Deck 3.1


Deck rating Rating

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

2 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!
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.

Mega Minion Night Witch

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 Mega Minion Giant Elixir Collector Night Witch

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.

Giant

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Giant

Tornado King activation – careful!

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

Night Witch

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 Skeletons Night Witch
Zap Skeletons Night Witch
Tornado Giant
The Log Skeletons
Arrows Night Witch
Fireball Mega Minion Elixir Collector Night Witch
Poison Elixir Collector Night Witch
Lightning Elixir Collector Night Witch
Rocket Elixir Collector Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Skeletons Arrows Heal Mega Minion Elixir Collector Night Witch

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.

Giant

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.

Mirror Heal Skeletons Arrows Mega Minion Night Witch Giant Elixir Collector

Shortest cycle

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

5 Mirror Heal Skeletons Arrows

Synergies   5 6

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.

Arrows + Giant
Giant + Mega Minion Elixir Collector Night Witch Arrows Heal
Heal + Mega Minion Giant
Mega Minion + Skeletons Giant Heal
+
+ Giant
+ Giant Skeletons
+ Mega Minion Elixir Collector

Counters   40 71

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.

Arrows Night Witch Mega Minion
Arrows
Arrows
Giant Mega Minion
Mega Minion
Arrows Mega Minion
Arrows Mega Minion Night Witch
Mega Minion Skeletons
Skeletons Mega Minion
Mega Minion Night Witch Skeletons
Arrows Skeletons Mega Minion
Night Witch
Mega Minion Night Witch Skeletons
Mega Minion Night Witch Skeletons
Night Witch Skeletons Mega Minion
Mega Minion Night Witch
Skeletons Mega Minion Night Witch
Skeletons Giant
Mega Minion
Arrows
Mega Minion Night Witch
Mega Minion Night Witch Skeletons
Giant Mega Minion
Mega Minion
Mega Minion Night Witch
Elixir Collector
Mega Minion Giant
Arrows
Arrows Skeletons
Arrows Night Witch Skeletons Mega Minion
Arrows Mega Minion Skeletons Night Witch
Arrows
Mega Minion Night Witch
Skeletons
Mega Minion
Skeletons Mega Minion
Mega Minion Night Witch Arrows
Mega Minion Night Witch
Mega Minion Night Witch
Night Witch Mega Minion
Mega Minion
Mega Minion
Skeletons Mega Minion
Giant Mega Minion
Mega Minion Night Witch
Mega Minion Skeletons Night Witch
Mega Minion Night Witch
Mega Minion Skeletons Night Witch
Mega Minion Arrows Heal Night Witch Skeletons
Mega Minion Skeletons Night Witch
Mega Minion Skeletons
Skeletons Night Witch
Night Witch Mega Minion Arrows
Arrows Night Witch Mega Minion
Mega Minion Night Witch Skeletons
Mega Minion Night Witch
Mega Minion Night Witch
Night Witch
Night Witch Arrows Mega Minion
Mega Minion Skeletons
Arrows Mega Minion Night Witch
Night Witch Mega Minion

Counters to rest of the cards

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

Arrows Night Witch
Night Witch Mega Minion Arrows Skeletons
Arrows Night Witch Skeletons Mega Minion
Arrows Mega Minion Night Witch
Arrows Night Witch Mega Minion
Night Witch Mega Minion Arrows Skeletons
Mega Minion Arrows
Mega Minion Night Witch Skeletons
Mega Minion Arrows
Mega Minion Night Witch
Mega Minion
Skeletons Mega Minion
Mega Minion
Mega Minion
Mega Minion
Skeletons Night Witch
Night Witch Mega Minion

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