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.

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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

Anti-air

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

Bats 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.

Bats Knight Wizard Bandit Mega Knight

Offensive cards Attack

Win conditions

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

Goblin Barrel Mega Knight

Damage spells

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

Fireball

Punishments

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

Goblin Barrel Bandit Mega Knight

Pump responses

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

Fireball Goblin Barrel

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.

Goblin Barrel Bandit

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 Bats Skeleton Army Goblin Barrel Bandit
Giant Snowball Bats Skeleton Army Goblin Barrel
Zap Bats Skeleton Army Goblin Barrel Bandit
Barbarian Barrel Knight Wizard Skeleton Army Goblin Barrel Bandit
The Log Skeleton Army Goblin Barrel Bandit
Earthquake Skeleton Army Goblin Barrel
Arrows Bats Skeleton Army Goblin Barrel
Royal Delivery Bats Knight Wizard Skeleton Army Goblin Barrel Bandit
Fireball Wizard Skeleton Army Goblin Barrel Bandit
Poison Bats Wizard Skeleton Army
Lightning Knight Wizard Bandit
Rocket Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Mega Knight

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.

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.

Bats Knight Skeleton Army Mega Knight

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.

Skeleton Army Goblin Barrel

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.

Wizard Goblin Barrel

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.

Mediocre

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Bats Knight Skeleton Army Goblin Barrel Bandit Fireball Wizard Mega Knight

Shortest cycle

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

11 Bats Knight Skeleton Army Goblin Barrel

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.

Bats + Knight Bandit Mega Knight
Knight + Goblin Barrel Bats Wizard Bandit
Fireball + Mega Knight
Wizard + Knight Bandit
+ Goblin Barrel
+ Knight Skeleton Army Mega Knight
+ Bats Wizard Knight Mega Knight
+ Fireball Goblin Barrel Bandit Bats

Counters   58 84

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.

Mega Knight Bandit Fireball Knight Bats
Knight Bats Skeleton Army Fireball Wizard
Skeleton Army Mega Knight Wizard Knight Fireball
Fireball Knight Bandit
Knight Wizard Fireball Skeleton Army Bats Mega Knight Goblin Barrel
Wizard Fireball
Mega Knight Wizard Skeleton Army Fireball
Wizard Fireball
Mega Knight Wizard Skeleton Army Fireball Knight
Skeleton Army Bats Wizard Knight
Skeleton Army Mega Knight Knight Wizard
Mega Knight Wizard Skeleton Army
Wizard Bats Fireball
Bandit Wizard Mega Knight Skeleton Army Knight Fireball
Wizard Knight Mega Knight Skeleton Army
Skeleton Army Bats Bandit Knight Mega Knight
Bandit Mega Knight Bats Skeleton Army Knight Fireball
Skeleton Army Mega Knight Knight Bandit Bats
Knight Bats Mega Knight Wizard
Skeleton Army Mega Knight Wizard Knight Fireball Bandit
Knight Wizard Bandit Goblin Barrel Fireball
Fireball Wizard Bats
Fireball Bandit
Mega Knight Fireball Skeleton Army Wizard
Knight Bats Skeleton Army
Knight Fireball
Skeleton Army Bats Knight
Fireball Knight Goblin Barrel
Skeleton Army Bats Fireball
Bandit Mega Knight Knight Fireball Wizard
Mega Knight Fireball Wizard Skeleton Army
Fireball Goblin Barrel
Fireball
Fireball Wizard Skeleton Army Mega Knight
Mega Knight Fireball Wizard Skeleton Army
Mega Knight Skeleton Army Wizard Fireball Bats
Skeleton Army Fireball Mega Knight Wizard Bats
Wizard Knight Mega Knight Bats Skeleton Army
Fireball Wizard
Wizard Knight
Wizard Mega Knight Knight Bandit Fireball
Skeleton Army Bandit Mega Knight Knight
Skeleton Army Knight Bandit Mega Knight
Knight Bandit Fireball Wizard Mega Knight
Wizard Bats Fireball
Skeleton Army Bats Knight Mega Knight Bandit
Skeleton Army Knight Mega Knight Bandit
Wizard Fireball
Knight Skeleton Army Mega Knight Bandit
Skeleton Army Knight Bandit Mega Knight
Skeleton Army Goblin Barrel Wizard Mega Knight Knight
Knight Mega Knight
Skeleton Army Knight Bats
Skeleton Army Knight Bats
Knight Skeleton Army Bats Bandit Mega Knight
Bandit Fireball Mega Knight Wizard Goblin Barrel Knight Bats
Knight Skeleton Army Mega Knight Bats Bandit
Bandit Knight Mega Knight Wizard Bats Skeleton Army
Knight Bandit Skeleton Army Mega Knight Wizard
Fireball Mega Knight Knight
Wizard Skeleton Army Fireball Mega Knight Knight Bandit
Skeleton Army Bats Wizard Fireball
Knight Skeleton Army Mega Knight Wizard Bandit Fireball
Skeleton Army Knight Bandit Fireball Mega Knight
Skeleton Army Wizard Mega Knight
Skeleton Army Wizard Knight Bats Mega Knight
Knight Skeleton Army Mega Knight
Bats Fireball Wizard
Bats Wizard Mega Knight Bandit Knight

Counters to rest of the cards

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

Wizard Mega Knight Skeleton Army Knight Fireball Bats
Wizard Mega Knight Bandit Bats Knight
Skeleton Army Wizard Mega Knight Bats Bandit Knight
Wizard Mega Knight Knight Bandit
Fireball Wizard Bats
Knight Wizard
Fireball Mega Knight Bandit Knight Wizard
Skeleton Army Knight Bandit Bats Mega Knight Wizard
Wizard Fireball
Fireball Skeleton Army
Skeleton Army
Wizard
Bandit Knight Mega Knight
Fireball Bandit
Knight Bandit Fireball Mega Knight