Deck 3.8


Deck rating Rating

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

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 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 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!

Similar decks Similar

Advanced stuff

Defensive cards Defense

Anti-air

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

Bats Goblin Gang 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.

Bats Lumberjack Electro Wizard Mega Knight

Offensive cards Attack

Win conditions

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

Balloon Mega Knight

Damage spells

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

Zap Arrows

Punishments

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

Goblin Gang Balloon Lumberjack Mega Knight

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.

Goblin Gang Balloon Lumberjack Mega Knight

Tornado King activation – careful!

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

Balloon 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 Bats Balloon
Giant Snowball Bats Goblin Gang
Zap Bats Goblin Gang Balloon
Barbarian Barrel Goblin Gang
The Log Goblin Gang
Earthquake Goblin Gang
Arrows Bats Goblin Gang
Royal Delivery Bats Goblin Gang
Fireball Goblin Gang Balloon Lumberjack Electro Wizard
Poison Bats Goblin Gang Electro Wizard
Lightning Balloon Lumberjack Electro Wizard
Rocket Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Mega Knight

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.

Bats Arrows

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.

Goblin Gang 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.

Mediocre

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Zap Bats Arrows Goblin Gang Lumberjack Electro Wizard Balloon Mega Knight

Shortest cycle

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

10 Zap Bats Arrows Goblin Gang

Synergies   4 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 + Electro Wizard Balloon Mega Knight
Bats + Mega Knight
Arrows + Balloon Mega Knight
Goblin Gang +
+ Lumberjack Arrows Zap
+ Balloon
+ Zap Mega Knight
+ Zap Bats Arrows Electro Wizard

Counters   44 82

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.

Electro Wizard Zap Goblin Gang Arrows Bats
Zap Arrows Goblin Gang Electro Wizard Mega Knight Lumberjack
Arrows Electro Wizard
Balloon Electro Wizard Mega Knight Bats Goblin Gang Lumberjack
Mega Knight Electro Wizard
Arrows Goblin Gang Electro Wizard Zap
Mega Knight Electro Wizard Lumberjack Goblin Gang Arrows
Bats Electro Wizard Lumberjack Goblin Gang
Mega Knight Goblin Gang Electro Wizard
Mega Knight
Goblin Gang Bats Electro Wizard Zap
Arrows Goblin Gang Electro Wizard Mega Knight Zap
Lumberjack Goblin Gang Mega Knight
Goblin Gang Mega Knight Lumberjack Electro Wizard Bats
Mega Knight Lumberjack Bats Goblin Gang Electro Wizard
Electro Wizard Bats Lumberjack Goblin Gang Mega Knight
Bats Electro Wizard Goblin Gang Mega Knight
Mega Knight Electro Wizard Goblin Gang Lumberjack Zap
Electro Wizard Balloon
Bats Electro Wizard Goblin Gang
Mega Knight Zap Goblin Gang Arrows Electro Wizard
Lumberjack Bats
Bats Electro Wizard Lumberjack
Balloon Electro Wizard
Electro Wizard Goblin Gang Lumberjack Mega Knight
Mega Knight Electro Wizard Goblin Gang
Balloon Electro Wizard
Mega Knight
Arrows Mega Knight Lumberjack Goblin Gang Zap Electro Wizard
Arrows Mega Knight Zap Electro Wizard Bats
Arrows Goblin Gang Mega Knight Electro Wizard Lumberjack Zap Bats
Arrows Electro Wizard Goblin Gang Bats Mega Knight Lumberjack
Zap Arrows Electro Wizard
Electro Wizard Goblin Gang
Mega Knight
Electro Wizard Zap Mega Knight Lumberjack
Zap Mega Knight Goblin Gang Electro Wizard
Electro Wizard Arrows Lumberjack Mega Knight
Electro Wizard Zap Bats
Mega Knight Goblin Gang Electro Wizard Bats
Goblin Gang Mega Knight Electro Wizard
Electro Wizard
Lumberjack Mega Knight Electro Wizard
Electro Wizard Mega Knight Goblin Gang
Electro Wizard Balloon Mega Knight
Lumberjack Mega Knight
Electro Wizard Goblin Gang Bats
Lumberjack Bats Electro Wizard
Electro Wizard Lumberjack Mega Knight Goblin Gang Bats
Electro Wizard Arrows Goblin Gang Mega Knight Bats Lumberjack
Electro Wizard Goblin Gang Mega Knight Zap Bats Lumberjack
Mega Knight Zap Goblin Gang Electro Wizard Bats Lumberjack
Lumberjack Electro Wizard Goblin Gang Mega Knight
Goblin Gang Lumberjack Zap Arrows Electro Wizard Mega Knight
Zap Goblin Gang Mega Knight Arrows Lumberjack Electro Wizard
Electro Wizard Zap Bats Goblin Gang
Electro Wizard Goblin Gang Lumberjack Mega Knight
Goblin Gang Mega Knight Electro Wizard Lumberjack
Electro Wizard Mega Knight Goblin Gang Lumberjack Zap
Electro Wizard Lumberjack Goblin Gang Zap Mega Knight Bats Arrows
Electro Wizard Zap Goblin Gang Mega Knight Lumberjack
Arrows Zap Bats Electro Wizard
Lumberjack Bats Goblin Gang Mega Knight

Counters to rest of the cards

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

Zap Mega Knight Electro Wizard Goblin Gang Bats Arrows
Electro Wizard Arrows Goblin Gang Mega Knight Bats
Mega Knight Zap Arrows Lumberjack Electro Wizard Bats Goblin Gang
Arrows Mega Knight Zap Electro Wizard Lumberjack Goblin Gang
Zap Electro Wizard Arrows Goblin Gang Bats
Zap Arrows Electro Wizard
Arrows Mega Knight Goblin Gang Electro Wizard Lumberjack
Goblin Gang Lumberjack Mega Knight Bats Electro Wizard
Arrows Goblin Gang Electro Wizard
Mega Knight Electro Wizard Bats
Balloon
Arrows Electro Wizard
Electro Wizard
Arrows
Mega Knight Electro Wizard Goblin Gang Lumberjack
Electro Wizard Zap Balloon
Balloon
Zap Electro Wizard Bats Goblin Gang
Electro Wizard Goblin Gang Lumberjack Mega Knight Bats
Zap
Electro Wizard Goblin Gang Mega Knight