Deck 4.0


Deck rating Rating

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

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!

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.

Minion Horde Ice Golem Three Musketeers

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.

Knight Ice Golem Elixir Collector Three Musketeers

Offensive cards Attack

Win conditions

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

Battle Ram Three Musketeers

Damage spells

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

The Log

Punishments

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

Battle Ram

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.

Knight Ice Golem Battle Ram

Tornado King activation – careful!

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

Knight Ice Golem

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 Minion Horde Battle Ram Three Musketeers
Giant Snowball Minion Horde Battle Ram
Zap Minion Horde Battle Ram Three Musketeers
Barbarian Barrel Heal Spirit
The Log Heal Spirit Battle Ram Three Musketeers
Earthquake Elixir Collector
Arrows Minion Horde Heal Spirit
Royal Delivery Minion Horde Heal Spirit
Fireball Minion Horde Battle Ram Elixir Collector Three Musketeers
Poison Minion Horde Elixir Collector Three Musketeers
Lightning Battle Ram Elixir Collector Three Musketeers
Rocket Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Heal Spirit Ice Golem The Log

Ladder info Ladder

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.

Knight Heal Spirit Ice Golem Battle Ram Elixir Collector

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 Heal Spirit Ice Golem Three Musketeers

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.

Mediocre

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Heal Spirit Ice Golem The Log Knight Battle Ram Minion Horde Elixir Collector Three Musketeers

Shortest cycle

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

8 Heal Spirit Ice Golem The Log Knight

Synergies   7 5

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.

Three Musketeers + Elixir Collector Knight Ice Golem Heal Spirit Battle Ram
Heal Spirit + Three Musketeers Minion Horde Battle Ram Knight
Minion Horde + Heal Spirit
Ice Golem + Three Musketeers
+ Three Musketeers Heal Spirit
+ Battle Ram
+ Three Musketeers
+ Heal Spirit The Log Three Musketeers

Counters   51 85

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.

Three Musketeers The Log Ice Golem Knight Minion Horde
The Log Knight Minion Horde Ice Golem
The Log
Ice Golem Minion Horde Knight Battle Ram
The Log Ice Golem Knight Minion Horde
Three Musketeers Minion Horde Ice Golem
Knight Ice Golem The Log Minion Horde
Minion Horde Knight The Log
Ice Golem Knight Battle Ram Minion Horde The Log
Three Musketeers The Log
Minion Horde Ice Golem Three Musketeers
The Log Ice Golem Knight
Minion Horde
Minion Horde Knight Ice Golem
Knight The Log Ice Golem Minion Horde
Minion Horde Knight The Log
Minion Horde Knight Ice Golem
Minion Horde The Log Three Musketeers Knight
Ice Golem Knight The Log Battle Ram
Minion Horde
The Log Minion Horde
Minion Horde
Minion Horde Three Musketeers Knight
Battle Ram Ice Golem Knight The Log
Knight The Log Ice Golem
Three Musketeers The Log Minion Horde
Elixir Collector
Three Musketeers Battle Ram The Log
Three Musketeers Minion Horde Ice Golem
The Log Minion Horde
Ice Golem The Log Minion Horde
The Log Minion Horde Three Musketeers
The Log Knight Ice Golem
Ice Golem Three Musketeers Minion Horde The Log
Minion Horde Ice Golem
Knight
Knight Minion Horde The Log Ice Golem
Minion Horde Ice Golem Knight The Log
Knight The Log Ice Golem
Minion Horde
Minion Horde Ice Golem Knight
Ice Golem Knight Minion Horde The Log
Minion Horde Three Musketeers
Knight Ice Golem
Minion Horde Ice Golem Knight
Minion Horde Battle Ram Ice Golem Knight Three Musketeers
Minion Horde Knight
Ice Golem Minion Horde Knight The Log Battle Ram Three Musketeers
Minion Horde Knight Three Musketeers
Ice Golem Knight The Log
The Log Ice Golem Knight
Knight Ice Golem Battle Ram Minion Horde
Minion Horde Knight
Knight Ice Golem
The Log Knight Ice Golem
Ice Golem Three Musketeers Minion Horde Knight
Minion Horde Ice Golem
Knight Ice Golem Minion Horde
Knight Minion Horde Ice Golem The Log
The Log Minion Horde
Ice Golem Minion Horde The Log Knight
Minion Horde Knight Ice Golem
Minion Horde Three Musketeers Ice Golem
Knight Ice Golem Minion Horde

Counters to rest of the cards

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

The Log Knight Ice Golem
The Log Knight Ice Golem
Knight The Log Ice Golem Minion Horde
The Log Ice Golem Knight
Ice Golem Minion Horde Three Musketeers
The Log Ice Golem Knight
Knight Ice Golem The Log
Knight Ice Golem Three Musketeers Minion Horde
Ice Golem Minion Horde
The Log Ice Golem Knight
Battle Ram Ice Golem Three Musketeers
Knight Minion Horde Ice Golem Battle Ram
The Log
Knight
The Log Ice Golem Battle Ram
Minion Horde Battle Ram
Battle Ram Ice Golem Minion Horde
Knight Ice Golem
The Log
Battle Ram Knight Ice Golem
Knight