Deck 4.0


Deck rating Rating

Defense Defensive potential Good
Attack Offensive potential Good
Versatility Deck versatility Good
Synergy Deck synergy Mediocre

3 warnings Why?

Deck tips Basics

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!
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 Defense

Anti-air

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

Minion Horde Magic Archer

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 Giant Bowler Magic Archer

Offensive cards Attack

Win conditions

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

Giant

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.

Elite Barbarians Giant

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.

Minion Horde Elite Barbarians Giant Magic Archer

Tornado King activation – careful!

Cards that can be pulled to the King tower with Tornado to activate him.

Elite Barbarians Magic Archer

Swarms & Bait 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 Minion Horde Elite Barbarians Giant Guards
Giant Snowball Skeletons Minion Horde Guards
Zap Skeletons Minion Horde Guards
Barbarian Barrel Skeletons Elite Barbarians Guards Magic Archer
The Log Skeletons Elite Barbarians Guards
Earthquake Skeletons Guards
Arrows Skeletons Minion Horde Guards
Royal Delivery Skeletons Minion Horde Elite Barbarians Guards Bowler Magic Archer
Fireball Minion Horde Elite Barbarians Bowler Magic Archer
Poison Minion Horde Guards Magic Archer
Lightning Elite Barbarians Bowler Magic Archer
Rocket Minion Horde Elite Barbarians Bowler Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bowler Magic Archer

Ladder info Ladder

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 Guards Bowler

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.

Elite Barbarians

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.

Minion Horde

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.

Good

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Skeletons Arrows Guards Magic Archer Minion Horde Giant Bowler Elite Barbarians

Shortest cycle

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

11 Skeletons Arrows Guards Magic Archer

Synergies   3 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.

Skeletons + Bowler Magic Archer
Arrows + Elite Barbarians Giant
Minion Horde + Giant
Elite Barbarians + Arrows Giant
+ Minion Horde Bowler Elite Barbarians Guards Arrows Magic Archer
+ Giant
+ Giant Skeletons
+ Skeletons Giant

Counters   56 77

Counters to threats

Cards that can defend the main threats your opponent can play. Dimmed cards mean that the counters will only help in defense, not stop the unit completely by itself.

Bowler
Minion Horde Arrows Magic Archer Guards
Arrows Bowler Minion Horde Magic Archer Guards
Arrows Magic Archer
Giant Bowler Elite Barbarians Minion Horde Guards
Arrows Magic Archer
Bowler Elite Barbarians Minion Horde
Minion Horde Arrows Magic Archer
Bowler Guards Arrows Magic Archer Elite Barbarians Minion Horde
Minion Horde Elite Barbarians Skeletons
Elite Barbarians Guards Bowler Skeletons Minion Horde
Bowler
Minion Horde Skeletons
Arrows Bowler Magic Archer Skeletons
Minion Horde Bowler Elite Barbarians
Guards Minion Horde Skeletons Elite Barbarians Bowler
Minion Horde Bowler Guards Skeletons Elite Barbarians
Elite Barbarians Minion Horde Bowler Guards Skeletons
Minion Horde Bowler Guards
Bowler Guards Minion Horde Skeletons Elite Barbarians
Magic Archer Bowler Skeletons Giant Elite Barbarians
Minion Horde
Minion Horde Elite Barbarians Magic Archer
Arrows Guards Bowler Minion Horde
Magic Archer Minion Horde
Elite Barbarians Minion Horde Skeletons Guards
Bowler Magic Archer Giant
Minion Horde Elite Barbarians Guards
Elite Barbarians Bowler
Bowler Guards Minion Horde Elite Barbarians
Bowler Giant
Elite Barbarians Guards Minion Horde Bowler
Arrows Bowler Guards Elite Barbarians Minion Horde
Arrows Bowler Guards Skeletons Magic Archer Minion Horde
Arrows Bowler Guards Minion Horde Skeletons
Arrows Bowler Guards Skeletons
Arrows Magic Archer Minion Horde
Minion Horde
Bowler Skeletons
Minion Horde Guards
Minion Horde Guards Elite Barbarians Skeletons
Bowler Elite Barbarians Arrows Magic Archer
Minion Horde
Elite Barbarians Minion Horde Bowler
Bowler Minion Horde Elite Barbarians Guards
Magic Archer Minion Horde
Elite Barbarians Bowler
Elite Barbarians Minion Horde Guards Bowler Skeletons
Giant Minion Horde Bowler Elite Barbarians
Elite Barbarians Minion Horde
Guards Minion Horde Elite Barbarians Skeletons
Elite Barbarians Minion Horde
Guards Skeletons Bowler
Arrows Magic Archer Guards Skeletons Bowler
Elite Barbarians Guards Bowler Skeletons Minion Horde
Minion Horde Guards Skeletons Elite Barbarians
Guards Bowler Skeletons Elite Barbarians
Arrows Bowler
Bowler Magic Archer Minion Horde Arrows Elite Barbarians Guards
Minion Horde Skeletons
Guards Bowler Minion Horde Elite Barbarians
Elite Barbarians Magic Archer Minion Horde Bowler Guards
Bowler Elite Barbarians Minion Horde
Minion Horde Guards Bowler Arrows
Guards Elite Barbarians Minion Horde Skeletons
Minion Horde Arrows
Bowler Elite Barbarians Minion Horde Guards

Counters to rest of the cards

Counters to the rest of the cards the opponent can play.

Magic Archer Bowler Arrows
Bowler Skeletons Arrows
Arrows Bowler Minion Horde Magic Archer Skeletons Guards
Arrows Bowler Guards Magic Archer
Arrows Minion Horde Magic Archer
Bowler Skeletons Magic Archer Arrows
Arrows Bowler Guards Magic Archer
Guards Bowler Minion Horde Elite Barbarians Magic Archer Skeletons
Arrows Minion Horde Magic Archer
Elite Barbarians
Guards Elite Barbarians Minion Horde
Arrows Bowler
Bowler Elite Barbarians Skeletons
Bowler
Bowler