My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Goblin Giant 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.

Wizard Goblin Giant Electro Wizard Lava Hound

Offensive cards

Win conditions

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

Goblin Giant Lava Hound

Damage spells

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

Arrows

Punishments

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

Goblin Giant

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.

Electro Spirit Goblins Goblin Giant Lava Hound

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 Spirit 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
Skeleton Army Lava Hound
Giant Snowball
Goblins Skeleton Army Lava Hound
Zap
Goblins Skeleton Army Goblin Giant Lava Hound
Barbarian Barrel
Electro Spirit Goblins Wizard Skeleton Army Electro Wizard
The Log
Electro Spirit Goblins Skeleton Army
Earthquake
Skeleton Army
Arrows
Electro Spirit Goblins Skeleton Army Lava Hound
Royal Delivery
Electro Spirit Goblins Wizard Skeleton Army Electro Wizard Lava Hound
Fireball
Wizard Skeleton Army Electro Wizard Lava Hound
Poison
Wizard Skeleton Army Electro Wizard Lava Hound
Lightning
Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Electro Spirit Arrows Skeleton Army

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.

Skeleton Army

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 Wizard Electro Wizard Lava Hound

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.

Electro Spirit Goblins Arrows Skeleton Army Electro Wizard Wizard Goblin Giant Lava Hound

Shortest cycle

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

9 Electro Spirit Goblins Arrows Skeleton Army

Attack Synergies 1 5

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.

Electro Spirit
Goblin Giant
Goblins
Arrows
Lava Hound Goblin Giant
Wizard
Goblin Giant
Skeleton Army
Lava Hound
Goblin Giant
Electro Spirit Arrows Wizard Electro Wizard
Electro Wizard
Goblin Giant
Lava Hound
Arrows Skeleton Army

Defense Synergies 0 7

Electro Spirit
Electro Wizard
Goblins
Wizard Electro Wizard
Arrows
Wizard
Goblins Skeleton Army Electro Wizard
Skeleton Army
Wizard Electro Wizard
Goblin Giant
Electro Wizard
Electro Wizard
Electro Spirit Goblins Wizard Skeleton Army Goblin Giant
Lava Hound

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.

Wizard Goblin Giant Electro Wizard
Skeleton Army Goblins Electro Wizard
Skeleton Army Goblins Electro Wizard
Skeleton Army Goblins Electro Wizard
Arrows Skeleton Army
Arrows Skeleton Army Electro Spirit Goblins Electro Wizard
Electro Wizard Electro Spirit Arrows Wizard
Electro Spirit Arrows Goblin Giant Electro Wizard
Goblins Skeleton Army
Skeleton Army Goblins Electro Wizard
Goblins Skeleton Army Electro Wizard Electro Spirit Arrows Wizard Goblin Giant
Arrows Wizard Electro Wizard
Skeleton Army Wizard Electro Wizard
Wizard Skeleton Army Electro Spirit Goblins Arrows Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Electro Wizard
Wizard Goblins Arrows Skeleton Army Electro Wizard
Arrows Electro Spirit Goblins Wizard Skeleton Army Electro Wizard
Arrows Wizard Electro Spirit Electro Wizard
Electro Wizard
Wizard Skeleton Army Electro Spirit Goblins Arrows Goblin Giant Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Goblins Electro Wizard
Electro Wizard Arrows Wizard
Skeleton Army Goblins Goblin Giant Electro Wizard
Skeleton Army Goblin Giant Electro Wizard
Skeleton Army Goblin Giant
Arrows Wizard Electro Spirit Goblin Giant Electro Wizard
Skeleton Army Goblins Goblin Giant Electro Wizard
Skeleton Army Goblin Giant
Electro Wizard Electro Spirit Goblins Skeleton Army
Skeleton Army Goblin Giant
Skeleton Army Arrows Goblin Giant Electro Wizard
Skeleton Army Wizard Goblin Giant
Wizard Skeleton Army
Skeleton Army Electro Wizard Electro Spirit Goblins Goblin Giant
Arrows Electro Spirit 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.)

Arrows
Arrows Electro Wizard
Arrows Goblin Giant
Arrows
Wizard Arrows
Arrows Wizard Electro Spirit Goblin Giant
Arrows Wizard
Arrows Wizard
Arrows Wizard
Goblins Electro Wizard
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Electro Spirit Wizard
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Electro Wizard Electro Spirit Wizard
Arrows Wizard
Electro Spirit Arrows Electro Wizard
Arrows Wizard
Electro Wizard Electro Spirit Skeleton Army
Arrows Wizard Electro Wizard
Arrows
Wizard Electro Wizard
Arrows Wizard
Arrows
Electro Spirit Electro Wizard
Electro Wizard
Goblin Giant Electro Wizard

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