My Best Clash Royale Deck

Deck Check Rating

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

2 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.

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard 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.

Skeletons Wizard Electro Wizard Mega Knight Golden Knight

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.

Arrows The Log

Punishments

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

Hog Rider Mega Knight Golden 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.

Hog Rider 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.

Hog Rider Electro Wizard Golden Knight

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 Hog Rider
Giant Snowball
Skeletons Hog Rider
Zap
Skeletons
Barbarian Barrel
Skeletons Wizard Electro Wizard
The Log
Skeletons Hog Rider
Earthquake
Skeletons Hog Rider
Arrows
Skeletons
Royal Delivery
Skeletons Hog Rider Wizard Electro Wizard
Fireball
Hog Rider Wizard Electro Wizard
Poison
Wizard Electro Wizard
Lightning
Wizard Electro Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard The Log 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.

Arrows 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.

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.

Skeletons The Log Arrows Hog Rider Electro Wizard Golden Knight Wizard Mega Knight

Shortest cycle

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

10 Skeletons The Log Arrows Hog Rider

Attack Synergies 2 8

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
Arrows
Hog Rider Mega Knight
Hog Rider
Arrows The Log Wizard Electro Wizard Mega Knight Golden Knight
Wizard
Hog Rider Mega Knight
The Log
Hog Rider Mega Knight
Electro Wizard
Hog Rider Mega Knight
Mega Knight
Arrows Hog Rider Wizard The Log Electro Wizard
Golden Knight
Hog Rider

Defense Synergies 1 12

Skeletons
Wizard The Log Electro Wizard
Arrows
Mega Knight Golden Knight
Hog Rider
Wizard
Skeletons The Log Electro Wizard Mega Knight Golden Knight
The Log
Skeletons Wizard Electro Wizard Mega Knight Golden Knight
Electro Wizard
Skeletons Wizard The Log Mega Knight
Mega Knight
Arrows Wizard The Log Electro Wizard
Golden Knight
Arrows Wizard The Log

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 The Log Electro Wizard Golden Knight
Skeletons The Log Electro Wizard Mega Knight
Mega Knight Skeletons Electro Wizard
Skeletons Electro Wizard Mega Knight
Arrows The Log Mega Knight
Arrows The Log Skeletons Electro Wizard Mega Knight
Electro Wizard Arrows Wizard
Arrows The Log Electro Wizard Mega Knight Golden Knight
Skeletons
Skeletons Electro Wizard Mega Knight
Electro Wizard Skeletons Arrows Wizard The Log Mega Knight
Arrows Wizard Electro Wizard
Mega Knight Skeletons Wizard The Log Electro Wizard
Wizard Mega Knight Arrows The Log Electro Wizard Golden Knight
Electro Wizard Mega Knight
The Log Electro Wizard Mega Knight
Wizard Mega Knight Skeletons Arrows Electro Wizard
Arrows Mega Knight Wizard The Log Electro Wizard Golden Knight
Arrows Wizard The Log Electro Wizard Mega Knight
Electro Wizard
Wizard Mega Knight Arrows The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Skeletons Electro Wizard
Electro Wizard Arrows Wizard The Log Mega Knight
Mega Knight Skeletons The Log Electro Wizard Golden Knight
Mega Knight The Log Electro Wizard
Skeletons Mega Knight
Arrows Wizard Skeletons Electro Wizard
Skeletons Electro Wizard
Mega Knight
Electro Wizard Mega Knight Skeletons The Log
Skeletons
Mega Knight Golden Knight
Mega Knight Arrows The Log Electro Wizard
Mega Knight Skeletons Wizard Golden Knight
Wizard Mega Knight
Electro Wizard Skeletons The Log Golden Knight
Arrows Mega Knight Wizard The Log Electro Wizard Golden Knight

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.)

Arrows The Log Golden Knight
Arrows The Log Electro Wizard Golden Knight
Arrows The Log
Arrows The Log
Wizard Arrows The Log Mega Knight
Arrows Wizard
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard Golden Knight
Electro Wizard
Arrows Wizard The Log Electro Wizard Golden Knight
Arrows Wizard
The Log Golden Knight
Arrows
Arrows The Log
Arrows Wizard The Log Golden Knight
Arrows Wizard The Log Mega Knight
Arrows
Arrows Wizard The Log Electro Wizard Mega Knight
Arrows Wizard The Log Mega Knight Golden Knight
The Log Mega Knight
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard Mega Knight
Arrows The Log Wizard Electro Wizard Golden Knight
Arrows Wizard The Log Mega Knight Golden Knight
Arrows The Log Golden Knight
Arrows Wizard Electro Wizard
Electro Wizard Wizard
Arrows Wizard The Log Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows Wizard The Log
Electro Wizard
Arrows Wizard Electro Wizard
Arrows The Log
Wizard Electro Wizard Mega Knight
Arrows The Log Wizard
Arrows
Mega Knight
The Log Electro Wizard Golden Knight
Electro Wizard
The Log Electro Wizard Mega Knight Golden Knight

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