My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Archers Dart Goblin 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.

Archers Electro Wizard

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 Freeze

Punishments

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

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.

Electro Spirit Fire Spirit Dart Goblin 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.

Electro Spirit Hog Rider Electro Wizard

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
Archers Hog Rider
Giant Snowball
Fire Spirit Archers Dart Goblin Hog Rider
Zap
Fire Spirit Archers Dart Goblin
Barbarian Barrel
Electro Spirit Fire Spirit Archers Dart Goblin Electro Wizard
The Log
Electro Spirit Fire Spirit Archers Dart Goblin Hog Rider
Earthquake
Archers Hog Rider
Arrows
Electro Spirit Fire Spirit Archers Dart Goblin
Royal Delivery
Electro Spirit Fire Spirit Archers Dart Goblin Hog Rider Electro Wizard
Fireball
Archers Dart Goblin Hog Rider Electro Wizard
Poison
Archers Dart Goblin Electro Wizard
Lightning
Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Freeze

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.

Electro Spirit Fire Spirit Rage Freeze

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 Dart Goblin 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Rage Archers Dart Goblin Hog Rider Freeze Electro Wizard

Shortest cycle

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

7 Electro Spirit Fire Spirit Rage Archers

Attack Synergies 3 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.

Electro Spirit
Hog Rider
Fire Spirit
Hog Rider
Archers
Hog Rider
Dart Goblin
Hog Rider
Hog Rider
Fire Spirit Rage Freeze Electro Spirit Archers Dart Goblin Electro Wizard
Rage
Hog Rider Electro Wizard
Freeze
Hog Rider
Electro Wizard
Hog Rider Rage

Defense Synergies 0 6

Electro Spirit
Electro Wizard
Fire Spirit
Electro Wizard
Archers
Dart Goblin Electro Wizard
Dart Goblin
Archers Electro Wizard
Hog Rider
Rage
Freeze
Electro Wizard
Electro Wizard
Electro Spirit Fire Spirit Archers Dart Goblin Freeze

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.

Dart Goblin Electro Wizard
Dart Goblin Electro Wizard
Fire Spirit Archers Dart Goblin Freeze Electro Wizard
Dart Goblin Electro Wizard
Freeze Electro Spirit Fire Spirit Archers Dart Goblin Electro Wizard
Dart Goblin Electro Wizard Electro Spirit Fire Spirit Archers Freeze
Electro Spirit Dart Goblin Electro Wizard
Fire Spirit Archers Dart Goblin Electro Wizard
Archers Dart Goblin Electro Wizard Electro Spirit Freeze
Archers Dart Goblin Electro Wizard
Fire Spirit Freeze Electro Wizard
Fire Spirit Electro Spirit Dart Goblin Freeze Electro Wizard
Electro Wizard
Freeze Electro Wizard
Electro Wizard
Fire Spirit Electro Spirit Archers Dart Goblin Electro Wizard
Freeze Electro Spirit Fire Spirit Archers Dart Goblin Electro Wizard
Dart Goblin Electro Wizard
Electro Spirit Fire Spirit Archers Dart Goblin Electro Wizard

Counters to secondary win conditions

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

Archers Electro Wizard
Electro Wizard Archers
Electro Wizard
Electro Wizard
Fire Spirit Electro Spirit Archers Dart Goblin Freeze Electro Wizard
Archers Dart Goblin Electro Wizard
Freeze Electro Wizard Electro Spirit
Dart Goblin
Dart Goblin
Electro Wizard
Archers Dart Goblin
Electro Wizard Electro Spirit Archers Dart Goblin Freeze
Electro Spirit Archers Dart Goblin Freeze 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.)

Dart Goblin Freeze
Dart Goblin Electro Wizard
Dart Goblin
Dart Goblin Freeze
Fire Spirit
Electro Spirit Fire Spirit Dart Goblin Freeze
Fire Spirit Archers Dart Goblin
Fire Spirit Dart Goblin Freeze
Dart Goblin
Fire Spirit Electro Wizard
Dart Goblin Electro Wizard
Fire Spirit Archers Dart Goblin
Fire Spirit Dart Goblin
Dart Goblin Freeze
Dart Goblin
Dart Goblin
Dart Goblin
Freeze
Fire Spirit Archers Dart Goblin Electro Wizard
Fire Spirit Dart Goblin
Freeze Electro Spirit Fire Spirit
Dart Goblin Electro Wizard
Dart Goblin
Fire Spirit Archers Dart Goblin Electro Wizard
Electro Wizard Electro Spirit Dart Goblin Freeze
Dart Goblin
Electro Spirit Freeze Electro Wizard
Electro Wizard Electro Spirit Fire Spirit Archers Dart Goblin Freeze
Fire Spirit Archers Dart Goblin Electro Wizard
Freeze
Dart Goblin Electro Wizard
Dart Goblin
Dart Goblin
Electro Spirit Dart Goblin Freeze Electro Wizard
Dart Goblin Electro Wizard
Dart Goblin Freeze Electro Wizard

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