The new and improved Monk healer, adapting to the META!!
Deck
Guide
Revert uptade 7
The old clash mini was better and reworking the whole aspects of the game instead of adding on the game has made it less enjoyable, i hope supercell revert the changes and keep the game as it was.
as for me, untill things change i will be leaving the community for good moving on to other games, to everyone who has been suporting me and my decks thank you and i hope things change for the better.
Hopefully we will see you all soon - SPZ
This deck underwent a massive shakeup since the addition of the bandit, no longer will a barcher combo be needed to get rid of backline troops, the Bandit takes care of that, with the addition of the bandit, some changes had to be made to not make the deck to expensive and adapt to the new playstyle, this includes adding the Healing ranger instead of battle healer and Electro Wizard instead of bowler. (ill explain these changes in a bit)
a simple start would consitst of placing the bandit first and then adding support from the backline in the next round a simple start pick i use is Bandit and Ice wizard and 2nd round healing ranger with the second upgrade. this makes sure that you get control over the enemies backline, while keeping your frontline (mainly monk) alive. The Monk is the main focus after all.
The Troops and what they do.
Monk - Damage/Tank
Healing - Ranger Support/Anti-CC
Swordsman - Damage/Stun
Ice Wizard - CC
Bandit - Flank/Damage
Electro Wizard - Stun
Simple upgrade guide
Healing Ranger - 2nd 1st 3rd
Swordsman - 2nd 3rd 1st
Ice Wizard - 2nd 1st 3rd
Bandit - 1st 2nd 3rd
Electro Wizard - 1st 3rd 2nd
ill explain the drastic change in the roster for the deck, the main issue i had and why i included the Barcher combo in the last edition was Backlines, i never could deal with them swiftly untill i adapted the deck, since the addition of the bandit i didnt need the barcher combo anymore and could focus more on the bandit, i switched out the Battle Healer for the Healing Ranger to make the deck lest costly, and The bowler for the Electro Wizard because he comboed withed the Bandit well, the last addition of the Ice Wizard was simply that he took the archer place as a new cheap mini that is also good at Slowing enemies, and being a annoying mini to deal with. (annoying when not dealt with)
Counters
The Archer queen is weak against Stuns her super is wasted and she doesnt deal alot of damage without it, maximise using the Bandit and Electro Wizard.
The Bandit will take away her Super Charge and the Electro Wizard to stun her when she eventually gets her super
The Archer queen activating the Queens gambit is your worst nightmare, try to win by predicting where your opponents will place his Archer queen and try to one shot her with the monk.
WARNING
if the Golden giant is used eliminate him fast as he will heal when stunned which will hard to deal with since so much stun is used in the deck
Against the Countess always protect the lowest HP unit (in this case the Ice Wizard) as she will always teleport towards them, a quick tip is to block the Ice Wizard with the monk so he can deal with the countess by one shoting her
Or simply try to predict where your opponent is going to place the Countess and shut of her ability’s with the monk for a easy one shot.
The Bandit is a great counter towards to Countess (No pun intended) and can easily deal with her by Drainingher Super and giving the Monk a easy one-shot
A barbarian kings worst nightmare is if you eliminate his backline early on, focus on upgrading the Bandit, the monk will take care of the barbarian king.
Watch out for the barbarian kings invincibility as the monk cannot kill him that easy and make sure you have a healing ranger ready and make sure monk recieves the healing constantly.
Stuns are very effective against the barbarian king and with the combo of the Bandit it limits the flexibility of The barbarian king and strips him of hes best quality his super.
Try to predict where your opponent will place his shield maiden if you do it successfully your monk will one shot her and the rest is focusing on eliminating there backline and keeping the monk away from danger.
If you don’t predict there is a high chance your monk will die make sure your troops are a high level so you win the hero-less battle.
if you dont predict the shield maiden the Bandit Should be enough to stop her from using her super but it wont be a free win unlike predicting her with the Monk.
This matchup is hard, try to keep your troops close, to make sure that none of your frontline troops are alone, because that leads to the skeleton king getting a easy elimination which is a very frustrating loss, make sure you upgrade your Healing Ranger to mitigate as much damage as possible before the Skeleton king gains his super and to Not allow the Skeleton king to Split your troops when he gains his super, you could stop him with the bandit but that most if not always lead to the bandit being eliminated.
The only way to kill the skeleton king is to eliminate him first then focus on other frontline troops before he comes back to life. best done with the Monks One-shot
Created Apr 17, 2023 by Not_SPZ
Advanced Deck Stats
Elixir Distribution
Deck Cost
Remaining Elixir
Upgrade Possibilities (Max per Minis by cost)
- 3 (Max) + 14 remaining elixir65
About This Deck
The deck Monk healer 2.0 was originally created on Apr 17, 2023 by Not_SPZ. This deck uses Monk as the hero with Healing Ranger, Swordsman, Ice Wizard, Bandit, and Electro Wizard as the supporting units. This puts the total deck cost at 16, DPS at 7.4, and HP at 157.
Be sure to support your favorite decks and creators by upvoting their builds, videos, and anything else they share that you find useful. Check out the profile page of Not_SPZ for more of their builds.
Want to create your own deck to share? Head over to our Deck Builder and show everyone what you can do!
Are you sure you want to delete this deck?
Are you sure you want to report this deck?
Please login or create a free account to save and vote on decks.
Login