Deck 3.8


Deck rating Rating

Defense Defensive potential Great!
Attack Offensive potential Great!
Versatility Deck versatility Great!
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.

Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Archers Minions Musketeer

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.

Archers Knight Musketeer Giant Prince

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 Fireball

Punishments

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

Giant Prince

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Giant Prince

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 Archers Minions Giant Prince
Giant Snowball Archers Minions Musketeer
Zap Archers Minions Prince
Barbarian Barrel Archers Knight Musketeer
The Log Archers Musketeer Prince
Earthquake Archers
Arrows Archers Minions
Royal Delivery Archers Knight Minions Musketeer Prince
Fireball Archers Minions Musketeer
Poison Archers Minions Musketeer
Lightning Knight Musketeer Prince
Rocket Musketeer Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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.

Arrows Knight Prince

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.

Minions Musketeer

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.

Godly!

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Archers Arrows Knight Minions Fireball Musketeer Giant Prince

Shortest cycle

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

12 Archers Arrows Knight Minions

Synergies   5 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.

Archers + Knight Giant
Arrows + Knight Giant Prince
Knight + Archers Musketeer Minions Arrows
Minions + Giant Knight
+ Giant
+ Knight Giant
+ Minions Musketeer Prince Arrows Fireball Archers
+ Giant Arrows

Counters   54 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.

Minions Fireball Prince Knight
Archers Knight Arrows Fireball Musketeer Minions
Arrows Knight Fireball Archers
Fireball Arrows Knight
Knight Giant Archers Fireball Prince Musketeer Minions
Arrows Musketeer Fireball
Minions Fireball Archers Musketeer
Arrows Fireball Musketeer Archers Minions
Prince Fireball Arrows Knight
Prince Knight Minions Archers Musketeer
Prince Knight Minions Musketeer
Archers Musketeer Minions Fireball
Arrows Knight Fireball Archers Musketeer
Musketeer Prince Knight
Archers Musketeer Knight Prince Minions
Musketeer Prince Fireball Minions Knight
Knight Minions Musketeer Prince
Minions Knight Musketeer
Fireball Knight Minions Prince Musketeer
Musketeer Giant Archers Knight Fireball
Fireball Musketeer Minions Archers
Musketeer Prince Fireball Minions
Fireball Arrows
Musketeer Prince Minions Knight
Knight Fireball
Prince Archers Knight Minions Musketeer
Musketeer Fireball Giant Knight
Minions Fireball Musketeer
Prince Knight Fireball Musketeer
Fireball
Fireball
Musketeer Minions Giant Fireball
Fireball
Fireball Arrows Prince Archers
Archers Minions Arrows Fireball
Arrows Fireball Minions Archers Musketeer
Arrows Archers Minions Knight Musketeer
Fireball Arrows Archers
Musketeer Knight Archers Minions
Knight Fireball Musketeer
Musketeer Knight Minions Prince
Minions Knight Prince
Musketeer Fireball Knight Arrows
Minions Musketeer Archers Fireball
Prince Minions Knight Musketeer
Knight Minions Musketeer Prince
Minions Fireball Musketeer Archers
Knight Prince Musketeer
Archers Prince Knight
Giant Musketeer Prince Minions Knight
Prince Musketeer Knight
Minions Musketeer Knight
Prince Knight Minions
Knight Minions Musketeer Prince Archers
Fireball Arrows Knight Archers Minions Musketeer
Knight Prince Minions Musketeer
Minions Knight Musketeer Prince
Knight Musketeer Prince Archers
Fireball Arrows Knight Prince Minions
Minions Archers Fireball Arrows Musketeer Knight
Minions Musketeer Fireball Archers
Knight Musketeer Archers Minions Prince Fireball
Knight Prince Minions Musketeer Fireball Archers
Prince Musketeer
Archers Minions Knight Arrows
Minions Knight Prince
Minions Arrows Fireball Archers Musketeer
Prince Minions Knight

Counters to rest of the cards

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

Archers Minions Fireball Musketeer Knight Arrows
Arrows Knight Archers
Arrows Musketeer Archers Minions Knight
Arrows Archers Knight Musketeer
Arrows Musketeer Minions Fireball Archers
Knight Archers Musketeer Arrows
Arrows Fireball Musketeer Knight Archers
Minions Knight Musketeer Archers Prince
Minions Musketeer Arrows Archers Fireball
Fireball Musketeer Minions
Prince Musketeer
Arrows
Musketeer Archers Prince Knight
Fireball Minions Archers Musketeer
Prince Fireball Musketeer Knight Archers