Deck rating Rating

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

1 warnings Why?

Missing cards in your collection

Tesla Elite Barbarians Zappies Goblin Cage Royal Hogs Mirror Rage Clone Cannon Cart Electro Dragon Executioner Goblin Giant Miner Ice Wizard Bandit Royal Ghost Magic Archer Electro Wizard Ram Rider 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.

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!

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 Minions Mega Minion

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 Mega Minion Balloon Lava Hound

Offensive cards Attack

Win conditions

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

Balloon Lava Hound

Damage spells

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

Zap Arrows Rocket

Punishments

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

Balloon

Pump responses

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

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Balloon Lava Hound

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).

Tornado Bats Minions Balloon Lava Hound
Giant Snowball Bats Minions Mega Minion Balloon Lava Hound
Zap Bats Minions Balloon Lava Hound
Barbarian Barrel
The Log
Earthquake
Arrows Bats Minions Lava Hound
Royal Delivery Bats Minions Mega Minion Balloon Lava Hound
Fireball Minions Mega Minion Balloon Lava Hound
Poison Bats Minions Mega Minion Balloon Lava Hound
Lightning Mega Minion Balloon
Rocket Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Rocket

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 Mega Minion Rocket

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 Lava Hound

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.

Great!

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 Minions Mega Minion Balloon Rocket Lava Hound

Shortest cycle

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

10 Zap Bats Arrows Minions

Synergies   6 7

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 + Mega Minion Balloon Lava Hound
Bats + Lava Hound Minions Mega Minion
Arrows + Balloon Lava Hound
Minions + Balloon Lava Hound Mega Minion Bats
+ Zap Balloon Lava Hound Minions Bats
+
+ Mega Minion Minions Lava Hound Arrows Zap
+ Mega Minion Minions Balloon Bats Arrows Zap

Counters   49 72

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.

Minions Mega Minion Bats
Mega Minion Minions Bats Zap Arrows Rocket
Zap Arrows
Mega Minion Balloon Rocket Bats Minions
Mega Minion Rocket Minions
Arrows Minions Mega Minion Zap Rocket
Mega Minion Rocket Arrows
Mega Minion Minions Bats
Mega Minion Bats Zap Minions
Arrows Mega Minion Zap
Mega Minion Minions Bats
Rocket Bats Mega Minion Minions
Rocket Bats Minions Mega Minion
Minions Mega Minion Bats
Zap Minions Mega Minion
Rocket Balloon
Minions Mega Minion Bats Rocket
Mega Minion Minions Bats
Balloon Rocket Mega Minion
Minions Zap Mega Minion Bats
Mega Minion Rocket
Mega Minion
Rocket
Balloon Mega Minion Minions Rocket
Rocket
Arrows Zap
Arrows Zap Minions Bats
Arrows Minions Mega Minion Zap Bats
Minions Arrows Bats Mega Minion
Mega Minion Minions
Rocket
Minions Zap Mega Minion
Rocket Mega Minion Zap Minions
Rocket Arrows Mega Minion
Rocket Minions Mega Minion Zap Bats
Mega Minion Minions Rocket Bats
Mega Minion
Rocket Balloon Minions Mega Minion
Mega Minion
Minions Mega Minion Bats
Mega Minion Minions Bats
Mega Minion Bats Minions
Arrows Mega Minion Bats Minions
Mega Minion Minions Bats Zap
Mega Minion Zap Minions Arrows
Rocket Arrows Minions Mega Minion Zap
Zap Mega Minion Minions Bats Rocket
Minions Mega Minion
Mega Minion Minions Arrows Bats Zap Lava Hound
Mega Minion Minions Bats

Counters to rest of the cards

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

Zap Minions Bats Arrows
Bats Arrows Mega Minion
Arrows Zap Mega Minion Bats Minions
Arrows Zap Mega Minion
Zap Arrows Bats Mega Minion Minions
Zap Mega Minion Arrows
Arrows Mega Minion
Mega Minion Minions Bats
Arrows Mega Minion Minions
Mega Minion Minions Balloon
Mega Minion
Balloon Zap Mega Minion Minions
Mega Minion