Deck 3.7


Deck rating Rating

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

1 problems 6 warnings Why?

Deck tips Basics

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

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 ground units!

You don't have any ground unit. You need those to stop or distract certain ground units. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Missing

Offensive cards Attack

Win conditions

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

Rocket

Damage spells

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

Zap Arrows Rocket Freeze Lightning The Log

Pump responses

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

Rocket Lightning

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
Giant Snowball
Zap Inferno Tower
Barbarian Barrel Inferno Tower
The Log
Earthquake Inferno Tower
Arrows
Royal Delivery
Fireball Inferno Tower
Poison Inferno Tower
Lightning Inferno Tower
Rocket Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Rocket Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Rocket Freeze The Log

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.

Arrows Inferno Tower Rocket Freeze

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.

Mirror Zap The Log Arrows Freeze Inferno Tower Rocket Lightning

Shortest cycle

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

7 Mirror Zap The Log Arrows

Synergies   0 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.

Zap + Inferno Tower Lightning The Log
Arrows + Inferno Tower Lightning The Log
Inferno Tower + Zap The Log Arrows
Rocket +
+ The Log
+
+ Arrows The Log Zap
+ Inferno Tower Mirror Lightning Zap Arrows

Counters   55 69

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.

The Log
Arrows Inferno Tower The Log Zap Rocket Lightning
The Log Arrows Zap
Arrows The Log
Inferno Tower Rocket Lightning
Arrows Lightning
The Log Rocket
Arrows Zap Rocket
Rocket The Log Lightning Arrows
Inferno Tower The Log
Rocket Lightning Freeze The Log Inferno Tower
The Log
Lightning Zap
The Log Arrows Zap
Inferno Tower
Lightning The Log Rocket
Inferno Tower Rocket Freeze The Log
Inferno Tower
Inferno Tower Lightning Zap The Log
Lightning Rocket The Log
Rocket Lightning
Lightning Rocket
Zap Lightning Arrows The Log
Inferno Tower
Rocket Lightning
Inferno Tower
Lightning The Log Rocket
Lightning Zap Freeze
Lightning Inferno Tower The Log Rocket
Inferno Tower The Log
Lightning Rocket
Rocket Lightning The Log
Rocket Lightning
Arrows The Log Inferno Tower Zap
Zap The Log Arrows
The Log Arrows Zap Freeze Lightning
Arrows The Log
Arrows Zap Freeze The Log
Lightning Inferno Tower
Lightning Rocket
Inferno Tower The Log Zap
Zap The Log Inferno Tower Rocket
Lightning Arrows Rocket The Log
Inferno Tower Rocket Zap Freeze Lightning
Inferno Tower Lightning Rocket
The Log Rocket Inferno Tower Lightning
Rocket Lightning
Rocket Inferno Tower
Inferno Tower
Lightning Rocket Inferno Tower
Inferno Tower
Inferno Tower The Log
Inferno Tower
The Log
The Log Arrows Lightning
Inferno Tower Zap
Lightning Zap Rocket
Inferno Tower
Lightning Arrows Zap The Log
Rocket Lightning Arrows Zap
Zap Lightning Rocket
Lightning Inferno Tower
Lightning The Log Rocket
Rocket Inferno Tower The Log Zap Lightning
The Log Arrows Zap
Lightning Zap Rocket Inferno Tower Freeze
Arrows Inferno Tower Zap
Inferno Tower

Counters to rest of the cards

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

Zap The Log Freeze Arrows
The Log Arrows
Arrows The Log Zap
The Log Zap Arrows
Arrows Zap Freeze
Zap The Log Arrows
Arrows The Log
Inferno Tower
Arrows
Lightning
Arrows The Log
The Log Zap Lightning
Lightning