My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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.

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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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

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 Knight Electro Giant Royal Ghost Lumberjack

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.

Fireball

Punishments

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

Elite Barbarians Royal Ghost Lumberjack

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.

Knight Elite Barbarians Electro Giant Royal Ghost Lumberjack

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.

Elite Barbarians Royal Ghost Lumberjack

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 Elite Barbarians Guards
Giant Snowball
Bats Guards Lumberjack
Zap
Bats Guards
Barbarian Barrel
Knight Elite Barbarians Guards Royal Ghost Lumberjack
The Log
Elite Barbarians Guards Lumberjack
Earthquake
Guards
Arrows
Bats Guards
Royal Delivery
Bats Knight Elite Barbarians Guards Royal Ghost Lumberjack
Fireball
Elite Barbarians Lumberjack
Poison
Bats Guards
Lightning
Knight Elite Barbarians Lumberjack
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Fireball Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Electro Giant Royal Ghost

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.

Bats Knight Guards Electro Giant 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.

Elite Barbarians Fireball

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 Knight Guards Royal Ghost Fireball Lumberjack Elite Barbarians Electro Giant

Shortest cycle

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

11 Bats Knight Guards Royal Ghost

Attack Synergies 1 11

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
Knight Elite Barbarians Lumberjack
Knight
Bats Elite Barbarians Fireball Lumberjack
Elite Barbarians
Bats Knight Fireball Royal Ghost Lumberjack
Fireball
Knight Elite Barbarians
Guards
Lumberjack
Electro Giant
Lumberjack
Royal Ghost
Elite Barbarians Lumberjack
Lumberjack
Bats Knight Elite Barbarians Guards Electro Giant Royal Ghost

Defense Synergies 1 5

Bats
Knight Lumberjack
Knight
Bats Fireball Lumberjack
Elite Barbarians
Fireball
Knight Lumberjack
Guards
Lumberjack
Electro Giant
Royal Ghost
Lumberjack
Bats Knight Fireball Guards

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.

Knight Fireball
Elite Barbarians Lumberjack Bats Knight
Lumberjack Bats Knight Elite Barbarians
Elite Barbarians Lumberjack Bats Knight Guards
Elite Barbarians Fireball Lumberjack
Fireball Bats Guards Royal Ghost Lumberjack
Bats Fireball
Fireball Electro Giant
Elite Barbarians Lumberjack
Knight Elite Barbarians Guards Royal Ghost Lumberjack
Bats Guards Knight Fireball Electro Giant Royal Ghost Lumberjack
Bats Fireball
Lumberjack Bats Knight Elite Barbarians Fireball Guards
Fireball Bats Guards Royal Ghost Lumberjack
Elite Barbarians Knight Lumberjack
Elite Barbarians Fireball Electro Giant Lumberjack
Bats Knight Elite Barbarians Fireball Lumberjack
Fireball Bats Knight Elite Barbarians Guards Royal Ghost Lumberjack
Bats Knight Fireball Guards Royal Ghost Lumberjack
Elite Barbarians Lumberjack
Royal Ghost Bats Knight Elite Barbarians Fireball Guards Electro Giant Lumberjack

Counters to secondary win conditions

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

Knight Guards Lumberjack Elite Barbarians Fireball Electro Giant Royal Ghost
Fireball Knight Elite Barbarians Royal Ghost Lumberjack
Guards Lumberjack Bats Knight Elite Barbarians
Guards Lumberjack Bats Knight Elite Barbarians Fireball
Knight Elite Barbarians Guards Lumberjack
Fireball Electro Giant Bats
Guards Bats Knight Elite Barbarians Fireball Lumberjack
Knight Elite Barbarians Lumberjack
Bats Knight Elite Barbarians Fireball
Guards
Bats Knight Elite Barbarians Guards Lumberjack
Elite Barbarians Fireball Guards Electro Giant
Elite Barbarians Knight Fireball Guards Lumberjack
Fireball Electro Giant
Elite Barbarians Guards Electro Giant Bats Knight Fireball Lumberjack
Bats Elite Barbarians Fireball Electro Giant 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.)

Fireball Knight Guards Royal Ghost
Fireball Royal Ghost
Fireball
Knight Fireball Guards
Fireball
Fireball Electro Giant Bats
Fireball
Fireball
Bats Elite Barbarians Fireball Guards Lumberjack
Knight Fireball
Fireball
Knight Elite Barbarians Fireball
Fireball
Elite Barbarians Fireball
Fireball
Fireball
Fireball
Bats
Fireball
Fireball Electro Giant
Fireball
Fireball
Fireball
Electro Giant Fireball
Fireball Royal Ghost
Fireball
Fireball
Elite Barbarians Bats Fireball Electro Giant
Bats Fireball Guards Electro Giant
Elite Barbarians Fireball
Fireball
Fireball
Fireball
Bats Fireball Guards
Fireball
Fireball
Fireball Knight Lumberjack
Fireball
Fireball Electro Giant
Elite Barbarians
Electro Giant Bats Elite Barbarians Fireball Guards
Bats Fireball
Fireball Electro Giant Royal Ghost

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