Deck rating Rating

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

5 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough anti-air units!

You need more than one anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
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!

Advanced stuff

Defensive cards Defense

Anti-air

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

Electro 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.

Giant Skeleton Bandit Lumberjack Electro Wizard

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 Bandit 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 Giant Skeleton Bandit Lumberjack

Tornado King activation – careful!

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

Hog Rider Giant Skeleton Bandit Lumberjack Electro Wizard

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 Hog Rider Clone Giant Skeleton Bandit
Giant Snowball Hog Rider Clone Lumberjack
Zap Clone Bandit
Barbarian Barrel Clone Giant Skeleton Bandit Lumberjack Electro Wizard
The Log Hog Rider Clone Giant Skeleton Bandit Lumberjack
Earthquake Hog Rider Clone
Arrows Clone
Royal Delivery Hog Rider Clone Giant Skeleton Bandit Lumberjack Electro Wizard
Fireball Hog Rider Clone Bandit Lumberjack Electro Wizard
Poison Clone Electro Wizard
Lightning Bandit Lumberjack Electro Wizard
Rocket Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Rage Clone Giant Skeleton

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.

Electro 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.

RIP

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Mirror Rage Clone Bandit Hog Rider Lumberjack Electro Wizard Giant Skeleton

Shortest cycle

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

8 Mirror Rage Clone Bandit

Synergies   4 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.

Hog Rider + Rage Bandit Lumberjack Electro Wizard
Mirror +
Rage + Hog Rider Giant Skeleton Lumberjack
Clone + Giant Skeleton Lumberjack
+ Clone Rage
+ Hog Rider Lumberjack Electro Wizard
+ Clone Hog Rider Rage Bandit
+ Hog Rider Bandit

Counters   23 75

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.

Bandit Electro Wizard
Electro Wizard
Electro Wizard Giant Skeleton Lumberjack
Electro Wizard Bandit
Hog Rider Lumberjack Electro Wizard Giant Skeleton
Electro Wizard
Giant Skeleton Electro Wizard
Electro Wizard
Electro Wizard Giant Skeleton Lumberjack
Lumberjack Electro Wizard
Electro Wizard Giant Skeleton
Giant Skeleton
Electro Wizard
Electro Wizard Bandit
Lumberjack
Electro Wizard Bandit Lumberjack
Bandit Lumberjack Giant Skeleton Electro Wizard
Lumberjack Electro Wizard Bandit
Electro Wizard
Lumberjack Electro Wizard Giant Skeleton Bandit
Electro Wizard Bandit Hog Rider
Electro Wizard
Bandit
Electro Wizard Giant Skeleton
Lumberjack
Lumberjack Electro Wizard
Hog Rider Electro Wizard
Electro Wizard Giant Skeleton Clone
Bandit Electro Wizard Giant Skeleton Lumberjack
Electro Wizard
Electro Wizard
Giant Skeleton
Lumberjack Electro Wizard
Electro Wizard
Electro Wizard Lumberjack
Electro Wizard Lumberjack
Electro Wizard
Electro Wizard
Bandit
Bandit Electro Wizard Lumberjack
Giant Skeleton Electro Wizard Bandit
Electro Wizard Lumberjack Giant Skeleton Bandit
Electro Wizard
Giant Skeleton Bandit Electro Wizard
Bandit Giant Skeleton Electro Wizard
Electro Wizard
Electro Wizard Lumberjack Bandit Giant Skeleton
Giant Skeleton Bandit Electro Wizard
Giant Skeleton Hog Rider Electro Wizard
Lumberjack Giant Skeleton
Electro Wizard
Electro Wizard Lumberjack
Lumberjack Electro Wizard Bandit
Bandit Electro Wizard Lumberjack
Electro Wizard Giant Skeleton Bandit Lumberjack
Electro Wizard Bandit Lumberjack
Giant Skeleton Lumberjack Bandit Electro Wizard
Lumberjack Giant Skeleton Electro Wizard
Bandit Electro Wizard Lumberjack
Electro Wizard
Lumberjack Electro Wizard Bandit
Bandit Electro Wizard Lumberjack
Electro Wizard Lumberjack
Lumberjack Electro Wizard
Electro Wizard Lumberjack Giant Skeleton
Electro Wizard
Lumberjack Bandit Giant Skeleton

Counters to rest of the cards

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

Electro Wizard
Electro Wizard Bandit
Electro Wizard Lumberjack Bandit
Electro Wizard Bandit Lumberjack
Electro Wizard
Electro Wizard
Electro Wizard Lumberjack Bandit
Lumberjack Bandit Giant Skeleton Electro Wizard
Electro Wizard
Clone
Clone Electro Wizard
Bandit Electro Wizard Lumberjack
Electro Wizard Bandit
Rage Bandit Electro Wizard