My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Ice Wizard Electro Wizard

Defensive buildings

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

Barbarian Hut

Investments

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

Wizard Barbarian Hut Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Royal Hogs Miner

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.

Royal Hogs Miner

Pump responses

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

Rocket Miner

Dropped at the bridge

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

Royal Hogs

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.

Royal Hogs Miner 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
Royal Hogs Guards Miner
Giant Snowball
Royal Hogs Guards Miner
Zap
Royal Hogs Guards
Barbarian Barrel
Wizard Royal Hogs Barbarian Hut Guards Ice Wizard Electro Wizard
The Log
Royal Hogs Barbarian Hut Guards
Earthquake
Royal Hogs Barbarian Hut Guards
Arrows
Royal Hogs Guards
Royal Delivery
Wizard Royal Hogs Guards Miner Ice Wizard Electro Wizard
Fireball
Wizard Royal Hogs Barbarian Hut Ice Wizard Electro Wizard
Poison
Wizard Royal Hogs Barbarian Hut Guards Ice Wizard Electro Wizard
Lightning
Wizard Barbarian Hut Ice Wizard Electro Wizard
Rocket
Wizard Royal Hogs Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket 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.

Rocket Guards Miner Ice Wizard

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 Ice 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.

Guards Miner Ice Wizard Electro Wizard Wizard Royal Hogs Rocket Barbarian Hut

Shortest cycle

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

13 Guards Miner Ice Wizard Electro Wizard

Attack Synergies 1 9

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.

Wizard
Royal Hogs Miner
Royal Hogs
Wizard Barbarian Hut Guards Electro Wizard
Rocket
Miner
Barbarian Hut
Royal Hogs Miner Ice Wizard
Guards
Miner Royal Hogs
Miner
Guards Wizard Rocket Barbarian Hut Electro Wizard
Ice Wizard
Barbarian Hut
Electro Wizard
Royal Hogs Miner

Defense Synergies 0 7

Wizard
Guards Ice Wizard Electro Wizard
Royal Hogs
Rocket
Barbarian Hut
Ice Wizard Electro Wizard
Guards
Wizard Ice Wizard Electro Wizard
Miner
Ice Wizard
Wizard Barbarian Hut Guards
Electro Wizard
Wizard Barbarian Hut Guards

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 Barbarian Hut Wizard Electro Wizard
Barbarian Hut Ice Wizard Electro Wizard
Rocket Barbarian Hut Ice Wizard Electro Wizard
Barbarian Hut Guards Ice Wizard Electro Wizard
Rocket
Guards Ice Wizard Electro Wizard
Rocket Electro Wizard Wizard Barbarian Hut Ice Wizard
Rocket Barbarian Hut Electro Wizard
Barbarian Hut Ice Wizard
Guards Miner Ice Wizard Electro Wizard
Guards Ice Wizard Electro Wizard Wizard
Wizard Barbarian Hut Ice Wizard Electro Wizard
Barbarian Hut Wizard Rocket Guards Ice Wizard Electro Wizard
Wizard Rocket Barbarian Hut Guards Electro Wizard
Barbarian Hut Electro Wizard
Rocket Barbarian Hut Electro Wizard
Wizard Barbarian Hut Electro Wizard
Wizard Barbarian Hut Guards Ice Wizard Electro Wizard
Wizard Barbarian Hut Guards Ice Wizard Electro Wizard
Barbarian Hut Electro Wizard
Wizard Guards Electro Wizard

Counters to secondary win conditions

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

Barbarian Hut Guards Electro Wizard
Electro Wizard Wizard Rocket Miner
Guards Rocket Barbarian Hut Electro Wizard
Rocket Guards Barbarian Hut Electro Wizard
Barbarian Hut Guards
Wizard Rocket Ice Wizard Electro Wizard
Rocket Guards Barbarian Hut Ice Wizard Electro Wizard
Barbarian Hut
Rocket Electro Wizard Barbarian Hut
Barbarian Hut Guards
Guards
Rocket Guards Electro Wizard
Rocket Wizard Barbarian Hut Guards
Wizard Barbarian Hut
Guards Electro Wizard Rocket Barbarian Hut
Wizard Barbarian Hut Ice Wizard 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.)

Rocket Barbarian Hut Guards
Miner Ice Wizard Electro Wizard
Rocket Barbarian Hut Miner
Rocket Barbarian Hut Guards
Wizard Rocket
Wizard Rocket Ice Wizard
Wizard
Wizard Barbarian Hut Ice Wizard
Miner Wizard
Rocket Guards Electro Wizard
Rocket Miner Wizard Electro Wizard
Wizard Rocket
Rocket Barbarian Hut Miner
Rocket
Barbarian Hut
Rocket Wizard Barbarian Hut
Wizard Rocket Barbarian Hut
Rocket
Rocket
Rocket Wizard Electro Wizard
Rocket Wizard Miner
Rocket
Rocket Wizard
Rocket
Rocket Barbarian Hut
Wizard Ice Wizard
Miner Wizard Ice Wizard Electro Wizard
Wizard Miner
Rocket Miner
Wizard Ice Wizard Electro Wizard
Rocket Electro Wizard Wizard Guards
Wizard Rocket Miner
Rocket Electro Wizard
Rocket Wizard
Electro Wizard Rocket Barbarian Hut Guards
Rocket Wizard Ice Wizard Electro Wizard
Miner Wizard Rocket Electro Wizard
Wizard
Rocket
Rocket Guards Electro Wizard
Rocket Electro Wizard
Rocket Miner Electro Wizard

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