Deck 3.1


Deck rating Rating

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

2 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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Firecracker Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Firecracker Royal Giant Ice Wizard

Offensive cards Attack

Win conditions

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

Royal Giant

Damage spells

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

Earthquake The Log

Punishments

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

Royal Giant

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.

Royal Giant

Tornado King activation – careful!

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

Firecracker

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
Zap Skeletons
Tornado Royal Giant
The Log Skeletons
Arrows Firecracker
Fireball Firecracker Bomb Tower
Poison Firecracker
Lightning Bomb Tower
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Earthquake Bomb Tower Tornado 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.

Skeletons Tornado Ice Wizard

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.

Royal Giant

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 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.

Good

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Skeletons The Log Earthquake Firecracker Ice Wizard Tornado Bomb Tower Royal Giant

Shortest cycle

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

9 Skeletons The Log Earthquake Firecracker

Synergies   2 7

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.

Bomb Tower + Skeletons Tornado
Earthquake + Royal Giant
Firecracker +
Ice Wizard + Royal Giant Tornado
+ Royal Giant
+ Ice Wizard The Log Tornado Earthquake
+ Bomb Tower Tornado
+ Skeletons Royal Giant Bomb Tower Ice Wizard

Counters   34 84

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.

Ice Wizard Bomb Tower Firecracker Tornado The Log
Tornado The Log Bomb Tower Firecracker Earthquake Ice Wizard
The Log Firecracker
Royal Giant Earthquake Ice Wizard Bomb Tower
Bomb Tower Ice Wizard The Log Firecracker Tornado
Firecracker Ice Wizard Tornado
The Log Bomb Tower Firecracker
Bomb Tower Ice Wizard Skeletons The Log
Tornado The Log Ice Wizard Bomb Tower Skeletons
The Log
Skeletons Tornado Firecracker Ice Wizard
The Log Skeletons Ice Wizard Tornado
Bomb Tower
Ice Wizard Tornado Skeletons
The Log Tornado Bomb Tower Skeletons
Bomb Tower Tornado Ice Wizard Skeletons The Log
Ice Wizard
Bomb Tower Skeletons Tornado Ice Wizard The Log
Royal Giant Earthquake The Log Skeletons Ice Wizard
Tornado Firecracker Ice Wizard
The Log Tornado Firecracker Ice Wizard Bomb Tower
Bomb Tower
Earthquake
Bomb Tower Tornado Ice Wizard Skeletons
Royal Giant Ice Wizard The Log Firecracker Earthquake
Ice Wizard Tornado Bomb Tower The Log
Bomb Tower Tornado The Log
Earthquake
Royal Giant The Log Ice Wizard Earthquake Firecracker
Tornado Bomb Tower
Bomb Tower The Log Tornado Earthquake Ice Wizard
Bomb Tower Tornado The Log Ice Wizard Skeletons Firecracker Earthquake
The Log Tornado Skeletons Earthquake
Tornado Skeletons Ice Wizard Firecracker The Log Bomb Tower
Tornado The Log Ice Wizard
Firecracker Ice Wizard Tornado
Firecracker Skeletons
Bomb Tower The Log Ice Wizard Tornado
Ice Wizard The Log Skeletons
Bomb Tower Firecracker Tornado The Log Ice Wizard
Ice Wizard Tornado Bomb Tower
Ice Wizard Firecracker
Bomb Tower The Log
Ice Wizard Firecracker
Bomb Tower Ice Wizard
Skeletons Ice Wizard Tornado
Earthquake Royal Giant Bomb Tower
Bomb Tower
Ice Wizard The Log Tornado Skeletons
Bomb Tower Tornado
Tornado Skeletons Ice Wizard The Log
The Log Ice Wizard Earthquake Skeletons Firecracker Tornado
Skeletons Ice Wizard Bomb Tower
Skeletons
Skeletons Tornado Ice Wizard
The Log
Ice Wizard Firecracker Tornado
Ice Wizard Firecracker Skeletons Tornado
Bomb Tower Tornado Ice Wizard
Bomb Tower The Log Tornado
Ice Wizard Bomb Tower The Log Tornado
Ice Wizard The Log Tornado Firecracker
Ice Wizard Skeletons
Tornado Ice Wizard Firecracker
Bomb Tower

Counters to rest of the cards

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

Tornado The Log Ice Wizard Bomb Tower Earthquake Firecracker
The Log Bomb Tower Skeletons Earthquake
The Log Earthquake Tornado Bomb Tower Ice Wizard Firecracker Skeletons
The Log Tornado Bomb Tower Ice Wizard Firecracker Earthquake
Tornado Ice Wizard Firecracker
The Log Tornado Bomb Tower Firecracker Ice Wizard Skeletons
Ice Wizard Firecracker Bomb Tower The Log Tornado
Bomb Tower Skeletons Ice Wizard Tornado
Ice Wizard Tornado Firecracker
Firecracker Bomb Tower Tornado The Log
Earthquake Royal Giant
Earthquake Royal Giant
Tornado Skeletons
Royal Giant The Log Earthquake
Royal Giant Earthquake
Earthquake Royal Giant Ice Wizard
Skeletons
Tornado The Log
Bomb Tower Ice Wizard Firecracker

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