My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Musketeer

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.

Skeletons Ice Spirit Musketeer P.E.K.K.A Lumberjack

Offensive cards

Win conditions

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

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap

Punishments

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

Hog Rider Lumberjack

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.

Fire Spirit Ice Spirit Hog Rider P.E.K.K.A 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.

Hog Rider 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
Skeletons Hog Rider
Giant Snowball
Skeletons Fire Spirit Musketeer Hog Rider Lumberjack
Zap
Skeletons Fire Spirit
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Musketeer Lumberjack
The Log
Skeletons Fire Spirit Ice Spirit Musketeer Hog Rider Lumberjack
Earthquake
Skeletons Hog Rider
Arrows
Skeletons Fire Spirit Ice Spirit
Royal Delivery
Skeletons Fire Spirit Ice Spirit Musketeer Hog Rider P.E.K.K.A Lumberjack
Fireball
Musketeer Hog Rider Lumberjack
Poison
Musketeer
Lightning
Musketeer Lumberjack
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap

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.

Fire Spirit Ice Spirit P.E.K.K.A

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.

Fire Spirit Ice Spirit Musketeer

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Ice Spirit Zap Musketeer Hog Rider Lumberjack P.E.K.K.A

Shortest cycle

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

5 Skeletons Fire Spirit Ice Spirit Zap

Attack Synergies 8 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.

Skeletons
Fire Spirit
Hog Rider P.E.K.K.A Zap Lumberjack
Ice Spirit
Zap Hog Rider P.E.K.K.A Musketeer Lumberjack
Zap
Ice Spirit Hog Rider P.E.K.K.A Fire Spirit Musketeer Lumberjack
Musketeer
Hog Rider Ice Spirit Zap P.E.K.K.A Lumberjack
Hog Rider
Fire Spirit Ice Spirit Zap Musketeer Lumberjack
P.E.K.K.A
Fire Spirit Ice Spirit Zap Musketeer Lumberjack
Lumberjack
Fire Spirit Ice Spirit Zap Musketeer Hog Rider P.E.K.K.A

Defense Synergies 4 14

Skeletons
Musketeer Fire Spirit Ice Spirit Zap P.E.K.K.A Lumberjack
Fire Spirit
Skeletons Ice Spirit Zap P.E.K.K.A
Ice Spirit
Zap Musketeer Skeletons Fire Spirit P.E.K.K.A Lumberjack
Zap
Ice Spirit Skeletons Fire Spirit Musketeer P.E.K.K.A Lumberjack
Musketeer
Skeletons Ice Spirit Lumberjack Zap P.E.K.K.A
Hog Rider
P.E.K.K.A
Skeletons Fire Spirit Ice Spirit Zap Musketeer
Lumberjack
Musketeer Skeletons Ice Spirit Zap

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.

Zap Musketeer
P.E.K.K.A Lumberjack Skeletons Ice Spirit Zap Musketeer
P.E.K.K.A Lumberjack Skeletons Fire Spirit Musketeer
P.E.K.K.A Lumberjack Skeletons Musketeer
P.E.K.K.A Lumberjack
Skeletons Fire Spirit Zap Musketeer Lumberjack
Musketeer Fire Spirit Ice Spirit Zap
Zap Musketeer P.E.K.K.A
P.E.K.K.A Skeletons Musketeer Lumberjack
Skeletons Fire Spirit Ice Spirit Musketeer Lumberjack
Skeletons Zap Musketeer Lumberjack
Musketeer Zap
P.E.K.K.A Lumberjack Skeletons Fire Spirit Ice Spirit Zap Musketeer
Fire Spirit Ice Spirit Zap P.E.K.K.A Lumberjack
P.E.K.K.A Lumberjack
Ice Spirit Zap P.E.K.K.A Lumberjack
Skeletons Musketeer P.E.K.K.A Lumberjack
Fire Spirit Ice Spirit Zap Musketeer Lumberjack
Zap Fire Spirit Ice Spirit Musketeer Lumberjack
P.E.K.K.A Musketeer Lumberjack
Fire Spirit Musketeer P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Lumberjack Skeletons Zap P.E.K.K.A
Zap Musketeer Lumberjack
P.E.K.K.A Lumberjack Skeletons Ice Spirit Zap Musketeer
P.E.K.K.A Lumberjack Zap Musketeer
P.E.K.K.A Skeletons Musketeer Lumberjack
Fire Spirit Skeletons Ice Spirit Zap Musketeer
P.E.K.K.A Skeletons Musketeer Lumberjack
P.E.K.K.A Lumberjack
Zap P.E.K.K.A Skeletons Ice Spirit
P.E.K.K.A Skeletons Musketeer
P.E.K.K.A Musketeer Lumberjack
P.E.K.K.A Zap
P.E.K.K.A Skeletons Lumberjack
Musketeer
Skeletons Ice Spirit Zap Musketeer P.E.K.K.A Lumberjack
Zap Musketeer P.E.K.K.A

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.)

Musketeer
Zap Musketeer
Musketeer
Fire Spirit Zap
Fire Spirit Ice Spirit Zap Musketeer
Fire Spirit Musketeer
Fire Spirit Ice Spirit Zap
Zap
Fire Spirit Musketeer Lumberjack
Zap Musketeer
Fire Spirit Zap Musketeer
Fire Spirit Musketeer
Musketeer
Zap Musketeer
Zap Musketeer
Musketeer
Fire Spirit Zap Musketeer
Fire Spirit Zap
Musketeer
Musketeer
Zap Musketeer
Zap Fire Spirit Ice Spirit
Zap Musketeer
Zap Musketeer
Zap Musketeer
Fire Spirit Zap Musketeer
Zap Ice Spirit Musketeer
Zap Musketeer
Zap Ice Spirit
P.E.K.K.A
Zap Fire Spirit Ice Spirit Musketeer
Fire Spirit Zap Musketeer
Musketeer Lumberjack
Zap Musketeer
Zap
Musketeer P.E.K.K.A
Zap Ice Spirit Musketeer
Zap Musketeer
Zap Musketeer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: