Deck 4.1


Deck rating Rating

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

1 problems 3 warnings Why?

Deck tips Basics

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!

Advanced stuff

Defensive cards Defense

Anti-air

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

Bats Musketeer Goblin Hut Wizard Electro Dragon

Defensive buildings

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

Goblin Hut

Investments

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

Bats Musketeer Goblin Hut Wizard Dark Prince Electro Dragon Lumberjack

Offensive cards Attack

Win conditions

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

Hog Rider

Damage spells

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

Missing

Punishments

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

Hog Rider Dark Prince Lumberjack

Pump responses

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

Missing

Dropped at the bridge

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

Hog Rider Dark Prince Lumberjack

Tornado King activation – careful!

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

Hog Rider Dark Prince Electro Dragon Lumberjack

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).

Giant Snowball Bats Hog Rider
Zap Bats Dark Prince
Tornado Bats Hog Rider Dark Prince
The Log Goblin Hut Dark Prince
Arrows Bats
Fireball Musketeer Goblin Hut Wizard Electro Dragon Lumberjack
Poison Bats Musketeer Goblin Hut Wizard Electro Dragon
Lightning Musketeer Goblin Hut Wizard Electro Dragon Lumberjack
Rocket Musketeer Hog Rider Goblin Hut Wizard Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Dark Prince Electro Dragon

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.

Bats Dark Prince

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.

Musketeer 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.

Mediocre

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Bats Musketeer Hog Rider Dark Prince Lumberjack Goblin Hut Wizard Electro Dragon

Shortest cycle

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

14 Bats Musketeer Hog Rider Dark Prince

Synergies   2 5

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 + Hog Rider Dark Prince
Musketeer + Hog Rider
Hog Rider + Bats Musketeer Lumberjack
Goblin Hut +
+
+ Bats
+
+ Hog Rider

Counters   29 79

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.

Bats Wizard Goblin Hut Musketeer Electro Dragon
Wizard Electro Dragon Dark Prince Lumberjack
Electro Dragon
Wizard Hog Rider Musketeer Lumberjack Goblin Hut Bats
Wizard Musketeer
Wizard Electro Dragon Musketeer
Electro Dragon Dark Prince Wizard Lumberjack
Lumberjack Bats Goblin Hut Wizard Musketeer
Musketeer Dark Prince Wizard
Dark Prince Electro Dragon Wizard
Wizard Musketeer Bats
Wizard Musketeer
Electro Dragon Dark Prince Lumberjack Musketeer Wizard
Dark Prince Lumberjack Musketeer Bats
Musketeer Lumberjack Bats Dark Prince
Lumberjack Goblin Hut Musketeer Bats Dark Prince
Bats Wizard Musketeer
Lumberjack Electro Dragon Musketeer Wizard Dark Prince
Musketeer Hog Rider Wizard Electro Dragon
Electro Dragon Wizard Bats Musketeer
Electro Dragon Wizard
Lumberjack Musketeer Bats
Goblin Hut Lumberjack Musketeer Bats
Musketeer Goblin Hut
Dark Prince Lumberjack Musketeer Wizard
Wizard Dark Prince Electro Dragon Goblin Hut
Goblin Hut Musketeer
Wizard
Goblin Hut Electro Dragon Wizard Dark Prince Lumberjack
Wizard Bats Electro Dragon
Electro Dragon Wizard Lumberjack Bats Musketeer
Wizard Musketeer Lumberjack Bats Electro Dragon
Wizard Electro Dragon
Musketeer Wizard Electro Dragon
Musketeer Wizard
Musketeer Lumberjack Dark Prince Electro Dragon
Electro Dragon Dark Prince Goblin Hut
Wizard Electro Dragon Musketeer Dark Prince Lumberjack
Musketeer Wizard Goblin Hut Bats Electro Dragon
Musketeer Bats Dark Prince
Dark Prince Musketeer
Musketeer Electro Dragon Wizard
Lumberjack Dark Prince Musketeer
Dark Prince
Musketeer Wizard Electro Dragon Dark Prince Hog Rider
Lumberjack Musketeer
Bats Musketeer
Lumberjack Bats Goblin Hut
Lumberjack Bats Musketeer
Musketeer Wizard Bats Lumberjack Electro Dragon
Electro Dragon Musketeer Lumberjack Bats Dark Prince
Dark Prince Wizard Electro Dragon Bats Musketeer Lumberjack
Musketeer Goblin Hut Lumberjack Wizard Dark Prince
Lumberjack Dark Prince
Wizard Electro Dragon Dark Prince Lumberjack Musketeer
Electro Dragon Musketeer Bats Wizard
Dark Prince Wizard Lumberjack Musketeer
Dark Prince Lumberjack Musketeer
Electro Dragon Dark Prince Goblin Hut Wizard Musketeer Lumberjack
Lumberjack Bats Wizard
Electro Dragon Lumberjack Dark Prince
Goblin Hut Musketeer Electro Dragon Bats Wizard
Dark Prince Wizard Lumberjack Bats

Counters to rest of the cards

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

Wizard Electro Dragon Dark Prince Bats Musketeer
Wizard Bats
Wizard Bats Electro Dragon Musketeer Dark Prince Lumberjack
Wizard Dark Prince Lumberjack Electro Dragon Musketeer
Musketeer Wizard Bats Electro Dragon
Wizard Musketeer Electro Dragon
Electro Dragon Musketeer Dark Prince Wizard Lumberjack
Lumberjack Musketeer Bats Dark Prince
Musketeer Wizard Electro Dragon
Bats Electro Dragon
Musketeer
Musketeer
Dark Prince Lumberjack Musketeer
Goblin Hut Musketeer
Goblin Hut Musketeer Bats Electro Dragon
Lumberjack Musketeer Bats Dark Prince
Musketeer

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