Deck rating Rating

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

2 problems 3 warnings 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.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower 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 spells that can finish it off. 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Wizard Baby Dragon Witch Princess Magic Archer

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.

Wizard Baby Dragon Witch Giant Skeleton Princess Bandit Magic Archer

Offensive cards Attack

Win conditions

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

Missing

Damage spells

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

Missing

Punishments

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

Princess Bandit

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.

Baby Dragon Giant Skeleton Princess Bandit Magic Archer

Tornado King activation – careful!

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

Giant Skeleton Bandit Magic Archer

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 Clone Giant Skeleton Bandit
Giant Snowball Clone Baby Dragon Witch Princess
Zap Clone Witch Princess Bandit
Barbarian Barrel Wizard Clone Witch Giant Skeleton Princess Bandit Magic Archer
The Log Clone Witch Giant Skeleton Princess Bandit
Earthquake Clone Witch
Arrows Clone Witch Princess
Royal Delivery Wizard Clone Baby Dragon Witch Giant Skeleton Princess Bandit Magic Archer
Fireball Wizard Clone Baby Dragon Witch Princess Bandit Magic Archer
Poison Wizard Clone Witch Princess Magic Archer
Lightning Wizard Baby Dragon Witch Bandit Magic Archer
Rocket Wizard Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch Princess Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Princess Magic Archer

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.

Clone Baby Dragon Giant Skeleton Princess

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.

Princess

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

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.

Clone Princess Bandit Baby Dragon Magic Archer Wizard Witch Giant Skeleton

Shortest cycle

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

13 Clone Princess Bandit Baby Dragon

Synergies   3 8

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.

Wizard + Giant Skeleton Bandit
Clone + Witch Giant Skeleton Baby Dragon Princess
Baby Dragon + Clone Witch
Witch + Clone Baby Dragon
+ Clone Wizard Magic Archer
+ Clone Bandit
+ Wizard Princess
+ Giant Skeleton

Counters   27 83

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.

Bandit Baby Dragon Princess
Witch Bandit
Bandit Princess Baby Dragon Giant Skeleton
Bandit Witch
Princess Wizard Baby Dragon
Witch
Princess Witch Magic Archer
Baby Dragon Wizard Witch
Princess Wizard Baby Dragon Magic Archer Witch
Wizard Princess Baby Dragon
Baby Dragon Princess Wizard Witch
Witch Wizard Princess Bandit
Giant Skeleton Witch Bandit
Princess Magic Archer Giant Skeleton Witch Wizard Baby Dragon Bandit
Witch Giant Skeleton Bandit

Counters to rest of the cards

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

Princess Magic Archer Wizard Witch Baby Dragon
Wizard Bandit Witch Magic Archer Princess Baby Dragon
Baby Dragon Princess Wizard Magic Archer Bandit Witch
Princess Baby Dragon Wizard Witch Bandit Magic Archer
Bandit Princess Wizard Witch Giant Skeleton Magic Archer Baby Dragon
Wizard Baby Dragon Princess Witch Magic Archer
Baby Dragon Princess Bandit Witch