My Best Clash Royale Deck

Deck Check Rating

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

3 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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 More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

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.

P.E.K.K.A Bandit Sparky

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.

Arrows Rage Lightning

Punishments

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

Bandit

Pump responses

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

Lightning

Dropped at the bridge

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

P.E.K.K.A Bandit

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.

Bandit

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
Clone Bandit Sparky
Giant Snowball
Clone
Zap
Clone Bandit Sparky
Barbarian Barrel
Clone Bandit Sparky
The Log
Clone Bandit Sparky
Earthquake
Clone
Arrows
Clone
Royal Delivery
Clone P.E.K.K.A Bandit Sparky
Fireball
Clone Bandit Sparky
Poison
Clone Sparky
Lightning
Bandit Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Sparky

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.

Arrows Rage Clone P.E.K.K.A Sparky

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.

Mirror Rage Arrows Clone Bandit Lightning Sparky P.E.K.K.A

Shortest cycle

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

8 Mirror Rage Arrows Clone

Attack Synergies 4 5

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.

Arrows
Mirror P.E.K.K.A Sparky Lightning Bandit
Mirror
Arrows Lightning Sparky
Rage
Sparky
Clone
Sparky
Lightning
Arrows Mirror
P.E.K.K.A
Arrows
Bandit
Arrows
Sparky
Arrows Rage Mirror Clone

Defense Synergies 1 5

Arrows
Mirror Lightning P.E.K.K.A Bandit Sparky
Mirror
Arrows Sparky
Rage
Clone
Lightning
Arrows
P.E.K.K.A
Arrows
Bandit
Arrows
Sparky
Arrows Mirror

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.

Lightning Sparky
P.E.K.K.A Sparky Bandit
P.E.K.K.A Sparky Lightning Bandit
P.E.K.K.A Sparky Bandit
Lightning Arrows P.E.K.K.A Sparky
Arrows Bandit
Lightning Arrows
Lightning Arrows P.E.K.K.A Bandit Sparky
P.E.K.K.A Sparky
Bandit Sparky
Arrows Bandit
Arrows
P.E.K.K.A Sparky Lightning Bandit
Sparky Arrows P.E.K.K.A
P.E.K.K.A Sparky Bandit
Lightning P.E.K.K.A Bandit Sparky
Sparky Arrows P.E.K.K.A
Arrows Bandit
Arrows Bandit
P.E.K.K.A Sparky
Arrows P.E.K.K.A Bandit Sparky

Counters to secondary win conditions

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

P.E.K.K.A Bandit Sparky
Bandit Arrows Lightning
P.E.K.K.A Bandit Lightning Sparky
Lightning P.E.K.K.A Bandit Sparky
P.E.K.K.A Bandit Sparky
Arrows
P.E.K.K.A Sparky Lightning Bandit
P.E.K.K.A Sparky
Lightning P.E.K.K.A Bandit Sparky
P.E.K.K.A Sparky
P.E.K.K.A Sparky
Lightning P.E.K.K.A Arrows
Lightning P.E.K.K.A Bandit Sparky
Sparky
Sparky Lightning P.E.K.K.A
Arrows P.E.K.K.A 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.)

Lightning Arrows Bandit Sparky
Arrows Bandit
Lightning Arrows Bandit Sparky
Lightning Arrows Sparky
Arrows Sparky
Arrows
Arrows Sparky
Arrows Lightning
Arrows Lightning Bandit
Lightning Sparky
Lightning Arrows Bandit Sparky
Lightning Arrows
Lightning Bandit Sparky
Lightning Arrows Bandit
Lightning Arrows Sparky
Lightning Arrows Bandit Sparky
Lightning Arrows Bandit Sparky
Lightning Arrows Sparky
Lightning Sparky
Lightning Arrows Bandit Sparky
Lightning Arrows
Lightning Sparky
Lightning Arrows
Lightning Sparky
Lightning Arrows
Arrows Sparky
Arrows Lightning Bandit Sparky
Lightning Arrows Bandit Sparky
Lightning Arrows Bandit Sparky
Lightning Arrows Sparky
Lightning
Lightning Sparky
Lightning Arrows Bandit Sparky
Lightning Arrows Sparky
P.E.K.K.A Sparky
Arrows Lightning Sparky
Lightning Bandit
Lightning Arrows
Arrows
Lightning Sparky
Arrows Lightning
Lightning Arrows Sparky
P.E.K.K.A Sparky
Lightning Sparky
Lightning
Lightning Bandit Sparky

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