Deck 3.6


Deck rating Rating

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

Why?

Deck tips Basics

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

Info No buildings.

If you don't have any buildings, it makes it harder to defend against certain units. Especially these:

It is okay to have a deck without buildings and it can totally work. But having one is always safer. 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.

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.

Offensive cards Attack

Win conditions

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

Damage spells

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

Punishments

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

Pump responses

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

Dropped at the bridge

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

Tornado King activation – careful!

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

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).

Against air swarms

Spells and units that can counter air swarms.

Against ground swarms

Spells and units that can counter ground swarms.

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.

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.

Shortest cycle

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

13

Synergies   4 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.

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Counters   56 76

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.

Counters to rest of the cards

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

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