My Best Clash Royale Deck

Deck Check Rating

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

2 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-ground high-damage unit!

You don't have a unit, that attacks ground 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Little Prince

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 Ice Spirit Bomber Little Prince

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.

Rocket

Pump responses

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

Rocket

Dropped at the bridge

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

Electro Spirit Fire Spirit Ice Spirit

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

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 Bomber
Giant Snowball
Skeletons Fire Spirit Bomber Little Prince
Zap
Skeletons Fire Spirit Bomber Little Prince
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Ice Spirit Bomber Little Prince
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit Bomber Little Prince
Earthquake
Skeletons Bomber
Arrows
Skeletons Electro Spirit Fire Spirit Ice Spirit Bomber Little Prince
Royal Delivery
Skeletons Electro Spirit Fire Spirit Ice Spirit Bomber Little Prince
Fireball
Bomber Little Prince
Poison
Bomber Little Prince
Lightning
Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Bomber Rocket

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 Fire Spirit Ice Spirit 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.

Fire Spirit Ice Spirit

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.

Great!

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 Fire Spirit Ice Spirit Bomber Little Prince Rocket

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Fire Spirit

Attack Synergies 0 2

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
Fire Spirit
Ice Spirit
Bomber
Bomber
Ice Spirit
Rocket
Mirror
Mirror
Rocket
Little Prince

Defense Synergies 0 10

Skeletons
Electro Spirit Fire Spirit Ice Spirit Bomber Little Prince
Electro Spirit
Skeletons Little Prince
Fire Spirit
Skeletons Ice Spirit
Ice Spirit
Skeletons Fire Spirit Bomber Rocket Little Prince
Bomber
Skeletons Ice Spirit
Rocket
Ice Spirit
Mirror
Little Prince
Skeletons Electro Spirit Ice Spirit

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 Bomber
Skeletons Ice Spirit
Rocket Skeletons Fire Spirit Bomber
Skeletons
Bomber Rocket
Skeletons Electro Spirit Fire Spirit Bomber
Rocket Electro Spirit Fire Spirit Ice Spirit Little Prince
Rocket Electro Spirit
Skeletons
Skeletons Fire Spirit Ice Spirit Bomber Little Prince
Skeletons Electro Spirit Bomber
Skeletons Fire Spirit Ice Spirit Bomber Rocket
Fire Spirit Bomber Rocket Electro Spirit Ice Spirit
Rocket Ice Spirit
Skeletons Bomber
Fire Spirit Ice Spirit Electro Spirit Bomber Little Prince
Electro Spirit Fire Spirit Ice Spirit Bomber Little Prince
Bomber Electro Spirit Fire Spirit Little Prince

Counters to secondary win conditions

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

Skeletons
Bomber Rocket
Skeletons Ice Spirit Rocket
Rocket
Skeletons
Fire Spirit Rocket Skeletons Electro Spirit Ice Spirit
Rocket Skeletons
Rocket Skeletons Electro Spirit Ice Spirit
Skeletons
Rocket
Rocket Skeletons
Bomber
Skeletons Electro Spirit Ice Spirit Bomber Rocket Little Prince
Electro Spirit Bomber
Electro Spirit Bomber

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.)

Rocket
Rocket
Rocket
Bomber Rocket Fire Spirit
Electro Spirit Fire Spirit Ice Spirit Rocket
Fire Spirit Bomber
Fire Spirit Ice Spirit
Rocket Fire Spirit
Rocket
Fire Spirit Rocket
Rocket Fire Spirit
Rocket
Rocket Bomber
Rocket
Rocket
Bomber Rocket
Rocket Fire Spirit Bomber
Rocket Fire Spirit Bomber Little Prince
Rocket
Rocket
Rocket
Rocket
Electro Spirit Fire Spirit Ice Spirit Bomber Little Prince
Rocket
Fire Spirit Little Prince
Rocket Electro Spirit Ice Spirit
Bomber Rocket
Rocket Electro Spirit Ice Spirit
Rocket
Electro Spirit Fire Spirit Ice Spirit Rocket
Rocket Fire Spirit
Rocket
Bomber
Rocket
Electro Spirit Ice Spirit Rocket
Rocket
Rocket Little Prince
Rocket

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