My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Wizard Princess

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 Elixir Golem Battle Ram Wizard P.E.K.K.A Princess Royal Ghost

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.

Arrows

Punishments

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

Elixir Golem Battle Ram Princess 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.

Elixir Golem Battle Ram P.E.K.K.A Princess 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.

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
Bats Elixir Golem Battle Ram
Giant Snowball
Bats Battle Ram Princess
Zap
Bats Battle Ram Princess
Barbarian Barrel
Elixir Golem Battle Ram Wizard Princess Royal Ghost
The Log
Elixir Golem Battle Ram Princess
Earthquake
Elixir Golem
Arrows
Bats Princess
Royal Delivery
Bats Elixir Golem Battle Ram Wizard P.E.K.K.A Princess Royal Ghost
Fireball
Elixir Golem Battle Ram Wizard Princess
Poison
Bats Elixir Golem Wizard Princess
Lightning
Battle Ram Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Princess

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Princess Royal Ghost

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 Arrows Elixir Golem Battle Ram P.E.K.K.A Princess Royal Ghost

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.

Princess

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

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 Arrows Elixir Golem Princess Royal Ghost Battle Ram Wizard P.E.K.K.A

Shortest cycle

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

11 Bats Arrows Elixir Golem Princess

Attack Synergies 1 14

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
Elixir Golem Battle Ram P.E.K.K.A
Arrows
P.E.K.K.A Elixir Golem Battle Ram
Elixir Golem
Bats Arrows Wizard Royal Ghost
Battle Ram
Bats Arrows P.E.K.K.A Princess Royal Ghost
Wizard
Elixir Golem P.E.K.K.A Royal Ghost
P.E.K.K.A
Arrows Bats Battle Ram Wizard Princess
Princess
Battle Ram P.E.K.K.A Royal Ghost
Royal Ghost
Elixir Golem Battle Ram Wizard Princess

Defense Synergies 0 6

Bats
P.E.K.K.A
Arrows
P.E.K.K.A
Elixir Golem
Battle Ram
Wizard
P.E.K.K.A Royal Ghost
P.E.K.K.A
Bats Arrows Wizard Princess
Princess
P.E.K.K.A Royal Ghost
Royal Ghost
Wizard Princess

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.

Wizard
P.E.K.K.A Bats
P.E.K.K.A Bats
P.E.K.K.A Bats
Arrows P.E.K.K.A Princess
Arrows Bats Royal Ghost
Bats Arrows Wizard Princess
Arrows P.E.K.K.A
P.E.K.K.A Princess
Royal Ghost
Bats Arrows Wizard Princess Royal Ghost
Arrows Bats Wizard Princess
P.E.K.K.A Bats Wizard
Wizard Bats Arrows P.E.K.K.A Princess Royal Ghost
P.E.K.K.A
P.E.K.K.A
Wizard Bats Arrows P.E.K.K.A
Arrows Bats Wizard Royal Ghost
Arrows Wizard Bats Princess Royal Ghost
P.E.K.K.A
Wizard Royal Ghost Bats Arrows P.E.K.K.A

Counters to secondary win conditions

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

P.E.K.K.A Royal Ghost
Arrows Wizard Royal Ghost
P.E.K.K.A Bats
P.E.K.K.A Bats
P.E.K.K.A
Arrows Wizard Bats Princess
P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Arrows
P.E.K.K.A Wizard
Wizard Princess
Bats P.E.K.K.A
Bats Arrows Wizard P.E.K.K.A Princess 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.)

Princess Arrows Royal Ghost
Arrows Princess Royal Ghost
Arrows
Arrows
Wizard Arrows
Arrows Wizard Bats Princess
Arrows Wizard Princess
Arrows Wizard Princess
Arrows Wizard
Bats
Arrows Wizard Princess
Arrows Wizard Princess
Princess
Arrows Princess
Princess Arrows
Arrows Wizard Princess
Arrows Wizard Princess
Arrows
Bats
Arrows Wizard Princess
Arrows Wizard Princess
Arrows Wizard Princess
Arrows
Arrows Wizard Princess
Arrows Wizard Princess Royal Ghost
Arrows Wizard Princess
Arrows
Bats Arrows Wizard Princess
Bats Wizard
Arrows Wizard
Arrows Princess
P.E.K.K.A
Arrows Wizard Princess
Bats Princess
Arrows Wizard Princess
Arrows
Wizard Princess
Arrows Wizard Princess
Arrows
P.E.K.K.A
Bats Princess
Bats Princess
Princess Royal Ghost

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