Deck 3.9


Deck rating Rating

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

2 warnings Why?

Missing cards in your collection

Miner Ice Wizard Fisherman

Deck tips Basics

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

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 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.

Bats Ice Golem Three Musketeers

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.

Bats Knight Bomber Skeleton Barrel Ice Golem Three Musketeers Prince

Offensive cards Attack

Win conditions

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

Three Musketeers

Damage spells

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

Fireball

Punishments

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

Prince

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Skeleton Barrel Prince

Tornado King activation – careful!

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

Knight Ice Golem

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 Skeleton Barrel
Zap Bats Skeleton Barrel Three Musketeers Prince
Tornado Bats Skeleton Barrel Three Musketeers Prince
The Log Bomber Skeleton Barrel Three Musketeers Prince
Arrows Bats Skeleton Barrel
Fireball Bomber Three Musketeers
Poison Bats Bomber Skeleton Barrel Three Musketeers
Lightning Three Musketeers Prince
Rocket Three Musketeers Prince

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Ice Golem Fireball

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.

Bats Knight Ice Golem 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.

Ice Golem Three Musketeers

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.

Godly!

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Bats Ice Golem Knight Bomber Skeleton Barrel Fireball Prince Three Musketeers

Shortest cycle

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

10 Bats Ice Golem Knight Bomber

Synergies   5 6

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 + Skeleton Barrel Ice Golem Knight Prince
Knight + Three Musketeers Bomber Bats Skeleton Barrel
Bomber + Ice Golem Knight
Skeleton Barrel + Bats Ice Golem Knight
+ Three Musketeers Bomber Bats Skeleton Barrel
+
+ Knight Ice Golem
+ Bats

Counters   48 81

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.

Ice Golem Fireball Three Musketeers Knight Bats
Skeleton Barrel Knight Ice Golem Fireball
Fireball
Ice Golem Knight Prince Bats Fireball Bomber
Bomber Ice Golem Fireball Knight
Fireball Three Musketeers Ice Golem
Bomber Ice Golem Prince Fireball Knight
Knight Bats Prince
Knight Ice Golem Bomber Prince
Three Musketeers
Three Musketeers Fireball Bats Ice Golem
Fireball Ice Golem Knight
Prince Bomber
Bats Bomber Knight Prince Ice Golem
Knight Ice Golem Bats Prince Fireball
Bats Bomber Knight Prince
Knight Ice Golem Bats Bomber
Fireball Prince Three Musketeers Bomber Knight
Ice Golem Knight Skeleton Barrel Fireball Bomber
Fireball Bats
Fireball
Bats Prince
Fireball
Prince Bats Three Musketeers Knight
Fireball Ice Golem Knight
Knight Prince Fireball Ice Golem
Fireball Bomber Three Musketeers
Fireball
Bomber Fireball Three Musketeers
Fireball Three Musketeers Ice Golem
Fireball Prince Bomber
Ice Golem Bomber Bats Fireball
Fireball Bats Bomber Three Musketeers
Bomber Bats Knight Ice Golem
Fireball Ice Golem Three Musketeers
Ice Golem
Fireball Knight
Knight Ice Golem Prince
Ice Golem Prince Knight
Knight Ice Golem Bomber Fireball
Fireball Bats
Prince Bats Knight Ice Golem
Ice Golem Knight Prince
Three Musketeers Fireball
Knight Prince Ice Golem
Ice Golem Knight Prince
Three Musketeers Knight Ice Golem Prince
Prince Knight
Ice Golem Three Musketeers Bats Knight
Bats Prince Knight Three Musketeers
Ice Golem Knight Prince Bomber Bats
Fireball Bats Ice Golem Knight Bomber
Knight Ice Golem Prince Bats
Knight Prince Bats
Ice Golem Prince Knight
Fireball Knight Prince Ice Golem
Ice Golem Bomber Three Musketeers Knight Fireball
Ice Golem Fireball Skeleton Barrel Bats
Knight Fireball Prince Ice Golem Bomber
Knight Fireball Prince Ice Golem
Prince
Ice Golem Bats Knight
Knight Prince Ice Golem
Fireball Bats Ice Golem Three Musketeers
Prince Knight Ice Golem Bats

Counters to rest of the cards

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

Bomber Bats Fireball Knight Ice Golem
Bomber Knight Ice Golem Bats
Knight Ice Golem Bats Bomber
Ice Golem Bomber Knight Skeleton Barrel
Ice Golem Three Musketeers Bats Skeleton Barrel Fireball
Ice Golem Knight Skeleton Barrel Bomber
Fireball Knight Bomber Ice Golem
Knight Ice Golem Three Musketeers Prince Bats Bomber
Ice Golem Fireball
Fireball Prince Bomber Ice Golem Knight Bats
Fireball Skeleton Barrel Three Musketeers Ice Golem
Prince Knight Ice Golem
Bomber Prince Knight
Fireball Bomber Ice Golem
Skeleton Barrel Fireball Bats Ice Golem
Bats Prince Knight Ice Golem
Fireball
Knight Ice Golem
Prince Bomber Knight Fireball

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