Deck 4.3


Deck rating Rating

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

2 warnings Why?

Missing cards in your collection

Firecracker Battle Healer Miner Princess Ice Wizard Royal Ghost Magic Archer Inferno Dragon Electro Wizard Graveyard Sparky Mega Knight

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 Wizard Witch Ice 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 Wizard Witch Ice 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.

Fireball

Punishments

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

Balloon Mega Knight

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.

Balloon Mega Knight

Tornado King activation – careful!

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

Balloon

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 Army Witch
Zap Bats Skeleton Army Witch
Tornado Bats Skeleton Army Balloon
The Log Skeleton Army Witch
Arrows Bats Skeleton Army Witch
Fireball Wizard Witch Balloon
Poison Bats Wizard Skeleton Army Witch
Lightning Wizard Witch Balloon
Rocket Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Ice Wizard Mega Knight

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 Skeleton Army Ice Wizard

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.

Skeleton Army

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.

Wizard Witch Ice 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.

RIP

Geek area

Deck cycle Cycle

Cards ordered by elixir

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

Bats Skeleton Army Ice Wizard Fireball Wizard Witch Balloon Mega Knight

Shortest cycle

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

12 Bats Skeleton Army Ice Wizard Fireball

Synergies   0 5

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 + Mega Knight
Fireball + Mega Knight
Wizard +
Skeleton Army +
+ Mega Knight
+
+ Mega Knight
+ Bats Fireball Ice Wizard Witch

Counters   59 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.

Ice Wizard Bats Fireball Witch Wizard Skeleton Army
Skeleton Army Wizard Mega Knight Ice Wizard Fireball Witch
Fireball
Wizard Balloon Fireball Ice Wizard Witch Skeleton Army Mega Knight Bats
Ice Wizard Mega Knight Wizard Fireball Skeleton Army
Wizard Fireball Ice Wizard Witch
Mega Knight Fireball Skeleton Army Wizard Witch
Skeleton Army Ice Wizard Wizard Bats Witch
Mega Knight Skeleton Army Witch Wizard Ice Wizard
Mega Knight Witch Skeleton Army Wizard
Wizard Bats Fireball Witch Ice Wizard
Skeleton Army Wizard Witch Mega Knight Ice Wizard Fireball
Skeleton Army Wizard Witch Mega Knight
Skeleton Army Witch Bats Mega Knight Ice Wizard
Bats Fireball Mega Knight Skeleton Army
Skeleton Army Witch Bats Mega Knight Ice Wizard
Bats Mega Knight Wizard Ice Wizard
Skeleton Army Mega Knight Witch Fireball Wizard Ice Wizard
Fireball Ice Wizard Witch Wizard Balloon
Fireball Wizard Bats Ice Wizard Witch
Mega Knight Fireball Witch Wizard Skeleton Army Ice Wizard
Bats Skeleton Army
Fireball Witch
Skeleton Army Bats Witch Ice Wizard
Ice Wizard Fireball Witch Balloon
Wizard Ice Wizard Fireball Mega Knight
Fireball Mega Knight Wizard Skeleton Army
Fireball
Balloon Fireball Ice Wizard Witch
Fireball Wizard Mega Knight Skeleton Army
Fireball Mega Knight Wizard Skeleton Army Ice Wizard Witch
Ice Wizard Mega Knight Skeleton Army Wizard Witch Bats Fireball
Mega Knight Fireball Skeleton Army Bats Wizard
Wizard Ice Wizard Mega Knight Skeleton Army Bats Witch
Fireball Ice Wizard Wizard
Ice Wizard Witch Wizard
Wizard Mega Knight Witch Fireball
Skeleton Army Ice Wizard Mega Knight Witch
Skeleton Army Witch Ice Wizard Mega Knight
Ice Wizard Witch Wizard Fireball Mega Knight
Wizard Bats Fireball Ice Wizard Witch
Skeleton Army Bats Ice Wizard Mega Knight
Mega Knight Skeleton Army
Wizard Fireball Ice Wizard
Skeleton Army Ice Wizard Mega Knight
Skeleton Army Mega Knight Witch Ice Wizard
Skeleton Army Balloon Wizard Mega Knight
Witch Mega Knight
Skeleton Army Bats Witch Ice Wizard
Skeleton Army Witch Bats
Skeleton Army Bats Mega Knight Witch Ice Wizard
Fireball Wizard Ice Wizard Mega Knight Bats
Skeleton Army Bats Witch Ice Wizard Mega Knight
Mega Knight Skeleton Army Wizard Witch Bats
Ice Wizard Mega Knight Skeleton Army Witch Wizard
Fireball Mega Knight
Ice Wizard Skeleton Army Witch Wizard Mega Knight Fireball
Bats Skeleton Army Wizard Ice Wizard Fireball Witch
Skeleton Army Witch Wizard Fireball Mega Knight Ice Wizard
Skeleton Army Mega Knight Fireball
Skeleton Army Ice Wizard Mega Knight Wizard
Ice Wizard Skeleton Army Mega Knight Wizard Bats Witch
Mega Knight Witch Ice Wizard Skeleton Army
Ice Wizard Witch Bats Fireball Wizard
Wizard Mega Knight Bats Witch

Counters to rest of the cards

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

Witch Ice Wizard Wizard Mega Knight Bats Fireball Skeleton Army
Wizard Mega Knight Witch Bats
Mega Knight Wizard Skeleton Army Bats Ice Wizard Witch
Wizard Mega Knight Ice Wizard Witch
Ice Wizard Fireball Witch Wizard Bats
Wizard Ice Wizard Witch
Fireball Mega Knight Wizard Ice Wizard Witch
Skeleton Army Mega Knight Witch Bats Ice Wizard
Wizard Ice Wizard Witch Fireball
Mega Knight Fireball Bats
Fireball Skeleton Army Balloon
Skeleton Army
Witch Mega Knight
Fireball Balloon Witch
Balloon
Skeleton Army Witch Bats Ice Wizard Fireball
Bats Mega Knight
Fireball
Witch Fireball Mega Knight Ice Wizard

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