Deck 4.1


Deck rating Rating

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

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.

Bats Goblin Gang 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.

Bats 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.

Zap

Punishments

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

Goblin Gang 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.

Goblin Gang Ice Golem Battle Ram

Tornado King activation – careful!

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

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 Bats Minion Horde Battle Ram Three Musketeers
Giant Snowball Bats Goblin Gang Minion Horde Battle Ram
Zap Bats Goblin Gang Minion Horde Battle Ram Three Musketeers
Barbarian Barrel Goblin Gang
The Log Goblin Gang Battle Ram Three Musketeers
Earthquake Goblin Gang Elixir Collector
Arrows Bats Goblin Gang Minion Horde
Royal Delivery Bats Minion Horde
Fireball Goblin Gang Minion Horde Battle Ram Elixir Collector Three Musketeers
Poison Bats Goblin Gang 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.

Zap Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Golem

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.

Bats 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.

Goblin Gang Minion Horde 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.

Great!

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Bats Ice Golem Zap Goblin Gang Battle Ram Minion Horde Elixir Collector Three Musketeers

Shortest cycle

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

9 Bats Ice Golem Zap Goblin Gang

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.

Three Musketeers + Elixir Collector Ice Golem Battle Ram
Bats + Battle Ram Ice Golem Minion Horde
Goblin Gang +
Minion Horde + Zap Bats
+ Three Musketeers Zap Bats
+ Three Musketeers
+ Bats Zap Three Musketeers
+ Minion Horde Ice Golem Battle Ram

Counters   41 81

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.

Minion Horde Bats Ice Golem Goblin Gang Zap Three Musketeers
Goblin Gang Zap Ice Golem Minion Horde
Minion Horde Ice Golem Battle Ram Bats Goblin Gang
Ice Golem Minion Horde
Three Musketeers Minion Horde Zap Goblin Gang Ice Golem
Goblin Gang Ice Golem Minion Horde
Minion Horde Goblin Gang Bats
Ice Golem Minion Horde Goblin Gang Battle Ram
Three Musketeers
Goblin Gang Three Musketeers Zap Bats Ice Golem Minion Horde
Zap Ice Golem Goblin Gang
Minion Horde Goblin Gang
Minion Horde Goblin Gang Bats Ice Golem
Bats Goblin Gang Ice Golem Minion Horde
Minion Horde Bats Goblin Gang
Minion Horde Ice Golem Bats Goblin Gang
Goblin Gang Minion Horde Zap Three Musketeers
Ice Golem Battle Ram
Goblin Gang Minion Horde Bats
Zap Goblin Gang Minion Horde
Minion Horde Bats
Minion Horde Three Musketeers Bats
Battle Ram Ice Golem
Goblin Gang Ice Golem
Goblin Gang Three Musketeers Minion Horde
Elixir Collector
Battle Ram Three Musketeers
Three Musketeers Ice Golem Minion Horde
Goblin Gang Zap Minion Horde
Ice Golem Zap Bats Minion Horde
Goblin Gang Zap Bats Three Musketeers Minion Horde
Goblin Gang Bats Ice Golem
Zap Ice Golem Three Musketeers Minion Horde
Goblin Gang Ice Golem Minion Horde
Minion Horde Zap Ice Golem
Minion Horde Goblin Gang Zap Ice Golem
Ice Golem
Minion Horde Bats Zap
Minion Horde Ice Golem Goblin Gang Bats
Ice Golem Goblin Gang Minion Horde
Minion Horde Three Musketeers
Ice Golem
Ice Golem Minion Horde Goblin Gang
Minion Horde Three Musketeers Battle Ram Ice Golem
Minion Horde
Minion Horde Ice Golem Battle Ram Three Musketeers Bats Goblin Gang
Minion Horde Three Musketeers Bats
Ice Golem Goblin Gang Bats
Ice Golem Bats Goblin Gang
Goblin Gang Ice Golem Minion Horde Zap Bats Battle Ram
Bats Zap Minion Horde Goblin Gang
Ice Golem Goblin Gang
Goblin Gang Zap Ice Golem
Zap Minion Horde Goblin Gang Three Musketeers Ice Golem
Minion Horde Zap Ice Golem Goblin Gang Bats
Ice Golem Goblin Gang Minion Horde
Goblin Gang Ice Golem Minion Horde
Minion Horde Zap Goblin Gang
Minion Horde Ice Golem Bats Goblin Gang Zap
Minion Horde Zap Goblin Gang Ice Golem
Minion Horde Zap Three Musketeers Bats Ice Golem
Ice Golem Goblin Gang Bats Minion Horde

Counters to rest of the cards

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

Zap Goblin Gang Bats Ice Golem
Goblin Gang Bats Ice Golem
Zap Bats Goblin Gang Minion Horde Ice Golem
Zap Ice Golem Goblin Gang
Zap Ice Golem Goblin Gang Minion Horde Bats Three Musketeers
Zap Ice Golem
Goblin Gang Ice Golem
Goblin Gang Three Musketeers Ice Golem Minion Horde Bats
Goblin Gang Ice Golem Minion Horde
Bats Ice Golem
Three Musketeers Ice Golem Battle Ram
Ice Golem Minion Horde Battle Ram
Zap
Goblin Gang
Ice Golem Battle Ram Zap
Minion Horde Battle Ram
Battle Ram Zap Goblin Gang Bats Ice Golem Minion Horde
Bats Goblin Gang Ice Golem
Zap
Battle Ram Ice Golem
Goblin Gang