Deck rating Rating

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

1 problems 5 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!
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.

Wizard Baby Dragon Witch

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.

Valkyrie Wizard Baby Dragon Dark Prince Witch Mega Knight

Offensive cards Attack

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Dark Prince Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Valkyrie Baby Dragon Dark Prince Mega Knight

Tornado King activation – careful!

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

Valkyrie Goblin Barrel Dark Prince

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 Skeleton Army Goblin Barrel Dark Prince
Giant Snowball Skeleton Army Goblin Barrel Baby Dragon Witch
Zap Skeleton Army Goblin Barrel Dark Prince Witch
Barbarian Barrel Valkyrie Wizard Skeleton Army Goblin Barrel Dark Prince Witch
The Log Skeleton Army Goblin Barrel Dark Prince Witch
Earthquake Skeleton Army Goblin Barrel Witch
Arrows Skeleton Army Goblin Barrel Witch
Royal Delivery Valkyrie Wizard Skeleton Army Goblin Barrel Baby Dragon Dark Prince Witch
Fireball Wizard Skeleton Army Goblin Barrel Baby Dragon Witch
Poison Wizard Skeleton Army Witch
Lightning Valkyrie Wizard Baby Dragon Dark Prince Witch
Rocket Valkyrie Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard Baby Dragon Dark Prince 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.

Valkyrie Skeleton Army Baby Dragon Dark Prince 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 Witch

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.

Skeleton Army Goblin Barrel Valkyrie Baby Dragon Dark Prince Wizard Witch Mega Knight

Shortest cycle

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

14 Skeleton Army Goblin Barrel Valkyrie Baby Dragon

Synergies   0 7

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.

Valkyrie + Wizard Witch
Wizard + Valkyrie
Skeleton Army + Goblin Barrel
Goblin Barrel + Skeleton Army Mega Knight
+ Witch Mega Knight
+
+ Valkyrie Baby Dragon Mega Knight
+ Witch Goblin Barrel Baby Dragon

Counters   50 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 Baby Dragon Valkyrie
Valkyrie Wizard Witch Skeleton Army Baby Dragon
Mega Knight Wizard Skeleton Army Valkyrie Dark Prince Baby Dragon Witch
Baby Dragon
Wizard Baby Dragon Skeleton Army Valkyrie Mega Knight Goblin Barrel Witch
Wizard Baby Dragon
Mega Knight Baby Dragon Wizard Skeleton Army Valkyrie
Wizard Baby Dragon Witch
Mega Knight Valkyrie Wizard Dark Prince Skeleton Army Witch Baby Dragon
Skeleton Army Wizard Witch
Valkyrie Skeleton Army Mega Knight Witch Wizard Dark Prince
Mega Knight Baby Dragon Dark Prince Valkyrie Wizard Skeleton Army Witch
Wizard Witch Baby Dragon
Mega Knight Witch Valkyrie Skeleton Army Wizard Baby Dragon
Wizard Mega Knight Witch Dark Prince Valkyrie Skeleton Army
Skeleton Army Dark Prince Mega Knight Valkyrie Witch
Valkyrie Baby Dragon Dark Prince Mega Knight Skeleton Army
Skeleton Army Dark Prince Witch Mega Knight
Mega Knight Baby Dragon Valkyrie Wizard
Mega Knight Skeleton Army Witch Dark Prince Wizard Valkyrie
Witch Baby Dragon Wizard Goblin Barrel
Wizard Witch Baby Dragon
Dark Prince Baby Dragon
Mega Knight Valkyrie Skeleton Army Wizard Witch Baby Dragon
Skeleton Army
Witch
Skeleton Army Valkyrie Witch
Goblin Barrel Witch
Skeleton Army Witch
Dark Prince Baby Dragon Wizard Valkyrie Mega Knight
Wizard Mega Knight Valkyrie Baby Dragon Dark Prince Skeleton Army
Goblin Barrel
Valkyrie Baby Dragon Witch
Wizard Mega Knight Valkyrie Skeleton Army
Mega Knight Baby Dragon Skeleton Army Dark Prince Valkyrie Wizard Witch
Mega Knight Wizard Skeleton Army Valkyrie Baby Dragon Witch
Skeleton Army Mega Knight Baby Dragon Wizard Valkyrie
Valkyrie Baby Dragon Wizard Mega Knight Witch Skeleton Army
Baby Dragon Wizard
Baby Dragon Wizard Witch
Valkyrie Wizard Witch Mega Knight
Skeleton Army Valkyrie Mega Knight Witch Dark Prince
Valkyrie Skeleton Army Dark Prince Mega Knight Witch
Valkyrie Mega Knight Wizard Witch Dark Prince Baby Dragon
Wizard Witch
Skeleton Army Dark Prince Baby Dragon Mega Knight
Skeleton Army Mega Knight Dark Prince Valkyrie
Wizard Baby Dragon
Valkyrie Skeleton Army Dark Prince Mega Knight
Skeleton Army Witch Dark Prince Valkyrie Mega Knight
Skeleton Army Valkyrie Dark Prince Mega Knight Goblin Barrel Wizard
Mega Knight Witch Valkyrie
Skeleton Army Witch
Skeleton Army Witch
Skeleton Army Valkyrie Mega Knight Witch
Goblin Barrel Wizard Mega Knight Valkyrie Baby Dragon
Skeleton Army Witch Mega Knight Valkyrie Dark Prince
Mega Knight Wizard Baby Dragon Valkyrie Dark Prince Skeleton Army Witch
Dark Prince Valkyrie Witch Skeleton Army Mega Knight Wizard
Valkyrie Dark Prince Mega Knight Baby Dragon
Wizard Dark Prince Baby Dragon Skeleton Army Mega Knight Valkyrie Witch
Wizard Skeleton Army Baby Dragon Witch
Valkyrie Skeleton Army Dark Prince Mega Knight Witch Wizard
Valkyrie Skeleton Army Mega Knight Dark Prince Baby Dragon
Skeleton Army Wizard Dark Prince Mega Knight
Skeleton Army Valkyrie Witch Baby Dragon Wizard Mega Knight
Baby Dragon Dark Prince Valkyrie Skeleton Army Mega Knight Witch
Wizard Baby Dragon Witch
Witch Wizard Dark Prince Valkyrie Mega Knight

Counters to rest of the cards

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

Baby Dragon Valkyrie Witch Wizard Mega Knight Skeleton Army Dark Prince
Wizard Witch Baby Dragon Mega Knight
Mega Knight Skeleton Army Wizard Witch Valkyrie Baby Dragon Dark Prince
Wizard Baby Dragon Mega Knight Dark Prince Valkyrie Witch
Baby Dragon Wizard Witch
Witch Baby Dragon Wizard Valkyrie
Mega Knight Valkyrie Witch Wizard Baby Dragon Dark Prince
Dark Prince Skeleton Army Valkyrie Wizard Baby Dragon Witch Mega Knight
Wizard Baby Dragon Witch
Baby Dragon Skeleton Army
Skeleton Army Valkyrie
Wizard
Mega Knight Witch Dark Prince
Witch Baby Dragon
Witch Valkyrie Mega Knight