.

Knight Rocket

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.

Goblins

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Knight Void Zappies Magic Archer Giant Electro Dragon Rocket

Shortest cycle

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

12 Goblins Knight Void Zappies

Attack Synergies 1 10

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.

Goblins
Giant
Knight
Zappies Electro Dragon Magic Archer
Zappies
Knight Giant Electro Dragon
Giant
Electro Dragon Goblins Zappies Rocket Void Magic Archer
Rocket
Giant
Void
Giant
Electro Dragon
Giant Knight Zappies Magic Archer
Magic Archer
Knight Giant Electro Dragon

Defense Synergies 2 5

Goblins
Knight Zappies Electro Dragon Magic Archer
Knight
Electro Dragon Magic Archer Goblins Zappies
Zappies
Goblins Knight
Giant
Rocket
Void
Electro Dragon
Knight Goblins
Magic Archer
Knight Goblins

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 Knight Zappies Void Electro Dragon Magic Archer
Goblins Knight Zappies Electro Dragon
Rocket Goblins Knight Zappies Void Electro Dragon
Goblins Knight Zappies Electro Dragon
Rocket
Goblins Zappies Electro Dragon Magic Archer
Rocket Zappies Void Electro Dragon Magic Archer
Rocket Void Electro Dragon Magic Archer
Zappies Goblins
Knight Goblins Zappies
Goblins Knight Zappies Electro Dragon Magic Archer
Zappies Electro Dragon Magic Archer
Knight Zappies Rocket Electro Dragon
Rocket Goblins Zappies Electro Dragon Magic Archer
Knight Zappies
Rocket Zappies
Goblins Knight Zappies Electro Dragon
Goblins Knight Zappies Electro Dragon Magic Archer
Knight Zappies Electro Dragon Magic Archer
Zappies
Goblins Knight Zappies Electro Dragon

Counters to secondary win conditions

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

Knight Goblins Zappies Void
Void Knight Rocket Electro Dragon Magic Archer
Zappies Goblins Knight Rocket Electro Dragon
Rocket Knight Zappies
Knight Zappies
Rocket Zappies Electro Dragon Magic Archer
Rocket Goblins Knight Zappies Void
Knight Zappies
Rocket Void Electro Dragon Goblins Knight Zappies Magic Archer
Zappies
Knight Zappies Electro Dragon
Rocket Void
Rocket Knight Zappies
Zappies Electro Dragon Magic Archer
Zappies Electro Dragon Goblins Knight Rocket Magic Archer
Zappies Electro Dragon Magic Archer
Void

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.)

Void Magic Archer Knight Rocket Electro Dragon
Void Electro Dragon Magic Archer
Rocket Void Electro Dragon Magic Archer
Knight Rocket Void
Rocket Magic Archer
Rocket Electro Dragon Magic Archer
Magic Archer
Electro Dragon Magic Archer
Void Electro Dragon
Rocket Goblins Void Electro Dragon
Rocket Void Knight Electro Dragon Magic Archer
Void Rocket Electro Dragon Magic Archer
Rocket Knight Void Magic Archer
Rocket Void Electro Dragon Magic Archer
Magic Archer
Rocket Electro Dragon Magic Archer
Magic Archer Rocket Electro Dragon
Rocket
Rocket
Rocket Void Electro Dragon Magic Archer
Rocket Void Electro Dragon Magic Archer
Rocket Void Magic Archer
Rocket Void
Rocket Void
Rocket Void Electro Dragon
Electro Dragon Magic Archer
Void Electro Dragon Magic Archer
Void Electro Dragon Magic Archer
Rocket Void Magic Archer
Void Electro Dragon Magic Archer
Rocket Electro Dragon Zappies Void
Void
Void Rocket Electro Dragon Magic Archer
Rocket Void Zappies Electro Dragon Magic Archer
Rocket Magic Archer
Zappies Rocket Void Electro Dragon Magic Archer
Rocket Zappies Electro Dragon Magic Archer
Void Knight Rocket Electro Dragon Magic Archer
Electro Dragon Magic Archer
Rocket Void
Electro Dragon
Electro Dragon Zappies Rocket Magic Archer
Zappies Rocket Void Electro Dragon Magic Archer
Void Electro Dragon Rocket Magic Archer
Rocket Void Electro Dragon
Void

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: