My Best Clash Royale Deck

Deck Check Rating

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

1 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Bats Firecracker

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.

Bats Firecracker Electro Giant Sparky

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap Fireball Tornado

Pump responses

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

Fireball

Dropped at the bridge

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

Electro Giant

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.

Firecracker

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
Bats Skeleton Army Sparky
Giant Snowball
Bats Skeleton Army
Zap
Bats Firecracker Skeleton Army Sparky
Barbarian Barrel
Firecracker Skeleton Army Sparky
The Log
Firecracker Skeleton Army Sparky
Earthquake
Firecracker Skeleton Army
Arrows
Bats Firecracker Skeleton Army
Royal Delivery
Bats Firecracker Skeleton Army Sparky
Fireball
Firecracker Skeleton Army Sparky
Poison
Bats Firecracker Skeleton Army Sparky
Lightning
Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Fireball Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Fireball Tornado Electro Giant Sparky

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.

Bats Skeleton Army Tornado Electro Giant Sparky

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball Skeleton Army

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.

Fireball

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.

Bats Zap Firecracker Skeleton Army Tornado Fireball Sparky Electro Giant

Shortest cycle

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

10 Bats Zap Firecracker Skeleton Army

Attack Synergies 7 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.

Bats
Zap Firecracker Sparky
Zap
Firecracker Fireball Tornado Sparky Bats
Firecracker
Zap Bats Tornado Sparky
Fireball
Zap Tornado Sparky
Skeleton Army
Sparky
Tornado
Zap Fireball Electro Giant Sparky Firecracker
Electro Giant
Tornado Sparky
Sparky
Zap Tornado Bats Firecracker Fireball Skeleton Army Electro Giant

Defense Synergies 3 12

Bats
Zap Firecracker Sparky
Zap
Fireball Bats Firecracker Skeleton Army Tornado Sparky
Firecracker
Bats Zap Skeleton Army Tornado
Fireball
Zap Tornado
Skeleton Army
Zap Firecracker Sparky
Tornado
Fireball Sparky Zap Firecracker Electro Giant Sparky
Electro Giant
Tornado
Sparky
Tornado Bats Zap Skeleton Army Tornado

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.

Zap Firecracker Fireball Sparky
Skeleton Army Sparky Bats Zap Firecracker
Skeleton Army Tornado Sparky Bats
Skeleton Army Sparky Bats Firecracker
Firecracker Fireball Skeleton Army Tornado Sparky
Fireball Skeleton Army Tornado Bats Zap Firecracker
Bats Tornado Zap Firecracker Fireball
Zap Fireball Electro Giant Sparky
Sparky Skeleton Army Tornado
Skeleton Army Tornado Firecracker Sparky
Bats Skeleton Army Zap Firecracker Fireball Tornado Electro Giant
Bats Zap Firecracker Fireball Tornado
Skeleton Army Sparky Bats Zap Fireball
Fireball Skeleton Army Sparky Bats Zap Firecracker Tornado
Skeleton Army Sparky
Skeleton Army Tornado Zap Fireball Electro Giant Sparky
Sparky Bats Firecracker Fireball Skeleton Army Tornado
Fireball Bats Zap Firecracker Skeleton Army Tornado
Zap Tornado Bats Firecracker Fireball
Sparky Tornado
Skeleton Army Bats Firecracker Fireball Electro Giant Sparky

Counters to secondary win conditions

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

Skeleton Army Zap Fireball Electro Giant Sparky
Fireball Zap Firecracker
Skeleton Army Bats Zap Sparky
Skeleton Army Bats Zap Fireball Tornado Sparky
Skeleton Army Sparky
Firecracker Fireball Electro Giant Bats Zap Tornado
Skeleton Army Sparky Bats Fireball
Skeleton Army Sparky
Zap Bats Firecracker Fireball Skeleton Army Tornado Sparky
Skeleton Army Sparky
Bats Sparky
Skeleton Army Zap Fireball Tornado Electro Giant
Skeleton Army Fireball Sparky
Firecracker Fireball Skeleton Army Electro Giant Sparky
Skeleton Army Electro Giant Sparky Bats Zap Firecracker Fireball Tornado
Bats Zap Firecracker Fireball Electro Giant Sparky

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.)

Fireball Firecracker Sparky
Firecracker Fireball Zap Tornado
Fireball Sparky
Firecracker Fireball Sparky
Fireball Zap Firecracker Sparky
Firecracker Fireball Electro Giant Bats Zap Tornado
Firecracker Tornado Sparky
Fireball Zap Firecracker Tornado
Fireball Zap Firecracker Tornado
Bats Fireball Tornado Sparky
Firecracker Zap Fireball Tornado Sparky
Fireball Zap Firecracker Tornado
Firecracker Fireball Sparky
Firecracker Fireball
Zap Firecracker Fireball Sparky
Zap Firecracker Fireball Sparky
Firecracker Fireball Sparky
Fireball Tornado Sparky
Bats Sparky
Zap Firecracker Fireball Sparky
Zap Firecracker Fireball Tornado Electro Giant
Fireball Sparky
Fireball Tornado
Tornado Sparky
Zap Fireball
Zap Firecracker Tornado Electro Giant Fireball Sparky
Firecracker Fireball Zap Tornado Sparky
Fireball Zap Tornado Sparky
Fireball Zap Firecracker Tornado Sparky
Bats Zap Firecracker Fireball Tornado Electro Giant Sparky
Zap Bats Firecracker Fireball Electro Giant
Fireball Sparky
Zap Fireball Sparky
Zap Firecracker Fireball Sparky
Sparky
Firecracker Fireball Sparky
Zap Bats Fireball Skeleton Army
Fireball Zap Firecracker Tornado
Fireball
Fireball Firecracker Sparky
Zap Firecracker Fireball
Zap Fireball Tornado Electro Giant Sparky
Firecracker Sparky
Zap Electro Giant Bats Firecracker Fireball Tornado Sparky
Firecracker Bats Zap Fireball Tornado
Zap Firecracker Fireball Tornado Electro Giant Sparky

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