My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Wizard

Defensive buildings

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

Bomb Tower

Investments

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

Knight Wizard Dark Prince Giant Skeleton Royal Ghost

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.

Rocket

Punishments

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

Dark Prince Royal Ghost

Pump responses

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

Rocket

Dropped at the bridge

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

Knight Dark Prince Giant Skeleton Royal Ghost

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.

Dark Prince Giant Skeleton Royal Ghost

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
Dark Prince Giant Skeleton
Giant Snowball
Zap
Dark Prince
Barbarian Barrel
Knight Bomb Tower Wizard Dark Prince Giant Skeleton Royal Ghost
The Log
Dark Prince Giant Skeleton
Earthquake
Bomb Tower
Arrows
Royal Delivery
Knight Wizard Dark Prince Giant Skeleton Royal Ghost
Fireball
Bomb Tower Wizard
Poison
Bomb Tower Wizard
Lightning
Knight Bomb Tower Wizard Dark Prince
Rocket
Bomb Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Wizard Rocket Dark Prince Royal Ghost

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.

Knight Rocket Dark Prince Giant Skeleton Royal Ghost

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Knight Royal Ghost Bomb Tower Dark Prince Wizard Rocket Giant Skeleton

Shortest cycle

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

10 Mirror Knight Royal Ghost Bomb Tower

Attack Synergies 0 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.

Knight
Wizard
Bomb Tower
Wizard
Knight Dark Prince Giant Skeleton Royal Ghost
Rocket
Mirror
Mirror
Rocket Giant Skeleton Royal Ghost
Dark Prince
Wizard Royal Ghost
Giant Skeleton
Wizard Mirror
Royal Ghost
Wizard Mirror Dark Prince

Defense Synergies 1 6

Knight
Bomb Tower Wizard
Bomb Tower
Knight Mirror
Wizard
Knight Dark Prince Giant Skeleton Royal Ghost
Rocket
Mirror
Bomb Tower
Dark Prince
Wizard Royal Ghost
Giant Skeleton
Wizard
Royal Ghost
Wizard Dark Prince

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 Knight Wizard
Bomb Tower Knight Dark Prince
Bomb Tower Rocket Knight Dark Prince Giant Skeleton
Bomb Tower Knight Dark Prince
Bomb Tower Rocket Dark Prince Giant Skeleton
Bomb Tower Dark Prince Royal Ghost
Rocket Bomb Tower Wizard
Rocket Bomb Tower Giant Skeleton
Bomb Tower
Knight Dark Prince Giant Skeleton Royal Ghost
Knight Bomb Tower Wizard Dark Prince Giant Skeleton Royal Ghost
Wizard
Bomb Tower Knight Wizard Rocket Dark Prince Giant Skeleton
Bomb Tower Wizard Rocket Dark Prince Royal Ghost
Knight Bomb Tower
Bomb Tower Rocket
Bomb Tower Wizard Knight Dark Prince
Bomb Tower Knight Wizard Dark Prince Royal Ghost
Bomb Tower Wizard Knight Dark Prince Giant Skeleton Royal Ghost
Bomb Tower
Wizard Dark Prince Royal Ghost Knight Bomb Tower Giant Skeleton

Counters to secondary win conditions

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

Knight Dark Prince Giant Skeleton Royal Ghost
Knight Bomb Tower Wizard Rocket Royal Ghost
Giant Skeleton Knight Bomb Tower Rocket Dark Prince
Rocket Dark Prince Giant Skeleton Knight
Giant Skeleton Knight Dark Prince
Wizard Rocket Bomb Tower
Rocket Dark Prince Knight Bomb Tower Giant Skeleton
Giant Skeleton Knight Bomb Tower Dark Prince
Rocket Giant Skeleton Knight Bomb Tower Dark Prince
Knight Bomb Tower Dark Prince Giant Skeleton
Rocket Dark Prince Giant Skeleton
Rocket Dark Prince Giant Skeleton Knight Bomb Tower Wizard
Wizard Bomb Tower
Knight Bomb Tower Rocket Dark Prince Giant Skeleton
Bomb Tower Wizard Dark Prince Giant Skeleton Royal Ghost

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.)

Knight Rocket Giant Skeleton Royal Ghost
Royal Ghost
Rocket Giant Skeleton
Knight Rocket Dark Prince Giant Skeleton
Wizard Rocket Dark Prince
Wizard Rocket
Wizard
Wizard
Wizard
Rocket
Rocket Knight Wizard Dark Prince
Wizard Rocket
Rocket Knight
Rocket
Rocket Wizard
Wizard Rocket
Rocket
Rocket
Rocket Wizard Dark Prince
Rocket Wizard
Rocket Giant Skeleton
Rocket Wizard
Rocket
Rocket
Wizard Dark Prince
Wizard Royal Ghost
Wizard
Rocket
Wizard
Rocket Wizard
Wizard Rocket
Rocket
Giant Skeleton
Rocket Wizard
Rocket Dark Prince
Rocket Wizard
Knight Wizard Rocket Dark Prince
Wizard
Rocket Giant Skeleton
Dark Prince
Rocket Giant Skeleton
Rocket
Rocket Dark Prince Giant Skeleton Royal Ghost

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