Deck 4.0


Deck rating Rating

Defense Defensive potential Godly!
Attack Offensive potential Godly!
Versatility Deck versatility Good
Synergy Deck synergy Good

1 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 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 Similar

Advanced stuff

Defensive cards Defense

Anti-air

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

Magic Archer Electro Wizard Ram Rider

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.

Dark Prince P.E.K.K.A Bandit Magic Archer Electro Wizard Ram Rider

Offensive cards Attack

Win conditions

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

P.E.K.K.A Ram Rider

Damage spells

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

Earthquake Barbarian Barrel

Punishments

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

Dark Prince Bandit Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Barbarian Barrel Dark Prince P.E.K.K.A Bandit Magic Archer Ram Rider

Tornado King activation – careful!

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

Dark Prince Bandit Magic Archer Electro Wizard

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).

Giant Snowball
Zap Dark Prince
Tornado Dark Prince
The Log Dark Prince Bandit Ram Rider
Arrows
Fireball Magic Archer Electro Wizard Ram Rider
Poison Magic Archer Electro Wizard
Lightning Magic Archer Electro Wizard Ram Rider
Rocket Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Dark Prince 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.

Dark Prince 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.

Electro Wizard

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.

RIP

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Barbarian Barrel Bandit Earthquake Dark Prince Magic Archer Electro Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

12 Barbarian Barrel Bandit Earthquake Dark Prince

Synergies   3 8

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.

Bandit + P.E.K.K.A Electro Wizard Ram Rider
Barbarian Barrel + P.E.K.K.A Magic Archer Ram Rider Earthquake
Dark Prince + P.E.K.K.A Ram Rider
Earthquake + Barbarian Barrel Ram Rider
+ P.E.K.K.A Barbarian Barrel Ram Rider
+ Electro Wizard Bandit Dark Prince Magic Archer Barbarian Barrel Ram Rider
+ Barbarian Barrel Magic Archer Bandit Dark Prince P.E.K.K.A Earthquake
+ P.E.K.K.A Bandit

Counters   46 79

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.

Electro Wizard Magic Archer
Electro Wizard Barbarian Barrel Earthquake Magic Archer Dark Prince
Bandit Electro Wizard Magic Archer Barbarian Barrel Ram Rider
P.E.K.K.A Earthquake Barbarian Barrel Ram Rider Electro Wizard
P.E.K.K.A Electro Wizard
Magic Archer Electro Wizard
Barbarian Barrel P.E.K.K.A Dark Prince Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Dark Prince
Barbarian Barrel Dark Prince
Electro Wizard
Barbarian Barrel Electro Wizard Magic Archer Ram Rider Bandit
P.E.K.K.A Dark Prince
Electro Wizard P.E.K.K.A Dark Prince Bandit
Barbarian Barrel Dark Prince Electro Wizard Bandit P.E.K.K.A
Ram Rider P.E.K.K.A Electro Wizard Dark Prince Bandit
P.E.K.K.A Ram Rider Electro Wizard
Electro Wizard P.E.K.K.A Barbarian Barrel Ram Rider Dark Prince Bandit
Electro Wizard Magic Archer Earthquake Ram Rider Barbarian Barrel Bandit
Ram Rider Electro Wizard
P.E.K.K.A Barbarian Barrel Electro Wizard
P.E.K.K.A Magic Archer
Earthquake
P.E.K.K.A Electro Wizard
Earthquake Magic Archer Barbarian Barrel Electro Wizard
Dark Prince Bandit Barbarian Barrel Electro Wizard
P.E.K.K.A Electro Wizard Barbarian Barrel Dark Prince
Earthquake
P.E.K.K.A Earthquake Electro Wizard
P.E.K.K.A
Barbarian Barrel Dark Prince P.E.K.K.A Electro Wizard Ram Rider Earthquake
Earthquake Barbarian Barrel Electro Wizard Magic Archer
Barbarian Barrel Electro Wizard Earthquake
Barbarian Barrel Electro Wizard
Magic Archer Electro Wizard
Electro Wizard
Bandit
Bandit P.E.K.K.A Dark Prince Barbarian Barrel Electro Wizard
P.E.K.K.A Bandit Dark Prince Electro Wizard
Electro Wizard Dark Prince Magic Archer Barbarian Barrel Bandit
Electro Wizard Ram Rider
P.E.K.K.A Bandit Dark Prince Electro Wizard
P.E.K.K.A Barbarian Barrel Dark Prince Bandit Electro Wizard
Magic Archer Electro Wizard
Electro Wizard Bandit P.E.K.K.A Barbarian Barrel Dark Prince
P.E.K.K.A Ram Rider Bandit Dark Prince Electro Wizard
Earthquake P.E.K.K.A Ram Rider Electro Wizard Dark Prince Barbarian Barrel
P.E.K.K.A
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Electro Wizard Bandit P.E.K.K.A
Barbarian Barrel Magic Archer Electro Wizard Bandit Earthquake Ram Rider
P.E.K.K.A Electro Wizard Bandit Dark Prince Barbarian Barrel
Electro Wizard Bandit P.E.K.K.A Dark Prince
Electro Wizard Dark Prince P.E.K.K.A Bandit Barbarian Barrel
Barbarian Barrel Dark Prince Electro Wizard
Bandit Dark Prince Magic Archer P.E.K.K.A Electro Wizard
Electro Wizard
P.E.K.K.A Dark Prince Electro Wizard Bandit
Electro Wizard P.E.K.K.A Barbarian Barrel Magic Archer Bandit Dark Prince
Electro Wizard Ram Rider Dark Prince P.E.K.K.A
Electro Wizard Barbarian Barrel Ram Rider
Electro Wizard P.E.K.K.A Dark Prince Barbarian Barrel
Electro Wizard Ram Rider
P.E.K.K.A Bandit Dark Prince

Counters to rest of the cards

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

Magic Archer Electro Wizard Barbarian Barrel Dark Prince Earthquake Ram Rider
Barbarian Barrel Electro Wizard Bandit Earthquake
Barbarian Barrel Earthquake Magic Archer Electro Wizard Dark Prince Bandit
Barbarian Barrel Electro Wizard Dark Prince Earthquake Magic Archer Ram Rider Bandit
Electro Wizard Magic Archer Ram Rider
Barbarian Barrel Magic Archer Electro Wizard
Barbarian Barrel Ram Rider Electro Wizard Dark Prince Magic Archer Bandit
Dark Prince Bandit Barbarian Barrel Electro Wizard
Magic Archer Ram Rider Electro Wizard
Bandit Barbarian Barrel Electro Wizard
Earthquake Ram Rider
Ram Rider Electro Wizard Earthquake
Electro Wizard Dark Prince Bandit
Earthquake Bandit Barbarian Barrel Electro Wizard Ram Rider
Earthquake Magic Archer
Electro Wizard Ram Rider Barbarian Barrel Earthquake
Dark Prince Electro Wizard P.E.K.K.A Barbarian Barrel Bandit
Barbarian Barrel Electro Wizard Bandit

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