My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Archers Electro 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.

Archers Elixir Golem Giant Electro Dragon Royal Ghost

Offensive cards

Win conditions

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

Elixir Golem Giant

Damage spells

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

Giant Snowball

Punishments

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

Elixir Golem Giant Royal Ghost

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 Elixir Golem Giant 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.

Electro Spirit Electro Dragon 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
Archers Elixir Golem Giant Guards
Giant Snowball
Archers Guards Electro Dragon
Zap
Archers Guards
Barbarian Barrel
Electro Spirit Archers Elixir Golem Guards Royal Ghost
The Log
Electro Spirit Archers Elixir Golem Guards
Earthquake
Archers Elixir Golem Guards
Arrows
Electro Spirit Archers Guards
Royal Delivery
Electro Spirit Archers Elixir Golem Guards Electro Dragon Royal Ghost
Fireball
Archers Elixir Golem Electro Dragon
Poison
Archers Elixir Golem Guards Electro Dragon
Lightning
Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Giant Snowball Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Giant Snowball Electro Dragon 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.

Electro Spirit Elixir Golem Guards Royal Ghost

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 Giant Snowball Archers Elixir Golem Guards Royal Ghost Giant Electro Dragon

Shortest cycle

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

9 Electro Spirit Giant Snowball Archers Elixir Golem

Attack Synergies 1 15

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
Giant Snowball Giant
Giant Snowball
Electro Spirit Archers Elixir Golem Giant Electro Dragon Royal Ghost
Archers
Giant Snowball Elixir Golem Giant Electro Dragon Royal Ghost
Elixir Golem
Giant Snowball Archers Electro Dragon Royal Ghost
Giant
Electro Dragon Electro Spirit Giant Snowball Archers Guards Royal Ghost
Guards
Giant
Electro Dragon
Giant Giant Snowball Archers Elixir Golem
Royal Ghost
Giant Snowball Archers Elixir Golem Giant

Defense Synergies 0 7

Electro Spirit
Giant Snowball
Giant Snowball
Electro Spirit Archers Guards Electro Dragon Royal Ghost
Archers
Giant Snowball Guards
Elixir Golem
Giant
Guards
Giant Snowball Archers Electro Dragon
Electro Dragon
Giant Snowball Guards
Royal Ghost
Giant Snowball

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.

Electro Dragon
Electro Dragon
Giant Snowball Archers Electro Dragon
Guards Electro Dragon
Electro Spirit Giant Snowball Archers Guards Electro Dragon Royal Ghost
Giant Snowball Electro Spirit Archers Electro Dragon
Electro Spirit Electro Dragon
Guards Giant Snowball Archers Royal Ghost
Archers Guards Electro Spirit Giant Snowball Electro Dragon Royal Ghost
Giant Snowball Archers Electro Dragon
Giant Snowball Guards Electro Dragon
Electro Spirit Giant Snowball Guards Electro Dragon Royal Ghost
Giant Snowball
Electro Dragon
Electro Spirit Giant Snowball Archers Guards Electro Dragon Royal Ghost
Giant Snowball Electro Spirit Archers Guards Electro Dragon Royal Ghost
Royal Ghost Electro Spirit Giant Snowball Archers Guards Electro Dragon

Counters to secondary win conditions

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

Guards Giant Snowball Archers Royal Ghost
Giant Snowball Archers Electro Dragon Royal Ghost
Guards Electro Dragon
Guards
Guards
Electro Spirit Giant Snowball Archers Electro Dragon
Guards Archers
Electro Dragon Electro Spirit Giant Snowball
Guards
Guards Electro Dragon
Giant Snowball Guards
Guards
Archers Electro Dragon
Guards Electro Dragon Electro Spirit Archers
Electro Spirit Giant Snowball Archers Electro Dragon 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.)

Guards Electro Dragon Royal Ghost
Giant Snowball Electro Dragon Royal Ghost
Electro Dragon
Guards
Giant Snowball
Electro Spirit Giant Snowball Electro Dragon
Archers
Giant Snowball Electro Dragon
Giant Snowball Electro Dragon
Giant Snowball Guards Electro Dragon
Electro Dragon
Giant Snowball Archers Electro Dragon
Giant Snowball
Electro Dragon
Giant Snowball
Giant Snowball Electro Dragon
Electro Dragon
Giant Snowball
Giant Snowball Archers Electro Dragon
Giant Snowball Electro Dragon
Giant Snowball
Giant Snowball Electro Dragon
Giant Snowball Electro Spirit Electro Dragon
Giant Snowball Electro Dragon Royal Ghost
Giant Snowball Electro Dragon
Giant Snowball Archers Electro Dragon
Electro Dragon Electro Spirit Giant Snowball Guards
Giant Snowball
Giant Snowball Electro Dragon
Electro Spirit Giant Snowball Electro Dragon
Giant Snowball
Electro Spirit Archers Guards Electro Dragon
Giant Snowball Archers Electro Dragon
Electro Dragon
Giant Snowball Electro Dragon
Giant Snowball
Electro Dragon
Electro Dragon Electro Spirit Giant Snowball Guards
Giant Snowball Electro Dragon
Electro Dragon Giant Snowball Royal Ghost

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