My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Witch

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 Valkyrie Witch Lumberjack Mega Knight Monk

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider Lumberjack 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.

Knight Valkyrie Hog Rider Lumberjack 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.

Valkyrie Hog Rider Lumberjack 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
Hog Rider
Giant Snowball
Hog Rider Witch Lumberjack
Zap
Witch
Barbarian Barrel
Knight Valkyrie Witch Lumberjack
The Log
Hog Rider Witch Lumberjack
Earthquake
Hog Rider Witch
Arrows
Witch
Royal Delivery
Knight Valkyrie Hog Rider Witch Lumberjack
Fireball
Hog Rider Witch Lumberjack
Poison
Witch
Lightning
Knight Valkyrie Witch Lumberjack Monk
Rocket
Valkyrie Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie 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.

Knight Valkyrie Rage Mega Knight

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.

Witch

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.

Rage Knight Valkyrie Hog Rider Lumberjack Witch Monk Mega Knight

Shortest cycle

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

13 Rage Knight Valkyrie Hog Rider

Attack Synergies 5 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.

Knight
Hog Rider Witch Lumberjack
Valkyrie
Hog Rider Lumberjack Witch
Hog Rider
Knight Valkyrie Rage Witch Lumberjack Mega Knight
Rage
Hog Rider Witch
Witch
Rage Knight Valkyrie Hog Rider Lumberjack Mega Knight
Lumberjack
Valkyrie Knight Hog Rider Witch Mega Knight
Mega Knight
Hog Rider Witch Lumberjack
Monk

Defense Synergies 0 6

Knight
Witch Lumberjack
Valkyrie
Witch Lumberjack
Hog Rider
Rage
Witch
Knight Valkyrie Lumberjack Mega Knight
Lumberjack
Knight Valkyrie Witch
Mega Knight
Witch
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.

Knight Valkyrie
Lumberjack Knight Valkyrie Witch Mega Knight Monk
Witch Lumberjack Mega Knight Knight Valkyrie
Witch Lumberjack Knight Valkyrie Mega Knight Monk
Valkyrie Lumberjack Mega Knight Monk
Valkyrie Lumberjack Mega Knight
Witch
Valkyrie Mega Knight Monk
Witch Lumberjack
Knight Valkyrie Lumberjack Mega Knight
Valkyrie Witch Knight Lumberjack Mega Knight
Witch
Lumberjack Mega Knight Knight Valkyrie Witch
Valkyrie Mega Knight Witch Lumberjack
Knight Lumberjack Mega Knight
Monk Lumberjack Mega Knight
Mega Knight Knight Valkyrie Witch Lumberjack
Valkyrie Mega Knight Knight Witch Lumberjack
Valkyrie Witch Knight Lumberjack Mega Knight
Lumberjack
Valkyrie Mega Knight Knight Witch Lumberjack
Lumberjack

Counters to secondary win conditions

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

Knight Valkyrie Lumberjack Mega Knight Witch
Knight Valkyrie Lumberjack Mega Knight Monk
Lumberjack Mega Knight Knight Valkyrie Witch
Valkyrie Lumberjack Mega Knight Knight Monk
Knight Valkyrie Witch Lumberjack Mega Knight
Witch Monk
Knight Valkyrie Witch Lumberjack
Mega Knight Knight Valkyrie Lumberjack
Mega Knight Knight Valkyrie Witch Monk
Witch
Mega Knight Knight Valkyrie Witch Lumberjack
Mega Knight Monk Valkyrie
Mega Knight Knight Valkyrie Witch Lumberjack
Valkyrie Witch Mega Knight
Witch Knight Valkyrie Lumberjack Monk
Valkyrie Mega Knight Witch

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.)

Knight Valkyrie Monk
Monk
Knight Valkyrie
Valkyrie Mega Knight
Witch Monk
Witch
Monk
Lumberjack
Monk Knight Valkyrie
Monk
Knight
Monk
Witch
Mega Knight
Monk
Mega Knight Monk
Valkyrie Witch Mega Knight Monk
Mega Knight Monk
Monk
Monk
Valkyrie Witch Mega Knight
Witch
Witch Monk
Witch Mega Knight Monk
Witch
Witch
Mega Knight
Monk
Mega Knight
Monk
Witch
Witch Monk
Knight Valkyrie Lumberjack Mega Knight
Monk
Mega Knight
Witch
Witch
Witch Mega Knight Monk
Mega Knight Monk

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