Deck 3.8


Deck rating Rating

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

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!
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!

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.

Minions Hunter 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.

Knight Hunter Bandit Electro Wizard Mega Knight

Offensive cards Attack

Win conditions

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

Miner Mega Knight

Damage spells

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

Arrows

Punishments

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

Miner Bandit Mega Knight

Pump responses

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

Miner

Dropped at the bridge

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

Knight Bandit Mega Knight

Tornado King activation – careful!

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

Knight Miner Bandit 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 Minions Miner
Giant Snowball Minions
Zap Minions Bandit
Barbarian Barrel Bandit
The Log Bandit
Earthquake
Arrows Minions
Royal Delivery Minions Hunter
Fireball Minions Hunter Electro Wizard
Poison Minions Hunter Electro Wizard
Lightning Hunter Electro Wizard
Rocket Hunter

Against air swarms

Spells and units that can counter air swarms.

Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Hunter Mega Knight

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 Miner

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 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 Knight Minions Miner Bandit Hunter Electro Wizard Mega Knight

Shortest cycle

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

12 Arrows Knight Minions Miner

Synergies   4 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 + Knight Miner Mega Knight
Knight + Electro Wizard Minions Miner Arrows Bandit Hunter
Minions + Miner Knight Mega Knight
Hunter + Miner Knight
+ Minions Electro Wizard Knight Arrows Bandit Mega Knight Hunter
+ Electro Wizard Knight Miner Mega Knight
+ Miner Knight Bandit Mega Knight
+ Arrows Minions Miner Bandit Electro Wizard

Counters   53 82

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 Knight Hunter Arrows Minions
Mega Knight Arrows Electro Wizard Hunter Knight
Arrows Electro Wizard Knight Bandit Miner
Knight Minions Mega Knight Electro Wizard Miner
Mega Knight Minions Electro Wizard
Arrows Electro Wizard Minions Hunter
Mega Knight Knight Electro Wizard Arrows Hunter
Electro Wizard Knight Minions
Mega Knight Minions Knight Electro Wizard
Mega Knight Hunter
Minions Hunter Electro Wizard
Arrows Hunter Knight Mega Knight Electro Wizard Miner Bandit
Mega Knight Hunter Knight
Hunter Knight Bandit Miner Electro Wizard Minions Mega Knight
Electro Wizard Bandit Mega Knight Miner Minions Knight
Hunter Electro Wizard Minions Bandit Mega Knight Knight
Minions Mega Knight Hunter Knight Electro Wizard
Electro Wizard Mega Knight Minions Hunter Bandit Knight
Electro Wizard Miner Bandit Knight
Minions Hunter Electro Wizard
Mega Knight Hunter Arrows Electro Wizard
Knight Minions Hunter
Knight
Knight Electro Wizard Hunter Minions
Electro Wizard Knight Miner
Bandit Electro Wizard Knight Mega Knight Miner
Mega Knight Electro Wizard Hunter
Miner
Minions Electro Wizard
Mega Knight
Mega Knight Arrows Hunter Electro Wizard
Electro Wizard Mega Knight Minions Arrows Hunter
Mega Knight Arrows Electro Wizard Minions Hunter
Minions Arrows Knight Mega Knight Electro Wizard Hunter
Arrows Electro Wizard
Hunter Electro Wizard Knight Minions
Knight Bandit Hunter Mega Knight
Bandit Electro Wizard Knight Mega Knight Minions Miner
Bandit Mega Knight Electro Wizard Minions Knight
Electro Wizard Arrows Bandit Hunter Knight Mega Knight
Electro Wizard Hunter Minions
Minions Knight Mega Knight Bandit Electro Wizard Miner
Knight Mega Knight Bandit Minions Electro Wizard Hunter
Minions Hunter Electro Wizard
Knight Electro Wizard Mega Knight Bandit Miner
Mega Knight Electro Wizard Bandit Hunter Knight
Mega Knight Minions Miner Knight Electro Wizard
Mega Knight Hunter Knight
Minions Knight Electro Wizard
Minions Electro Wizard Knight
Knight Electro Wizard Hunter Mega Knight Minions Bandit
Bandit Miner Arrows Electro Wizard Hunter Minions Mega Knight Knight
Electro Wizard Knight Mega Knight Bandit Minions
Knight Bandit Minions Mega Knight Electro Wizard Hunter
Knight Mega Knight Electro Wizard Hunter Bandit
Mega Knight Arrows Electro Wizard Minions Knight
Knight Mega Knight Arrows Minions Electro Wizard Bandit Hunter
Electro Wizard Minions
Knight Minions Bandit Mega Knight Electro Wizard
Knight Bandit Electro Wizard Hunter Mega Knight Minions
Electro Wizard Hunter Mega Knight
Minions Electro Wizard Mega Knight Knight Hunter Arrows
Electro Wizard Minions Mega Knight Knight Miner
Minions Arrows Hunter Electro Wizard
Knight Mega Knight Hunter Minions Bandit

Counters to rest of the cards

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

Hunter Mega Knight Electro Wizard Knight Arrows Minions
Bandit Mega Knight Knight Hunter Arrows Electro Wizard
Mega Knight Arrows Electro Wizard Bandit Minions Hunter Knight
Electro Wizard Mega Knight Arrows Bandit Hunter Knight
Hunter Electro Wizard Arrows Minions
Knight Arrows Electro Wizard Hunter
Arrows Mega Knight Hunter Bandit Electro Wizard Knight
Minions Bandit Knight Hunter Mega Knight Electro Wizard Miner
Minions Arrows Electro Wizard Hunter
Bandit Mega Knight Minions Electro Wizard Knight
Minions
Electro Wizard Arrows Hunter
Electro Wizard
Arrows
Knight Electro Wizard Hunter Bandit Mega Knight
Minions Bandit Electro Wizard
Bandit Minions
Minions Electro Wizard Miner
Knight Hunter Mega Knight Electro Wizard Bandit Minions
Knight
Knight Electro Wizard Hunter Bandit Mega Knight