My Best Clash Royale Deck

Deck Check Rating

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

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.

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Royal Giant Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Arrows Rocket Rage

Punishments

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

Royal Giant

Pump responses

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

Rocket

Dropped at the bridge

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

Barbarians Royal Giant

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
Royal Giant
Giant Snowball
Barbarians
Zap
Royal Giant Inferno Tower
Barbarian Barrel
Barbarians Inferno Tower Wizard
The Log
Barbarians Royal Giant
Earthquake
Barbarians Inferno Tower
Arrows
Royal Delivery
Barbarians Wizard
Fireball
Barbarians Inferno Tower Wizard
Poison
Barbarians Inferno Tower Wizard
Lightning
Inferno Tower Wizard
Rocket
Barbarians Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Rocket

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 Inferno Tower Rocket Rage

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.

Royal Giant

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.

Barbarians 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Arrows Barbarians Inferno Tower Wizard Royal Giant Rocket

Shortest cycle

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

12 Zap Rage Arrows Barbarians

Attack Synergies 2 4

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
Arrows Royal Giant
Arrows
Zap Royal Giant
Barbarians
Royal Giant
Arrows Zap Wizard Rocket
Inferno Tower
Wizard
Royal Giant Rage
Rocket
Royal Giant
Rage
Wizard

Defense Synergies 0 5

Zap
Arrows Barbarians Inferno Tower
Arrows
Zap Barbarians Inferno Tower
Barbarians
Zap Arrows
Royal Giant
Inferno Tower
Zap Arrows
Wizard
Rocket
Rage

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.

Rocket Zap Inferno Tower Wizard
Barbarians Inferno Tower Zap
Barbarians Inferno Tower Rocket
Barbarians Inferno Tower
Arrows Barbarians Rocket
Arrows Zap
Inferno Tower Rocket Zap Arrows Wizard
Rocket Zap Arrows Barbarians Inferno Tower
Barbarians Inferno Tower
Barbarians Inferno Tower
Barbarians Zap Arrows Wizard
Arrows Inferno Tower Zap Wizard
Barbarians Inferno Tower Zap Wizard Rocket
Wizard Rocket Zap Arrows Barbarians
Barbarians Inferno Tower
Barbarians Inferno Tower Rocket Zap
Barbarians Wizard Arrows Inferno Tower
Arrows Zap Barbarians Wizard
Zap Arrows Wizard Barbarians
Barbarians Inferno Tower
Wizard Arrows Barbarians

Counters to secondary win conditions

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

Barbarians Zap Inferno Tower
Zap Arrows Wizard Rocket
Barbarians Zap Inferno Tower Rocket
Rocket Zap Barbarians Inferno Tower
Barbarians Inferno Tower
Arrows Wizard Rocket Zap
Rocket Barbarians Inferno Tower
Inferno Tower Barbarians
Zap Rocket Barbarians Inferno Tower
Inferno Tower Barbarians
Barbarians Inferno Tower
Rocket Zap Arrows Barbarians
Barbarians Rocket Inferno Tower Wizard
Wizard Barbarians
Barbarians Inferno Tower Zap Rocket
Arrows Zap Barbarians Inferno Tower 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.)

Arrows Rocket
Arrows Zap
Rocket Arrows
Arrows Barbarians Rocket
Wizard Rocket Zap Arrows
Arrows Wizard Zap Rocket
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Rocket
Rocket Zap Arrows Wizard
Zap Arrows Wizard Rocket
Rocket
Arrows Rocket
Zap Arrows
Rocket Zap Arrows Wizard
Arrows Wizard Rocket
Arrows Rocket
Rocket
Rocket Zap Arrows Wizard
Rocket Zap Arrows Wizard
Rocket
Rocket Arrows Wizard
Rocket
Rocket Zap Arrows Barbarians
Zap Arrows Wizard
Arrows Zap Wizard
Zap Arrows Wizard
Rocket Zap Arrows
Zap Arrows Wizard
Zap Rocket Wizard
Zap Arrows Wizard Rocket
Zap Rocket Arrows
Rocket Arrows Wizard
Zap Barbarians Rocket
Rocket Zap Arrows Wizard
Arrows
Wizard Rocket
Arrows Zap Wizard
Rocket Zap Arrows
Zap Rocket
Zap Rocket
Zap Rocket

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