Defense Defensive potential | Great! |
Attack Offensive potential | Great! |
Versatility Deck versatility | Great! |
Synergy Deck synergy | Bad |
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! |
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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! |
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! |
Defensive buildings in your deck. Having one helps a lot in defense.
Missing
Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.
Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.
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).
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.
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.
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.
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
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.
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.