Deck 4.5


Deck rating Rating

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

1 problems 1 warnings Why?

Deck tips Basics

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

PROBLEM Not enough anti-air units!

You need more than one anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards Defense

Anti-air

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

Electro 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.

Giant Dark Prince Prince Electro Wizard Sparky

Offensive cards Attack

Win conditions

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

Giant Rocket Sparky

Damage spells

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

Arrows Rocket

Punishments

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

Giant Dark Prince Prince

Pump responses

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

Rocket

Dropped at the bridge

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

Giant Dark Prince Prince

Tornado King activation – careful!

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

Dark Prince Electro Wizard

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 Giant Dark Prince Prince
Giant Snowball
Zap Dark Prince Prince Sparky
Barbarian Barrel
The Log Dark Prince Prince
Earthquake
Arrows
Royal Delivery
Fireball Electro Wizard Sparky
Poison Electro Wizard Sparky
Lightning Prince Electro Wizard Sparky
Rocket Prince Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket Tornado Dark Prince Sparky

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 Rocket Tornado Dark Prince Prince Sparky

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.

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.

Electro 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.

RIP

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Arrows Tornado Dark Prince Electro Wizard Giant Prince Rocket Sparky

Shortest cycle

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

14 Arrows Tornado Dark Prince Electro Wizard

Synergies   0 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.

Arrows + Giant Dark Prince Prince
Giant + Prince Arrows Electro Wizard Sparky
Rocket + Tornado
Tornado + Rocket Electro Wizard Sparky Dark Prince
+ Tornado Arrows Prince
+ Giant Dark Prince Arrows
+ Giant Tornado
+ Tornado Giant

Counters   48 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.

Electro Wizard Rocket Arrows Tornado
Arrows Electro Wizard Tornado Dark Prince
Arrows Electro Wizard
Giant Prince Electro Wizard Rocket
Rocket Electro Wizard Tornado Sparky
Arrows Tornado Rocket Electro Wizard
Sparky Prince Electro Wizard Arrows Rocket Dark Prince
Sparky Electro Wizard Prince
Tornado Rocket Prince Electro Wizard Sparky Dark Prince
Sparky Dark Prince
Electro Wizard Tornado
Arrows Electro Wizard Tornado
Dark Prince Prince Sparky
Tornado Dark Prince Prince Electro Wizard
Electro Wizard Tornado Prince Rocket Dark Prince
Rocket Tornado Sparky Dark Prince Prince Electro Wizard
Sparky Electro Wizard
Electro Wizard Tornado Dark Prince Prince Sparky
Electro Wizard Giant Rocket
Electro Wizard Tornado Rocket
Tornado Sparky Arrows Electro Wizard
Sparky Prince
Rocket
Prince Tornado Sparky Electro Wizard
Giant Rocket Electro Wizard
Dark Prince Prince Electro Wizard Tornado Rocket
Dark Prince Tornado Electro Wizard
Rocket
Rocket Giant Electro Wizard
Rocket Tornado
Arrows Electro Wizard Tornado Dark Prince Prince
Arrows Tornado Electro Wizard
Electro Wizard Arrows Tornado
Arrows Tornado Electro Wizard
Tornado Arrows Electro Wizard
Electro Wizard Tornado
Rocket
Electro Wizard Dark Prince Tornado Prince
Electro Wizard Rocket Prince Dark Prince
Electro Wizard Tornado Sparky Arrows Dark Prince Rocket
Electro Wizard Rocket Tornado
Prince Dark Prince Rocket Electro Wizard
Dark Prince Electro Wizard Sparky Prince Rocket
Rocket Electro Wizard
Prince Dark Prince Electro Wizard Rocket
Tornado Electro Wizard Prince Dark Prince
Giant Rocket Sparky Prince Electro Wizard Dark Prince
Sparky Prince
Tornado Sparky Electro Wizard
Prince Tornado Electro Wizard Sparky
Electro Wizard Tornado Prince
Electro Wizard Arrows Tornado
Electro Wizard Prince Dark Prince
Sparky Dark Prince Rocket Electro Wizard Prince
Dark Prince Tornado Electro Wizard Sparky Prince
Prince Electro Wizard Dark Prince Arrows
Rocket Dark Prince Tornado Electro Wizard Arrows
Electro Wizard Tornado Rocket
Tornado Dark Prince Electro Wizard Prince
Dark Prince Electro Wizard Rocket Tornado Prince
Electro Wizard Rocket Sparky Prince Tornado Dark Prince
Electro Wizard Tornado Arrows
Electro Wizard Rocket Dark Prince Prince
Arrows Tornado Electro Wizard
Sparky Prince Dark Prince

Counters to rest of the cards

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

Electro Wizard Tornado Arrows Sparky Dark Prince
Electro Wizard Arrows
Arrows Tornado Dark Prince Electro Wizard
Tornado Electro Wizard Arrows Dark Prince
Arrows Electro Wizard Tornado
Tornado Arrows Electro Wizard
Arrows Electro Wizard Dark Prince Tornado
Prince Dark Prince Tornado Electro Wizard Sparky
Arrows Electro Wizard Tornado
Prince Tornado Electro Wizard
Prince Electro Wizard
Arrows Tornado
Prince Dark Prince Tornado Electro Wizard
Electro Wizard
Sparky
Electro Wizard Sparky
Electro Wizard Dark Prince Prince
Tornado
Prince Electro Wizard