Deck rating Rating

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

1 problems 2 warnings Why?

Deck tips Basics

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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.

Ice Spirit Bats Ice Wizard

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.

Ice Spirit Bats Knight Ice Wizard

Offensive cards Attack

Win conditions

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

Missing

Damage spells

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

Rocket Tornado Poison The Log

Pump responses

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

Rocket Poison

Dropped at the bridge

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

Ice Spirit Knight

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 Bats
Giant Snowball Bats
Zap Bats
Barbarian Barrel Ice Spirit Knight Ice Wizard
The Log Ice Spirit
Earthquake
Arrows Ice Spirit Bats
Royal Delivery Ice Spirit Bats Knight Ice Wizard
Fireball Ice Wizard
Poison Bats Ice Wizard
Lightning Knight Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Rocket Tornado Poison Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Rocket Tornado Poison The Log Ice Wizard

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.

Ice Spirit Bats Knight Rocket Tornado Poison Ice Wizard

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.

Ice Spirit Ice 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.

Mediocre

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Ice Spirit Bats The Log Ice Wizard Knight Tornado Poison Rocket

Shortest cycle

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

8 Ice Spirit Bats The Log Ice Wizard

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.

Bats + Knight Ice Spirit
Ice Spirit + Knight Tornado Bats
Ice Wizard + Knight Tornado
Knight + Ice Wizard Bats Ice Spirit The Log Tornado
+ Knight Poison
+ Tornado The Log
+ Tornado
+ Rocket Poison Ice Wizard Ice Spirit Knight

Counters   50 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.

Bats Knight The Log Tornado Poison
Poison Ice Wizard Bats Ice Spirit The Log Tornado Rocket Knight
The Log Tornado Poison Knight Ice Wizard Ice Spirit
Poison The Log Knight
Knight Rocket Poison Ice Wizard Bats
Ice Wizard Poison
Ice Wizard Poison Tornado Rocket Ice Spirit The Log
Poison Ice Spirit Rocket Ice Wizard Tornado
Poison Rocket The Log Knight
Ice Spirit Bats Knight Ice Wizard The Log
Rocket Tornado Knight The Log Ice Wizard Ice Spirit
Poison The Log
Ice Spirit Poison Ice Wizard Bats Tornado
The Log Poison Ice Wizard Knight Tornado
Knight
Bats Knight Ice Spirit Tornado Ice Wizard
Bats Poison The Log Tornado Rocket Knight Ice Spirit
Tornado Rocket Bats Ice Wizard Knight Ice Spirit The Log
Ice Wizard Bats Knight
Tornado Ice Spirit The Log Knight Ice Wizard
Poison Ice Spirit The Log Ice Wizard Rocket Knight
Poison Bats Ice Wizard Rocket Tornado Ice Spirit
Rocket Poison
Poison Ice Wizard The Log Tornado
Bats Knight
Rocket Knight Poison
Tornado Bats Knight Ice Wizard
Ice Wizard The Log Poison Rocket Knight
Ice Spirit Ice Wizard Bats
The Log Knight Tornado Ice Wizard Rocket Poison
Ice Spirit Tornado The Log Poison
Rocket Poison
Rocket The Log Poison Ice Wizard
Poison Rocket Tornado
Poison Tornado Ice Wizard The Log
Ice Wizard The Log Poison Tornado Ice Spirit Bats
The Log Tornado Bats
Tornado Poison Ice Spirit The Log Bats Ice Wizard Knight
Poison Tornado The Log Ice Wizard
Ice Wizard Knight Ice Spirit Poison Tornado
Poison Knight Rocket
Ice Spirit The Log Tornado Knight Ice Wizard
The Log Ice Spirit Rocket Ice Wizard Knight
Poison Rocket Ice Wizard Ice Spirit The Log Tornado Knight
Rocket Poison Ice Spirit Tornado Bats Ice Wizard
Knight Ice Wizard Bats Rocket
Knight The Log Rocket
Rocket Ice Wizard Poison
Knight Rocket Ice Spirit Ice Wizard
Knight Tornado Ice Wizard
Rocket Poison Knight
Knight
The Log Knight Bats Ice Wizard Tornado
Knight Bats Tornado
Knight Ice Spirit Tornado Ice Wizard Bats The Log
The Log Tornado Ice Wizard Poison Bats Knight
Knight Bats Ice Wizard Poison
Bats Rocket Knight Ice Spirit Poison
Knight Tornado Poison Ice Wizard
Poison Ice Spirit The Log Knight
Rocket Ice Wizard Poison Tornado Knight Ice Spirit
Poison Bats Ice Wizard Ice Spirit Rocket Tornado
Knight Tornado Ice Spirit Ice Wizard
Knight The Log Tornado Ice Spirit Rocket Poison
Rocket The Log Tornado Ice Wizard
Poison Ice Wizard Bats Knight The Log Tornado
Ice Spirit Rocket Ice Wizard Knight
Ice Wizard Tornado Poison Bats
Bats Knight

Counters to rest of the cards

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

Tornado Ice Spirit Poison The Log Ice Wizard Bats Knight
The Log Bats Knight Poison Ice Spirit
The Log Poison Tornado Ice Wizard Knight Bats Ice Spirit
The Log Tornado Knight Poison Ice Wizard
Ice Wizard Poison Tornado Ice Spirit Bats
Ice Spirit Tornado Knight The Log Ice Wizard Poison
Poison Ice Wizard Knight Ice Spirit The Log Tornado
Ice Wizard Knight Tornado Bats Ice Spirit
Poison Ice Wizard Tornado Ice Spirit
Poison
The Log Tornado Ice Spirit
Tornado Knight
Poison The Log
Ice Wizard Knight Poison Ice Spirit