Deck 3.6

Deck rating Rating

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

3 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards Defense


Units that can attack air. It's good to have at least two of them.

Defensive buildings

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



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

Offensive cards Attack

Win conditions

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

Damage spells

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


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

Pump responses

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

Dropped at the bridge

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

Tornado King activation – careful!

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

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).

Against air swarms

Spells and units that can counter air swarms.

Against ground swarms

Spells and units that can counter ground swarms.

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.


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.

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.

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.


Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Shortest cycle

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


Synergies   0 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.


Counters   43 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.

Counters to rest of the cards

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

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