Deck rating Rating

Defense Defensive potential Bad
Attack Offensive potential Good
Versatility Deck versatility Bad
Synergy Deck synergy Bad

2 warnings Why?

Deck tips Basics

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

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!
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.

Fire Spirits Heal Spirit 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.

Royal Giant Three Musketeers

Offensive cards Attack

Win conditions

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

Royal Giant Three Musketeers Graveyard

Damage spells

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

Giant Snowball

Punishments

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

Royal Giant Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Fire Spirits Royal Giant Heal Spirit

Tornado King activation – careful!

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

Graveyard

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 Royal Giant Three Musketeers Skeleton Army Guards Graveyard
Giant Snowball Fire Spirits Three Musketeers Skeleton Army Guards Graveyard
Zap Fire Spirits Royal Giant Three Musketeers Skeleton Army Guards Graveyard
Barbarian Barrel Fire Spirits Heal Spirit Three Musketeers Skeleton Army Guards Graveyard
The Log Fire Spirits Royal Giant Heal Spirit Three Musketeers Skeleton Army Guards Graveyard
Earthquake Skeleton Army Guards Graveyard
Arrows Fire Spirits Heal Spirit Skeleton Army Guards Graveyard
Royal Delivery Fire Spirits Heal Spirit Three Musketeers Skeleton Army Guards Graveyard
Fireball Three Musketeers Skeleton Army
Poison Three Musketeers Skeleton Army Guards Graveyard
Lightning Three Musketeers
Rocket Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirits Giant Snowball Heal Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirits Giant Snowball Heal Spirit

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.

Fire Spirits Heal Spirit Skeleton Army Guards

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.

Royal Giant Skeleton Army Graveyard

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.

Fire Spirits Heal Spirit 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.

Good

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Heal Spirit Fire Spirits Giant Snowball Skeleton Army Guards Graveyard Royal Giant Three Musketeers

Shortest cycle

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

8 Heal Spirit Fire Spirits Giant Snowball Skeleton Army

Synergies   2 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.

Fire Spirits + Royal Giant Three Musketeers
Giant Snowball +
Royal Giant + Fire Spirits Heal Spirit
Heal Spirit + Royal Giant Three Musketeers
+ Fire Spirits Skeleton Army Guards Heal Spirit
+ Three Musketeers
+ Three Musketeers
+

Counters   45 68

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.

Giant Snowball
Three Musketeers Fire Spirits Skeleton Army Guards Giant Snowball
Skeleton Army Giant Snowball Guards Fire Spirits
Royal Giant Guards Skeleton Army
Fire Spirits Skeleton Army Giant Snowball
Fire Spirits Three Musketeers Giant Snowball
Guards Skeleton Army
Skeleton Army
Guards Skeleton Army Fire Spirits
Giant Snowball Skeleton Army Three Musketeers
Giant Snowball Fire Spirits Three Musketeers
Skeleton Army Fire Spirits
Skeleton Army
Skeleton Army Guards Fire Spirits
Skeleton Army Fire Spirits Guards
Skeleton Army Fire Spirits Guards
Guards
Skeleton Army Guards Three Musketeers Giant Snowball Fire Spirits
Royal Giant
Fire Spirits
Royal Giant
Fire Spirits Skeleton Army Guards Giant Snowball
Skeleton Army
Skeleton Army Guards Three Musketeers
Royal Giant
Graveyard Skeleton Army Fire Spirits Royal Giant Guards
Fire Spirits Guards Three Musketeers Skeleton Army Giant Snowball
Graveyard
Royal Giant Three Musketeers
Three Musketeers Guards Fire Spirits Skeleton Army
Skeleton Army Guards Fire Spirits Giant Snowball
Skeleton Army Giant Snowball Fire Spirits Guards
Skeleton Army Fire Spirits Guards Giant Snowball Three Musketeers
Fire Spirits Guards Giant Snowball Skeleton Army
Giant Snowball Three Musketeers Fire Spirits
Skeleton Army Guards
Skeleton Army Guards Fire Spirits
Fire Spirits Giant Snowball
Skeleton Army
Skeleton Army Guards
Three Musketeers
Skeleton Army
Skeleton Army Guards
Skeleton Army Royal Giant Three Musketeers
Skeleton Army Guards Graveyard Three Musketeers
Skeleton Army Three Musketeers
Fire Spirits Guards Skeleton Army
Giant Snowball Guards Fire Spirits
Skeleton Army Guards Fire Spirits
Guards Skeleton Army
Skeleton Army Guards
Fire Spirits Guards Giant Snowball Three Musketeers Skeleton Army
Giant Snowball Skeleton Army Fire Spirits
Skeleton Army Guards Fire Spirits
Skeleton Army Fire Spirits Guards
Skeleton Army Giant Snowball
Skeleton Army Guards Giant Snowball
Guards Skeleton Army Fire Spirits Graveyard
Three Musketeers
Guards

Counters to rest of the cards

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

Fire Spirits Giant Snowball Skeleton Army
Fire Spirits
Skeleton Army Fire Spirits Guards Giant Snowball
Fire Spirits Giant Snowball Guards
Giant Snowball Fire Spirits Three Musketeers
Giant Snowball Fire Spirits
Guards Giant Snowball Fire Spirits
Guards Skeleton Army Three Musketeers Fire Spirits
Fire Spirits Giant Snowball
Royal Giant Three Musketeers Skeleton Army
Skeleton Army Guards Royal Giant
Giant Snowball Fire Spirits
Royal Giant Fire Spirits
Fire Spirits