My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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.

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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding 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 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.

Minions Zappies Inferno Dragon

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.

Elixir Golem Battle Ram Zappies Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Battle Ram

Damage spells

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

The Log

Punishments

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

Elixir Golem Battle Ram Mega Knight

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.

Elixir Golem Battle Ram Mega Knight

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
Minions Elixir Golem Battle Ram Guards Inferno Dragon
Giant Snowball
Minions Battle Ram Zappies Guards Inferno Dragon
Zap
Minions Battle Ram Zappies Guards Inferno Dragon
Barbarian Barrel
Elixir Golem Battle Ram Zappies Guards
The Log
Elixir Golem Battle Ram Zappies Guards
Earthquake
Elixir Golem Zappies Guards
Arrows
Minions Zappies Guards
Royal Delivery
Minions Elixir Golem Battle Ram Zappies Guards Inferno Dragon
Fireball
Minions Elixir Golem Battle Ram Zappies Inferno Dragon
Poison
Minions Elixir Golem Zappies Guards
Lightning
Battle Ram Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log Mega Knight

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.

Elixir Golem Battle Ram Guards Inferno Dragon Mega Knight

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.

Minions

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.

The Log Minions Elixir Golem Guards Battle Ram Zappies Inferno Dragon Mega Knight

Shortest cycle

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

11 The Log Minions Elixir Golem Guards

Attack Synergies 3 10

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.

Minions
Mega Knight Elixir Golem Battle Ram Inferno Dragon
Elixir Golem
Minions Zappies The Log Inferno Dragon
Battle Ram
The Log Minions Zappies
Zappies
Elixir Golem Battle Ram Mega Knight
Guards
The Log
The Log
Battle Ram Elixir Golem Guards Mega Knight
Inferno Dragon
Mega Knight Minions Elixir Golem
Mega Knight
Minions Inferno Dragon Zappies The Log

Defense Synergies 0 10

Minions
Zappies The Log Mega Knight
Elixir Golem
Battle Ram
Zappies
Minions Guards The Log Mega Knight
Guards
Zappies The Log
The Log
Minions Zappies Guards Inferno Dragon Mega Knight
Inferno Dragon
The Log Mega Knight
Mega Knight
Minions Zappies The Log Inferno Dragon

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.

Minions Zappies The Log
Inferno Dragon Minions Zappies The Log Mega Knight
Mega Knight Minions Zappies Inferno Dragon
Inferno Dragon Minions Zappies Guards Mega Knight
The Log Mega Knight
The Log Minions Zappies Guards Mega Knight
Minions Inferno Dragon Zappies
The Log Mega Knight
Zappies Inferno Dragon Minions
Guards Zappies Mega Knight
Minions Guards Zappies The Log Mega Knight
Minions Inferno Dragon Zappies
Mega Knight Minions Zappies Guards The Log
Mega Knight Minions Zappies Guards The Log
Inferno Dragon Zappies Mega Knight
Zappies The Log Inferno Dragon Mega Knight
Mega Knight Minions Zappies
Mega Knight Minions Zappies Guards The Log
The Log Minions Zappies Guards Inferno Dragon Mega Knight
Zappies Inferno Dragon
Mega Knight Minions Zappies Guards The Log

Counters to secondary win conditions

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

Guards Mega Knight Zappies
The Log Inferno Dragon Mega Knight
Zappies Guards Mega Knight Minions The Log
Guards Mega Knight Zappies The Log
Zappies Guards Inferno Dragon Mega Knight
Minions Zappies
Guards Minions Zappies
Mega Knight Zappies Inferno Dragon
Mega Knight Minions Zappies The Log Inferno Dragon
Zappies Guards Inferno Dragon
Inferno Dragon Mega Knight Minions Zappies Guards
Mega Knight Guards The Log
Mega Knight Zappies Guards
Zappies Mega Knight
Zappies Guards Minions The Log Inferno Dragon
Minions Mega Knight Zappies The Log 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.)

Guards The Log
The Log
The Log
Guards The Log
The Log Mega Knight
Minions
The Log
The Log
The Log
Minions Guards
The Log
The Log
Minions
The Log
The Log
The Log Mega Knight
Minions
The Log Mega Knight
The Log Mega Knight
Minions The Log Mega Knight
The Log
The Log
The Log Mega Knight
Inferno Dragon
The Log
The Log Mega Knight
The Log
Minions Zappies Guards
The Log Mega Knight
Zappies
Mega Knight
The Log
Minions Zappies Guards
Zappies
The Log
Mega Knight
The Log
Mega Knight
Minions Zappies Guards The Log
Zappies
The Log Mega Knight

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