My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Baby Dragon 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 Baby Dragon Electro Wizard Lumberjack Sparky Mega Knight

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

Punishments

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

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.

Barbarians Baby Dragon 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.

Electro Wizard Lumberjack

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
Sparky
Giant Snowball
Barbarians Baby Dragon Lumberjack
Zap
Sparky
Barbarian Barrel
Barbarians Wizard Electro Wizard Lumberjack Sparky
The Log
Barbarians Lumberjack Sparky
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Wizard Baby Dragon Electro Wizard Lumberjack Sparky
Fireball
Barbarians Wizard Baby Dragon Electro Wizard Lumberjack Sparky
Poison
Barbarians Wizard Electro Wizard Sparky
Lightning
Wizard Baby Dragon Electro Wizard Lumberjack Sparky
Rocket
Barbarians Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Sparky 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.

Rage Baby Dragon Sparky 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.

Barbarians Wizard Electro Wizard

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 Baby Dragon Electro Wizard Lumberjack Barbarians Wizard Sparky Mega Knight

Shortest cycle

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

14 Rage Baby Dragon Electro Wizard Lumberjack

Attack Synergies 1 14

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.

Barbarians
Wizard
Rage Lumberjack Sparky Mega Knight
Rage
Sparky Wizard Electro Wizard
Baby Dragon
Electro Wizard Lumberjack Sparky Mega Knight
Electro Wizard
Rage Baby Dragon Lumberjack Sparky Mega Knight
Lumberjack
Wizard Baby Dragon Electro Wizard Sparky Mega Knight
Sparky
Rage Wizard Baby Dragon Electro Wizard Lumberjack
Mega Knight
Wizard Baby Dragon Electro Wizard Lumberjack

Defense Synergies 0 7

Barbarians
Wizard
Electro Wizard Lumberjack Mega Knight
Rage
Baby Dragon
Lumberjack Mega Knight
Electro Wizard
Wizard Lumberjack Mega Knight
Lumberjack
Wizard Baby Dragon Electro Wizard
Sparky
Mega Knight
Wizard Baby Dragon Electro Wizard

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 Baby Dragon Electro Wizard Sparky
Barbarians Lumberjack Sparky Electro Wizard Mega Knight
Barbarians Lumberjack Sparky Mega Knight Electro Wizard
Barbarians Lumberjack Sparky Electro Wizard Mega Knight
Barbarians Lumberjack Sparky Mega Knight
Baby Dragon Electro Wizard Lumberjack Mega Knight
Electro Wizard Wizard Baby Dragon
Barbarians Baby Dragon Electro Wizard Sparky Mega Knight
Barbarians Sparky Lumberjack
Barbarians Electro Wizard Lumberjack Sparky Mega Knight
Barbarians Electro Wizard Wizard Baby Dragon Lumberjack Mega Knight
Wizard Baby Dragon Electro Wizard
Barbarians Lumberjack Sparky Mega Knight Wizard Electro Wizard
Wizard Sparky Mega Knight Barbarians Baby Dragon Electro Wizard Lumberjack
Barbarians Sparky Electro Wizard Lumberjack Mega Knight
Barbarians Electro Wizard Lumberjack Sparky Mega Knight
Barbarians Wizard Sparky Mega Knight Electro Wizard Lumberjack
Mega Knight Barbarians Wizard Baby Dragon Electro Wizard Lumberjack
Wizard Baby Dragon Barbarians Electro Wizard Lumberjack Mega Knight
Barbarians Sparky Electro Wizard Lumberjack
Wizard Mega Knight Barbarians Baby Dragon Electro Wizard Lumberjack Sparky

Counters to secondary win conditions

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

Barbarians Lumberjack Mega Knight Electro Wizard Sparky
Electro Wizard Wizard Baby Dragon Lumberjack Mega Knight
Barbarians Lumberjack Mega Knight Electro Wizard Sparky
Lumberjack Mega Knight Barbarians Electro Wizard Sparky
Barbarians Lumberjack Sparky Mega Knight
Wizard Baby Dragon Electro Wizard
Sparky Barbarians Electro Wizard Lumberjack
Mega Knight Barbarians Lumberjack Sparky
Electro Wizard Mega Knight Barbarians Baby Dragon Sparky
Barbarians Sparky
Mega Knight Barbarians Lumberjack Sparky
Mega Knight Barbarians Electro Wizard
Barbarians Mega Knight Wizard Lumberjack Sparky
Wizard Barbarians Baby Dragon Sparky Mega Knight
Barbarians Electro Wizard Sparky Baby Dragon Lumberjack
Mega Knight Barbarians Wizard Baby Dragon Electro Wizard Sparky
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.)

Baby Dragon Sparky
Baby Dragon Electro Wizard
Baby Dragon Sparky
Barbarians Sparky
Wizard Baby Dragon Sparky Mega Knight
Wizard Baby Dragon
Wizard Baby Dragon Sparky
Wizard Baby Dragon
Wizard
Electro Wizard Lumberjack Sparky
Wizard Electro Wizard Sparky
Wizard Baby Dragon
Baby Dragon Sparky
Baby Dragon
Baby Dragon Sparky
Wizard Baby Dragon Sparky
Wizard Baby Dragon Sparky Mega Knight
Sparky
Sparky
Wizard Baby Dragon Electro Wizard Sparky Mega Knight
Wizard Baby Dragon Mega Knight
Baby Dragon Sparky Mega Knight
Wizard
Sparky
Barbarians Baby Dragon
Wizard Baby Dragon Sparky Mega Knight
Wizard Baby Dragon Electro Wizard Sparky
Wizard Baby Dragon Sparky Mega Knight
Baby Dragon Sparky
Wizard Baby Dragon Electro Wizard Sparky
Electro Wizard Wizard
Sparky
Wizard Sparky Mega Knight
Electro Wizard Sparky
Sparky Mega Knight
Wizard Sparky
Electro Wizard Barbarians
Wizard Baby Dragon Electro Wizard
Wizard Baby Dragon Electro Wizard Lumberjack Sparky Mega Knight
Wizard Baby Dragon
Sparky
Sparky Mega Knight
Baby Dragon Electro Wizard Sparky
Electro Wizard
Baby Dragon Electro Wizard Sparky Mega Knight
Sparky
Wizard Sparky Mega Knight

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