My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Spear Goblins Tesla Wizard Phoenix

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.

Spear Goblins Tesla Elixir Golem Wizard P.E.K.K.A Phoenix Mighty Miner

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Elixir Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

Punishments

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

Elixir Golem

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 Spear Goblins Elixir Golem P.E.K.K.A Phoenix Mighty Miner

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.

Mighty Miner

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
Spear Goblins Elixir Golem Phoenix Mighty Miner
Giant Snowball
Fire Spirit Spear Goblins Mighty Miner
Zap
Fire Spirit Spear Goblins Mighty Miner
Barbarian Barrel
Fire Spirit Spear Goblins Tesla Elixir Golem Wizard
The Log
Fire Spirit Spear Goblins Elixir Golem
Earthquake
Spear Goblins Tesla Elixir Golem
Arrows
Fire Spirit Spear Goblins
Royal Delivery
Fire Spirit Spear Goblins Elixir Golem Wizard P.E.K.K.A
Fireball
Tesla Elixir Golem Wizard Mighty Miner
Poison
Spear Goblins Elixir Golem Wizard Phoenix
Lightning
Tesla Wizard Phoenix Mighty Miner
Rocket
Wizard Phoenix Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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 Spear Goblins Elixir Golem P.E.K.K.A Mighty Miner

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Spear Goblins Elixir Golem Tesla Phoenix Mighty Miner Wizard P.E.K.K.A

Shortest cycle

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

10 Fire Spirit Spear Goblins Elixir Golem Tesla

Attack Synergies 1 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
P.E.K.K.A Elixir Golem Phoenix
Spear Goblins
Elixir Golem
Tesla
Elixir Golem
Fire Spirit Spear Goblins Wizard
Wizard
Elixir Golem P.E.K.K.A
P.E.K.K.A
Fire Spirit Wizard
Phoenix
Fire Spirit
Mighty Miner

Defense Synergies 1 7

Fire Spirit
Spear Goblins P.E.K.K.A Phoenix
Spear Goblins
Tesla Fire Spirit P.E.K.K.A
Tesla
Spear Goblins Wizard
Elixir Golem
Wizard
Tesla P.E.K.K.A Mighty Miner
P.E.K.K.A
Fire Spirit Spear Goblins Wizard
Phoenix
Fire Spirit
Mighty Miner
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.

Spear Goblins Tesla Wizard
P.E.K.K.A Tesla Phoenix
Tesla P.E.K.K.A Fire Spirit
Tesla P.E.K.K.A Phoenix
P.E.K.K.A
Fire Spirit Spear Goblins Tesla
Tesla Fire Spirit Spear Goblins Wizard Phoenix
Tesla P.E.K.K.A Phoenix
Tesla P.E.K.K.A Mighty Miner Phoenix
Fire Spirit Spear Goblins Tesla Phoenix
Spear Goblins Tesla Wizard
Tesla Spear Goblins Wizard Phoenix
Tesla P.E.K.K.A Fire Spirit Wizard
Fire Spirit Wizard Tesla P.E.K.K.A
P.E.K.K.A Tesla Phoenix
Tesla P.E.K.K.A
Tesla Wizard P.E.K.K.A
Fire Spirit Tesla Spear Goblins Wizard
Wizard Fire Spirit Spear Goblins Tesla
P.E.K.K.A Tesla Phoenix
Wizard Fire Spirit Spear Goblins Tesla P.E.K.K.A

Counters to secondary win conditions

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

Spear Goblins Tesla P.E.K.K.A
Tesla Wizard Phoenix
P.E.K.K.A Spear Goblins
P.E.K.K.A Tesla Phoenix
P.E.K.K.A Tesla Phoenix Mighty Miner
Fire Spirit Wizard Tesla
P.E.K.K.A Spear Goblins Tesla Phoenix
P.E.K.K.A Mighty Miner Tesla Phoenix
P.E.K.K.A Spear Goblins Phoenix
P.E.K.K.A Tesla Phoenix
P.E.K.K.A Tesla Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Tesla Wizard
Wizard Tesla
Tesla Phoenix Spear Goblins P.E.K.K.A Mighty Miner
Tesla Wizard P.E.K.K.A Phoenix Mighty Miner

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.)

Wizard Fire Spirit
Wizard Fire Spirit Spear Goblins
Fire Spirit Wizard
Fire Spirit Wizard
Wizard
Fire Spirit
Wizard
Fire Spirit Wizard
Fire Spirit
Spear Goblins Wizard
Wizard
Fire Spirit Wizard
Fire Spirit Wizard
Wizard
Fire Spirit Wizard
Wizard
Wizard
Fire Spirit Wizard
Wizard
Wizard
P.E.K.K.A Mighty Miner
Wizard
Fire Spirit Spear Goblins
Fire Spirit Wizard
Wizard
Wizard
P.E.K.K.A

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