Monk energy control
Created by Cheesus
Updated Dec 27, 2022
Miner and monk stop opponents supers and ewiz boosts your own energy
Alway have monk near the front so it can charge up its super quickly, stop enemy clash abilities from happening and to take out tanks. If enemy monks or pekkas are in front, use royal ghost to turn monk invisible, use swordsman to tank and let monk take out the pekka or monk before it does damage to your monk.
Ewiz should be placed in the back to be protected and the fork star should be picked first, then the stun star, unless the enemy has countess wave master, miner or anything that can attack the ewiz in the back, then swordsman should be put next to it to tank and ewiz should use the ability that charges allies, which allows the swordsman to take out the threat quickly.
The swordsman pretty much is just used as a small tank that you can spend extra elixir on it will tank for ewiz and marcher in the back and also tank for the monk and royal ghost when they go invisible and used as extra dps in the front line. If the first star is upgraded, it can easily wipe out skeletons when enemy has a witch
Marcher is used pretty souly to counter witch, I added him in because without him I had a lot of trouble against witch, but it can also be used to kill other range units behind a tank and the invisiblity star is very useful against units that attack range at the very start like miners. This means that you don’t need the swordsman to tank for it and you can have swordsman in the front line, however this is only useful when marcher is the only unit in the back
Miner in simple, targets range units, backstab should be picked first, then cleave, and only use dissipate if there are units like e-wiz and witch
Ghost is almost invincible when maxed, the order of upgrading should go 3 then 2 then 1, when maxed the attack speed is so fast that the ghost is invisible almost constantly, and it does alot of damage which means it heals very often. The clash ability is also useful as stated above with the mo, but can be useful in the back with ewiz so miners can’t attack them and with the miner so t can attack unnoticed in the back for a little while, this also allows the miner to take more advantage of the backstab ability
Place in back to somewhat tank for range and try to protect it as much as possible by wiping out anything that could target it
This is an expensive deck which benefits a lot from upgrading ewiz and ghost, which means an elixir collecter is the best choice, protect it with monk
Place mirror to tank for monk and get rid of big tanks or place it in back to tank for range units when miners or other minis put on your side, mirror can also be very useful to kill opponents monks
Have ghost or swordsman to tank the first countess days, then on the next one, monk will kill it
Backstab and dissipate on miner to stop the witch from spawning too many skeletons, monk her at the start so no initial skeletons are spawned and magic archer to clean up the skeletons
Same thing applies for bowler, prince and miner, try and get monk to have initial clash ability in them to prevent theirs, and stack weaker units behind tanks except for bowler where you spread your units
All big tanks just monk them, use ghost if need be to let monk kill tanks before they do hits on him
Make Monk invisible and have swordsman tank for the range units so that your link can get a lock on theirs and kill it with its super before it has a chance to attack your monk
Advanced Deck Stats
Upgrade Possibilities (Max per Minis by cost)
- 3 (Max) + 13 remaining elixir3 (Max) + 10 remaining elixir4
About This Deck
The deck Monk energy control was originally created on Dec 27, 2022 by Cheesus. This deck uses Monk as the hero with Electro Wizard, Magic Archer, Miner, Royal Ghost, and Swordsman as the supporting units. This puts the total deck cost at 17, DPS at 9.6, and HP at 95.
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