My Best Clash Royale Deck

Deck Check Rating

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

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.

Ice Golem Wizard Witch Inferno Dragon

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.

Ice Golem Giant Wizard Witch Giant Skeleton Inferno Dragon

Offensive cards

Win conditions

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

Giant Wall Breakers

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.

Giant Wall Breakers

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.

Ice Golem Giant Wall Breakers Giant Skeleton

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.

Giant Skeleton

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
Giant Wall Breakers Giant Skeleton Inferno Dragon
Giant Snowball
Wall Breakers Witch Inferno Dragon
Zap
Wall Breakers Witch Inferno Dragon
Barbarian Barrel
Wizard Wall Breakers Witch Giant Skeleton
The Log
Wall Breakers Witch Giant Skeleton
Earthquake
Witch
Arrows
Wall Breakers Witch
Royal Delivery
Wizard Wall Breakers Witch Giant Skeleton Inferno Dragon
Fireball
Wizard Wall Breakers Witch Inferno Dragon
Poison
Wizard Witch
Lightning
Ice Golem Wizard Witch Inferno Dragon
Rocket
Wizard Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Golem Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Golem 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.

Arrows Ice Golem Giant Skeleton Inferno Dragon

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 Golem Wizard Witch

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.

Ice Golem Wall Breakers Arrows Inferno Dragon Giant Wizard Witch Giant Skeleton

Shortest cycle

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

11 Ice Golem Wall Breakers Arrows Inferno Dragon

Attack Synergies 2 7

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.

Arrows
Giant Wall Breakers Giant Skeleton
Ice Golem
Wall Breakers Witch
Giant
Arrows Wizard Witch
Wizard
Giant Giant Skeleton
Wall Breakers
Ice Golem Arrows
Witch
Ice Golem Giant Giant Skeleton
Giant Skeleton
Arrows Wizard Witch
Inferno Dragon

Defense Synergies 0 8

Arrows
Ice Golem Giant Skeleton
Ice Golem
Arrows Wizard Witch Giant Skeleton Inferno Dragon
Giant
Wizard
Ice Golem Giant Skeleton
Wall Breakers
Witch
Ice Golem Giant Skeleton
Giant Skeleton
Arrows Ice Golem Wizard Witch
Inferno Dragon
Ice Golem

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.

Ice Golem Wizard
Inferno Dragon Witch
Witch Giant Skeleton Inferno Dragon
Witch Inferno Dragon
Arrows Giant Skeleton
Arrows
Inferno Dragon Arrows Wizard Witch
Arrows Ice Golem Giant Skeleton
Witch Inferno Dragon
Ice Golem Giant Skeleton
Witch Arrows Ice Golem Wizard Giant Skeleton
Arrows Inferno Dragon Wizard Witch
Wizard Witch Giant Skeleton
Wizard Arrows Witch
Inferno Dragon
Inferno Dragon
Wizard Arrows Witch
Arrows Wizard Witch
Arrows Wizard Witch Ice Golem Giant Skeleton Inferno Dragon
Inferno Dragon
Wizard Arrows Witch Giant Skeleton

Counters to secondary win conditions

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

Ice Golem Witch Giant Skeleton
Arrows Ice Golem Wizard Inferno Dragon
Giant Skeleton Ice Golem Witch
Giant Skeleton Ice Golem
Giant Skeleton Witch Inferno Dragon
Arrows Wizard Ice Golem Witch
Ice Golem Witch Giant Skeleton
Giant Skeleton Inferno Dragon
Giant Skeleton Ice Golem Witch Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Witch Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Ice Golem Wizard Witch
Wizard Witch
Witch Ice Golem Giant Skeleton Inferno Dragon
Arrows Ice Golem Wizard Witch Giant Skeleton Inferno Dragon

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 Ice Golem Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Ice Golem Giant Skeleton
Wizard Arrows
Arrows Wizard Ice Golem Witch
Arrows Wizard Witch
Arrows Ice Golem Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Ice Golem
Arrows
Arrows Ice Golem
Arrows Wizard Witch
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard Witch
Giant Skeleton
Arrows Wizard
Arrows
Arrows Ice Golem Wizard Witch
Witch Inferno Dragon
Arrows Wizard Witch
Arrows Wizard Witch
Arrows
Arrows Ice Golem Wizard Witch
Wizard Witch
Arrows Wizard
Arrows
Giant Skeleton
Arrows Wizard
Witch
Arrows Wizard Witch
Arrows
Wizard
Arrows Ice Golem Wizard
Arrows Giant Skeleton
Witch Giant Skeleton
Witch
Witch Giant Skeleton

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