Defense Defensive potential | Bad |
Attack Offensive potential | Good |
Versatility Deck versatility | Bad |
Synergy Deck synergy | Mediocre |
Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.
PROBLEM |
No clear win condition!
In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these: |
Let's fix it! |
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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! |
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! |
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! |
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! |
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! |
Defensive buildings in your deck. Having one helps a lot in defense.
Missing
Cards that are good in taking enemy towers. Good to have at least one.
Missing
Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.
Cards that can be played as a response to opponent playing an Elixir collector.
Missing
Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.
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).
Spells and units that can counter air swarms.
Missing
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.
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.
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.
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.
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
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.
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.