My Best Clash Royale Deck

Deck Check Rating

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

4 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 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!
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 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!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Fire Spirit

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 Giant Skeleton

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.

Fireball Rocket Tornado Lightning The Log

Pump responses

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

Fireball Rocket Lightning

Dropped at the bridge

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

Fire Spirit Knight Giant Skeleton

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.

Giant Skeleton

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
Giant Skeleton
Giant Snowball
Fire Spirit
Zap
Fire Spirit
Barbarian Barrel
Fire Spirit Knight Giant Skeleton
The Log
Fire Spirit Giant Skeleton
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Knight Giant Skeleton
Fireball
Poison
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Rocket Tornado The Log

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.

Fire Spirit Knight Rocket Tornado Giant Skeleton

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.

Fireball

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 Fireball

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.

Fire Spirit The Log Knight Tornado Fireball Rocket Giant Skeleton Lightning

Shortest cycle

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

9 Fire Spirit The Log Knight Tornado

Attack Synergies 2 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.

Fire Spirit
Knight Giant Skeleton
Knight
Fire Spirit Fireball The Log
Fireball
Tornado Knight The Log
Rocket
Tornado
Tornado
Fireball Rocket Giant Skeleton The Log
Giant Skeleton
Fire Spirit Tornado Lightning The Log
Lightning
Giant Skeleton
The Log
Knight Fireball Tornado Giant Skeleton

Defense Synergies 4 11

Fire Spirit
Knight Tornado Giant Skeleton The Log
Knight
Fire Spirit Fireball Tornado The Log
Fireball
Tornado The Log Knight
Rocket
Tornado The Log
Tornado
Fireball Rocket Fire Spirit Knight Giant Skeleton The Log
Giant Skeleton
Fire Spirit Tornado The Log
Lightning
The Log
The Log
Fireball Fire Spirit Knight Rocket Tornado Giant Skeleton Lightning

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 Lightning Knight Fireball The Log
Knight The Log
Rocket Tornado Fire Spirit Knight Giant Skeleton Lightning
Knight
Lightning Fireball Rocket Tornado Giant Skeleton The Log
Fireball Tornado The Log Fire Spirit
Rocket Tornado Lightning Fire Spirit Fireball
Rocket Lightning Fireball Giant Skeleton The Log
Tornado
Knight Tornado Fire Spirit Giant Skeleton
Knight Fireball Tornado Giant Skeleton The Log
Fireball Tornado
Fire Spirit Knight Fireball Rocket Giant Skeleton Lightning The Log
Fire Spirit Fireball Rocket Tornado The Log
Knight
Rocket Tornado Fireball Lightning The Log
Knight Fireball Tornado
Fire Spirit Fireball Knight Tornado The Log
Tornado The Log Fire Spirit Knight Fireball Giant Skeleton
Tornado
Fire Spirit Knight Fireball Giant Skeleton The Log

Counters to secondary win conditions

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

Knight Fireball Giant Skeleton
Fireball Knight Rocket Lightning The Log
Giant Skeleton Knight Rocket Lightning The Log
Rocket Giant Skeleton Lightning Knight Fireball Tornado The Log
Giant Skeleton Knight
Fire Spirit Fireball Rocket Tornado
Rocket Knight Fireball Giant Skeleton Lightning
Giant Skeleton Knight
Rocket Giant Skeleton Lightning Knight Fireball Tornado The Log
Knight Giant Skeleton
Rocket Lightning Fireball Tornado Giant Skeleton The Log
Rocket Giant Skeleton Lightning Knight Fireball
Fireball
Knight Fireball Rocket Tornado Giant Skeleton Lightning The Log
Fireball Giant Skeleton The Log
Fireball

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.)

Fireball Lightning Knight Rocket Giant Skeleton The Log
Fireball Tornado The Log
Rocket Lightning Fireball Giant Skeleton The Log
Lightning Knight Fireball Rocket Giant Skeleton The Log
Fireball Rocket Fire Spirit The Log
Fireball Fire Spirit Rocket Tornado
Fire Spirit Tornado The Log
Fireball The Log Fire Spirit Tornado Lightning
Fireball The Log Tornado Lightning
Rocket Lightning Fire Spirit Fireball Tornado
Rocket Lightning Knight Fireball Tornado The Log
Fireball Lightning Fire Spirit Rocket Tornado
Rocket Lightning Fire Spirit Knight Fireball The Log
Lightning Fireball Rocket
Lightning Fireball The Log
Rocket Lightning Fireball The Log
Lightning Fireball Rocket The Log
Lightning Fireball Rocket Tornado
Rocket Lightning
Rocket Lightning Fire Spirit Fireball The Log
Rocket Lightning Fire Spirit Fireball Tornado The Log
Rocket Lightning Fireball Giant Skeleton The Log
Rocket Lightning Fireball Tornado
Rocket Tornado Lightning The Log
Rocket Lightning Fireball The Log
Tornado The Log Fire Spirit Fireball
Fireball The Log Tornado Lightning
Fireball Lightning Tornado The Log
Fireball Rocket Lightning Tornado The Log
Lightning Fire Spirit Fireball Tornado
Rocket Lightning Fireball
Lightning Fireball
Lightning Fireball Rocket The Log
Rocket Lightning Fireball
Giant Skeleton
Rocket Fireball Lightning The Log
Lightning Fire Spirit Fireball Rocket
Fireball Rocket Lightning Fire Spirit Tornado
The Log Fireball
Fireball Lightning Knight Rocket
The Log Fireball Lightning
Rocket Lightning Fireball Tornado Giant Skeleton
Fireball Rocket Tornado Giant Skeleton Lightning The Log
Fireball Rocket Tornado Lightning
Lightning Fireball Rocket Tornado Giant Skeleton The Log
Fireball Lightning Rocket

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