My Best Clash Royale Deck

Deck Check Rating

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

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.

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 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.

Fire Spirit Bats Tesla Ice Wizard Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Tesla Ice Wizard Inferno Dragon

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

Punishments

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

Elite Barbarians Hog Rider

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.

Fire Spirit Elite Barbarians Hog Rider

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.

Elite Barbarians Hog Rider

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
Bats Elite Barbarians Hog Rider Inferno Dragon
Giant Snowball
Fire Spirit Bats Hog Rider Inferno Dragon
Zap
Fire Spirit Bats Inferno Dragon
Barbarian Barrel
Fire Spirit Tesla Elite Barbarians Ice Wizard
The Log
Fire Spirit Elite Barbarians Hog Rider
Earthquake
Tesla Hog Rider
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Elite Barbarians Hog Rider Ice Wizard Inferno Dragon
Fireball
Tesla Elite Barbarians Hog Rider Ice Wizard Inferno Dragon
Poison
Bats Ice Wizard
Lightning
Tesla Elite Barbarians Ice Wizard Inferno Dragon
Rocket
Elite Barbarians Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Ice Wizard

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 Bats Arrows Ice Wizard Inferno Dragon

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.

Elite Barbarians

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit Bats Arrows Ice Wizard Tesla Hog Rider Inferno Dragon Elite Barbarians

Shortest cycle

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

9 Fire Spirit Bats Arrows Ice Wizard

Attack Synergies 4 5

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
Hog Rider Elite Barbarians Inferno Dragon
Bats
Hog Rider Elite Barbarians Inferno Dragon
Arrows
Elite Barbarians Hog Rider
Tesla
Elite Barbarians
Arrows Fire Spirit Bats Hog Rider
Hog Rider
Fire Spirit Bats Arrows Elite Barbarians
Ice Wizard
Inferno Dragon
Fire Spirit Bats

Defense Synergies 0 7

Fire Spirit
Bats
Tesla Ice Wizard Inferno Dragon
Arrows
Tesla Ice Wizard
Tesla
Bats Arrows Inferno Dragon
Elite Barbarians
Hog Rider
Ice Wizard
Bats Arrows Inferno Dragon
Inferno Dragon
Bats Tesla Ice 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.

Tesla
Elite Barbarians Inferno Dragon Bats Tesla Ice Wizard
Tesla Fire Spirit Bats Elite Barbarians Ice Wizard Inferno Dragon
Tesla Elite Barbarians Inferno Dragon Bats Ice Wizard
Arrows Elite Barbarians
Arrows Fire Spirit Bats Tesla Ice Wizard
Bats Tesla Inferno Dragon Fire Spirit Arrows Ice Wizard
Arrows Tesla
Tesla Inferno Dragon Elite Barbarians Ice Wizard
Elite Barbarians Fire Spirit Tesla Ice Wizard
Bats Ice Wizard Arrows Tesla
Arrows Tesla Inferno Dragon Bats Ice Wizard
Tesla Fire Spirit Bats Elite Barbarians Ice Wizard
Fire Spirit Bats Arrows Tesla
Elite Barbarians Inferno Dragon Tesla
Tesla Elite Barbarians Inferno Dragon
Tesla Bats Arrows Elite Barbarians
Fire Spirit Arrows Tesla Bats Elite Barbarians Ice Wizard
Arrows Fire Spirit Bats Tesla Ice Wizard Inferno Dragon
Tesla Elite Barbarians Inferno Dragon
Fire Spirit Bats Arrows Tesla Elite Barbarians

Counters to secondary win conditions

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

Tesla Elite Barbarians
Arrows Tesla Elite Barbarians Inferno Dragon
Bats Elite Barbarians
Bats Tesla Elite Barbarians
Tesla Elite Barbarians Inferno Dragon
Fire Spirit Arrows Bats Tesla Ice Wizard
Bats Tesla Elite Barbarians Ice Wizard
Tesla Elite Barbarians Inferno Dragon
Bats Elite Barbarians Inferno Dragon
Tesla Inferno Dragon
Inferno Dragon Bats Tesla Elite Barbarians
Arrows Elite Barbarians
Elite Barbarians Tesla
Tesla
Tesla Elite Barbarians Bats Inferno Dragon
Bats Arrows Tesla Elite Barbarians Ice Wizard Inferno Dragon

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
Arrows Ice Wizard
Arrows
Arrows
Fire Spirit Arrows
Arrows Fire Spirit Bats Ice Wizard
Fire Spirit Arrows
Arrows Fire Spirit Ice Wizard
Arrows
Fire Spirit Bats Elite Barbarians
Arrows
Fire Spirit Arrows
Fire Spirit Elite Barbarians
Arrows
Arrows Elite Barbarians
Arrows
Arrows
Arrows
Bats
Fire Spirit Arrows
Fire Spirit Arrows
Arrows
Arrows
Arrows Fire Spirit Ice Wizard
Inferno Dragon
Arrows Ice Wizard
Arrows
Arrows
Elite Barbarians Fire Spirit Bats Arrows Ice Wizard
Bats
Elite Barbarians
Arrows
Arrows
Arrows
Fire Spirit Bats
Fire Spirit Arrows Ice Wizard
Arrows
Arrows
Arrows
Elite Barbarians
Bats Elite Barbarians
Bats

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