My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Good
Synergy
Great!
Versatility
Good
F2P score
RIP

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.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Mega Minion Electro Dragon Ice Wizard

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.

Mega Minion Battle Ram Electro Dragon Golem Ice Wizard

Offensive cards

Win conditions

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

Battle Ram Golem

Damage spells

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

Zap Barbarian Barrel Tornado

Punishments

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

Battle Ram

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.

Battle Ram Barbarian Barrel Golem

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 Dragon Golem

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
Battle Ram
Giant Snowball
Mega Minion Battle Ram Electro Dragon
Zap
Battle Ram
Barbarian Barrel
Battle Ram Ice Wizard
The Log
Battle Ram
Earthquake
Arrows
Royal Delivery
Mega Minion Battle Ram Electro Dragon Ice Wizard
Fireball
Mega Minion Battle Ram Electro Dragon Ice Wizard
Poison
Mega Minion Electro Dragon Ice Wizard
Lightning
Mega Minion Battle Ram Electro Dragon Ice Wizard
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Barbarian Barrel Tornado Electro Dragon Ice Wizard

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.

Mega Minion Battle Ram Tornado Golem Ice Wizard

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.

Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Barbarian Barrel Mega Minion Tornado Ice Wizard Battle Ram Electro Dragon Golem

Shortest cycle

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

10 Zap Barbarian Barrel Mega Minion Tornado

Attack Synergies 5 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.

Zap
Mega Minion Battle Ram Tornado Barbarian Barrel Electro Dragon Golem Ice Wizard
Mega Minion
Zap Golem
Battle Ram
Zap Barbarian Barrel Tornado
Barbarian Barrel
Zap Battle Ram Tornado Electro Dragon Golem Ice Wizard
Tornado
Zap Battle Ram Barbarian Barrel Electro Dragon Golem Ice Wizard
Electro Dragon
Golem Zap Barbarian Barrel Tornado Ice Wizard
Golem
Mega Minion Electro Dragon Zap Barbarian Barrel Tornado Ice Wizard
Ice Wizard
Zap Barbarian Barrel Tornado Electro Dragon Golem

Defense Synergies 2 12

Zap
Mega Minion Barbarian Barrel Tornado Electro Dragon Ice Wizard
Mega Minion
Zap Barbarian Barrel Tornado Ice Wizard
Battle Ram
Barbarian Barrel
Zap Mega Minion Tornado Electro Dragon Ice Wizard
Tornado
Ice Wizard Zap Mega Minion Barbarian Barrel Electro Dragon
Electro Dragon
Zap Barbarian Barrel Tornado Ice Wizard
Golem
Ice Wizard
Tornado Zap Mega Minion Barbarian Barrel Electro 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.

Zap Mega Minion Barbarian Barrel Electro Dragon
Zap Mega Minion Electro Dragon Ice Wizard
Tornado Mega Minion Electro Dragon Ice Wizard
Mega Minion Electro Dragon Ice Wizard
Barbarian Barrel Tornado
Barbarian Barrel Tornado Zap Mega Minion Electro Dragon Ice Wizard
Mega Minion Tornado Zap Electro Dragon Ice Wizard
Zap Barbarian Barrel Electro Dragon
Tornado Ice Wizard
Tornado Barbarian Barrel Ice Wizard
Ice Wizard Zap Mega Minion Barbarian Barrel Tornado Electro Dragon
Mega Minion Zap Tornado Electro Dragon Ice Wizard
Zap Electro Dragon Ice Wizard
Zap Mega Minion Barbarian Barrel Tornado Electro Dragon
Tornado Zap
Tornado Electro Dragon
Zap Mega Minion Barbarian Barrel Tornado Electro Dragon Ice Wizard
Zap Barbarian Barrel Tornado Mega Minion Electro Dragon Ice Wizard
Tornado
Barbarian Barrel Electro Dragon

Counters to secondary win conditions

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

Zap Barbarian Barrel
Zap Mega Minion Barbarian Barrel Electro Dragon
Zap Electro Dragon
Zap Barbarian Barrel Tornado
Zap Tornado Electro Dragon Ice Wizard
Mega Minion Ice Wizard
Zap Electro Dragon Mega Minion Barbarian Barrel Tornado
Mega Minion
Mega Minion Electro Dragon
Zap Tornado
Electro Dragon
Electro Dragon Zap Mega Minion Barbarian Barrel Tornado
Zap Mega Minion Barbarian Barrel Electro Dragon Ice Wizard

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.)

Barbarian Barrel Electro Dragon
Zap Barbarian Barrel Tornado Electro Dragon Ice Wizard
Barbarian Barrel Electro Dragon
Barbarian Barrel
Zap Barbarian Barrel
Zap Mega Minion Tornado Electro Dragon Ice Wizard
Tornado
Zap Barbarian Barrel Tornado Electro Dragon Ice Wizard
Zap Tornado Electro Dragon
Tornado Electro Dragon
Zap Barbarian Barrel Tornado Electro Dragon
Zap Tornado Electro Dragon
Barbarian Barrel
Barbarian Barrel Electro Dragon
Zap Barbarian Barrel
Zap Barbarian Barrel Electro Dragon
Barbarian Barrel Electro Dragon
Barbarian Barrel Tornado
Zap Mega Minion Barbarian Barrel Electro Dragon
Zap Barbarian Barrel Tornado Electro Dragon
Tornado
Tornado
Zap Barbarian Barrel Electro Dragon
Zap Tornado Barbarian Barrel Electro Dragon Ice Wizard
Mega Minion
Zap Barbarian Barrel Tornado Electro Dragon Ice Wizard
Zap Tornado Electro Dragon
Zap Barbarian Barrel Tornado
Zap Tornado Electro Dragon Ice Wizard
Zap Electro Dragon Mega Minion
Mega Minion
Zap Electro Dragon
Zap Electro Dragon
Zap Barbarian Barrel Electro Dragon
Zap Mega Minion Tornado Electro Dragon Ice Wizard
Barbarian Barrel
Mega Minion Electro Dragon
Zap Electro Dragon
Zap Tornado
Mega Minion Electro Dragon
Zap Electro Dragon Tornado
Zap Tornado Electro Dragon
Electro Dragon Zap Barbarian Barrel Tornado

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