My Best Clash Royale Deck

Deck Check Rating

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

3 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!
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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Electro Dragon

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.

Skeletons Electro Dragon P.E.K.K.A

Offensive cards

Win conditions

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

Missing

Damage spells

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

Rage Freeze

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 P.E.K.K.A

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 Dragon

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
Skeletons Clone
Giant Snowball
Skeletons Clone Electro Dragon
Zap
Skeletons Clone
Barbarian Barrel
Skeletons Electro Spirit Clone
The Log
Skeletons Electro Spirit Clone
Earthquake
Skeletons Clone
Arrows
Skeletons Electro Spirit Clone
Royal Delivery
Skeletons Electro Spirit Clone Electro Dragon P.E.K.K.A
Fireball
Clone Electro Dragon
Poison
Clone Electro Dragon
Lightning
Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Freeze Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Freeze Electro Dragon

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.

Electro Spirit Rage Clone Freeze P.E.K.K.A

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.

Mirror Skeletons Electro Spirit Rage Clone Freeze Electro Dragon P.E.K.K.A

Shortest cycle

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

4 Mirror Skeletons Electro Spirit Rage

Attack Synergies 0 4

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.

Skeletons
Electro Spirit
P.E.K.K.A
Mirror
Freeze
Rage
Electro Dragon
Clone
Freeze
Mirror
Electro Dragon
Rage P.E.K.K.A
P.E.K.K.A
Electro Spirit Electro Dragon

Defense Synergies 0 4

Skeletons
Electro Spirit Electro Dragon P.E.K.K.A
Electro Spirit
Skeletons
Mirror
Electro Dragon
Rage
Clone
Freeze
Electro Dragon
Skeletons Mirror
P.E.K.K.A
Skeletons

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.

Electro Dragon
P.E.K.K.A Skeletons Electro Dragon
P.E.K.K.A Skeletons Freeze Electro Dragon
P.E.K.K.A Skeletons Electro Dragon
P.E.K.K.A
Freeze Skeletons Electro Spirit Electro Dragon
Electro Spirit Freeze Electro Dragon
Electro Spirit Electro Dragon P.E.K.K.A
P.E.K.K.A Skeletons
Skeletons
Skeletons Electro Spirit Freeze Electro Dragon
Electro Dragon
P.E.K.K.A Skeletons Freeze Electro Dragon
Electro Spirit Freeze Electro Dragon P.E.K.K.A
P.E.K.K.A
Freeze P.E.K.K.A
Skeletons Electro Dragon P.E.K.K.A
Electro Spirit Electro Dragon
Freeze Electro Spirit Electro Dragon
P.E.K.K.A
Electro Spirit Electro Dragon P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons P.E.K.K.A
Electro Dragon
P.E.K.K.A Skeletons Electro Dragon
P.E.K.K.A
P.E.K.K.A Skeletons
Skeletons Electro Spirit Freeze Electro Dragon
P.E.K.K.A Skeletons
P.E.K.K.A
Freeze Electro Dragon P.E.K.K.A Skeletons Electro Spirit
P.E.K.K.A Skeletons
P.E.K.K.A Electro Dragon
P.E.K.K.A
P.E.K.K.A Skeletons
Electro Dragon
Electro Dragon Skeletons Electro Spirit Freeze P.E.K.K.A
Electro Spirit Freeze Electro Dragon P.E.K.K.A
Electro Spirit

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.)

Freeze Electro Dragon
Electro Dragon
Electro Dragon
Freeze
Electro Spirit Freeze Electro Dragon
Freeze Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon
Freeze Electro Dragon
Electro Dragon
Electro Dragon
Freeze
Electro Dragon
Electro Dragon
Electro Dragon
Freeze Electro Spirit Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon Electro Spirit Freeze
Electro Dragon
Electro Spirit Freeze Electro Dragon
P.E.K.K.A
Electro Spirit Freeze Electro Dragon
Electro Dragon
Freeze
Electro Dragon
Electro Dragon
Electro Dragon P.E.K.K.A
Electro Dragon Electro Spirit Freeze
Electro Dragon
Electro Dragon Freeze
P.E.K.K.A
Electro Dragon

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