Deck rating Rating

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

Why?

Missing cards in your collection

Ice Spirit Zap Bats Fire Spirits Giant Snowball Cannon Skeleton Barrel Goblin Gang Mortar Tesla Barbarians Minion Horde Rascals Royal Giant Elite Barbarians Royal Recruits Ice Golem Mega Minion Dart Goblin Earthquake Battle Ram Furnace Flying Machine Bomb Tower Zappies Goblin Cage Inferno Tower Wizard Royal Hogs Rocket Elixir Collector Barbarian Hut Three Musketeers Mirror Barbarian Barrel Rage Tornado Guards Clone Poison Dark Prince Freeze Balloon Bowler Cannon Cart Electro Dragon Executioner Lightning X-Bow Goblin Giant P.E.K.K.A Golem The Log Miner Princess Ice Wizard Bandit Fisherman Royal Ghost Magic Archer Night Witch Inferno Dragon Lumberjack Electro Wizard Ram Rider Graveyard Sparky Lava Hound Mega Knight

Deck tips Basics

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

Your deck is okay!

Advanced stuff

Defensive cards Defense

Anti-air

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

Minions Night Witch

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.

Night Witch Mega Knight

Offensive cards Attack

Win conditions

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

Hog Rider

Damage spells

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

Zap Fireball

Punishments

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

Hog Rider 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.

Hog Rider Mega Knight

Tornado King activation – careful!

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

Hog Rider

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 Minions Hog Rider Skeleton Army Night Witch
Giant Snowball Minions Hog Rider Skeleton Army Night Witch
Zap Minions Skeleton Army Night Witch
Barbarian Barrel Skeleton Army Night Witch
The Log Hog Rider Skeleton Army
Earthquake Hog Rider Skeleton Army
Arrows Minions Skeleton Army Night Witch
Royal Delivery Minions Hog Rider Skeleton Army Night Witch
Fireball Minions Hog Rider Skeleton Army Night Witch
Poison Minions Skeleton Army Night Witch
Lightning Night Witch
Rocket Hog Rider Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Rage Skeleton Army Night Witch Mega Knight

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.

Minions

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 Rage Minions Skeleton Army Fireball Hog Rider Night Witch Mega Knight

Shortest cycle

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

10 Zap Rage Minions Skeleton Army

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 + Fireball Hog Rider Mega Knight
Minions + Hog Rider Mega Knight
Fireball + Zap Hog Rider Mega Knight
Hog Rider + Zap Fireball Rage Minions Mega Knight
+ Hog Rider
+
+ Mega Knight
+ Hog Rider Zap Minions Fireball Night Witch

Counters   58 80

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.

Fireball Minions Mega Knight Night Witch
Skeleton Army Minions Mega Knight Night Witch
Minions Mega Knight Skeleton Army Night Witch Fireball
Skeleton Army Night Witch Mega Knight Minions
Minions Night Witch Mega Knight
Skeleton Army Night Witch Minions
Fireball Hog Rider
Mega Knight Fireball Skeleton Army Zap
Zap Mega Knight Minions Skeleton Army Fireball
Skeleton Army Mega Knight Fireball Zap Minions Night Witch
Night Witch Minions
Mega Knight Fireball
Skeleton Army Mega Knight Zap Minions
Night Witch Fireball Mega Knight
Skeleton Army Mega Knight

Counters to rest of the cards

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

Zap Mega Knight Skeleton Army Night Witch Fireball Minions
Skeleton Army Mega Knight Zap Minions Night Witch
Zap Mega Knight Night Witch
Fireball Mega Knight
Skeleton Army Minions Mega Knight Night Witch
Minions Fireball
Fireball Minions Zap