My Best Clash Royale Deck

Deck Check Rating

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

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.

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.

Musketeer Electro 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.

Musketeer Battle Ram Fisherman Electro Wizard Lava Hound

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel Lava Hound

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.

Battle Ram Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Electro Spirit Battle Ram Lava Hound

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 Spirit Goblin Barrel Electro Wizard

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 Goblin Barrel Fisherman Lava Hound
Giant Snowball
Musketeer Battle Ram Goblin Barrel Fisherman Lava Hound
Zap
Battle Ram Goblin Barrel Fisherman Lava Hound
Barbarian Barrel
Electro Spirit Musketeer Battle Ram Goblin Barrel Electro Wizard
The Log
Electro Spirit Musketeer Battle Ram Goblin Barrel Fisherman
Earthquake
Goblin Barrel
Arrows
Electro Spirit Goblin Barrel Lava Hound
Royal Delivery
Electro Spirit Musketeer Battle Ram Goblin Barrel Fisherman Electro Wizard Lava Hound
Fireball
Musketeer Battle Ram Goblin Barrel Fisherman Electro Wizard Lava Hound
Poison
Musketeer Fisherman Electro Wizard Lava Hound
Lightning
Musketeer Battle Ram Fisherman Electro Wizard
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball

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.

Electro Spirit Battle Ram

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.

Fireball Goblin Barrel

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 Musketeer Goblin Barrel Electro Wizard Lava Hound

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Goblin Barrel Fisherman Fireball Musketeer Battle Ram Electro Wizard Lava Hound

Shortest cycle

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

11 Electro Spirit Goblin Barrel Fisherman Fireball

Attack Synergies 1 10

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.

Electro Spirit
Fireball Battle Ram
Fireball
Lava Hound Electro Spirit Battle Ram Electro Wizard
Musketeer
Battle Ram Fisherman
Battle Ram
Electro Spirit Fireball Musketeer Goblin Barrel Electro Wizard Lava Hound
Goblin Barrel
Battle Ram Lava Hound
Fisherman
Musketeer
Electro Wizard
Fireball Battle Ram
Lava Hound
Fireball Battle Ram Goblin Barrel

Defense Synergies 0 6

Electro Spirit
Fisherman Electro Wizard
Fireball
Musketeer Electro Wizard
Musketeer
Fireball Fisherman Electro Wizard
Battle Ram
Goblin Barrel
Fisherman
Electro Spirit Musketeer
Electro Wizard
Electro Spirit Fireball Musketeer
Lava Hound

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.

Fireball Musketeer Electro Wizard
Musketeer Fisherman Electro Wizard
Fisherman Musketeer Electro Wizard
Musketeer Fisherman Electro Wizard
Fireball
Fireball Electro Spirit Musketeer Electro Wizard
Musketeer Electro Wizard Electro Spirit Fireball
Electro Spirit Fireball Musketeer Electro Wizard
Musketeer Fisherman
Musketeer Fisherman Electro Wizard
Electro Wizard Electro Spirit Fireball Musketeer Fisherman
Musketeer Fireball Electro Wizard
Fireball Musketeer Electro Wizard
Fireball Electro Spirit Electro Wizard
Electro Wizard
Fireball Fisherman Electro Wizard
Fireball Musketeer Fisherman Electro Wizard
Fireball Electro Spirit Musketeer Fisherman Electro Wizard
Electro Spirit Fireball Musketeer Fisherman Electro Wizard
Musketeer Fisherman Electro Wizard
Electro Spirit Fireball Musketeer Fisherman Electro Wizard

Counters to secondary win conditions

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

Fireball Fisherman Electro Wizard
Fireball Electro Wizard Musketeer Fisherman
Musketeer Fisherman Electro Wizard
Fireball Musketeer Fisherman Electro Wizard
Musketeer Fisherman
Fireball Electro Spirit Musketeer Electro Wizard
Fireball Musketeer Electro Wizard
Fisherman
Electro Wizard Electro Spirit Fireball
Musketeer
Musketeer
Fireball Electro Wizard
Fireball
Fireball Musketeer
Electro Wizard Electro Spirit Fireball Musketeer Fisherman
Electro Spirit Fireball Musketeer Electro 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.)

Fireball Musketeer
Fireball Musketeer Fisherman Electro Wizard
Fireball
Fireball Musketeer
Fireball
Fireball Electro Spirit Musketeer
Musketeer
Fireball
Fireball Fisherman
Fireball Musketeer Fisherman Electro Wizard
Fireball Musketeer Fisherman Electro Wizard
Fireball Musketeer
Fireball Musketeer Fisherman
Fireball Musketeer Fisherman
Fireball Musketeer Fisherman
Fireball Musketeer
Fireball Musketeer
Fireball
Fisherman
Fireball Musketeer Fisherman Electro Wizard
Fireball
Fireball Musketeer
Fireball
Musketeer Fisherman
Fireball Musketeer
Electro Spirit Fireball
Fisherman
Fireball Musketeer Fisherman Electro Wizard
Fireball Musketeer Fisherman
Fireball Musketeer Fisherman
Fireball Musketeer Electro Wizard
Electro Wizard Electro Spirit Fireball Musketeer
Fireball
Fireball Musketeer
Electro Spirit Fireball Electro Wizard
Fireball
Electro Wizard Electro Spirit Fireball Musketeer
Fireball Musketeer Electro Wizard
Fireball
Fireball Musketeer Electro Wizard
Fireball Musketeer
Fireball
Musketeer
Electro Spirit Fireball Musketeer Electro Wizard
Fireball Musketeer Electro Wizard
Fireball Musketeer Electro Wizard

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