Hey guys I’m ApocD21 from Clashicide. Other tier lists have been floating around but I have done different opinions. This tier list is my opinion for when the playing field is fair. At the top of ladder and Challenges/Tournaments.
A quick background on myself
I am a challenge grinder with over 180,000 cards won. I used to do tourneys to but unfortunately those are hard too come by now. I have a personal best of 5170 and am usually in the low 5,000s the last couple of seasons.
I hope this helps in what you cards you should ultimately upgrade and request from clanmates or choose during deck design.
The strongest / most versatile cards in the game. These cards generally show up in multiple meta decks or are unique that their function can’t be replaced.
The Log- The most used card in the game. With the zap nerf, this card is almost mandatory. It is the best answer to Goblin Barrel. Trades positively with many top tier cards from all the Skeletons, Goblins, and Archers when they cross the river. The push back creating a mini stun pushes things out of your hogs way to the Tower. Killing Tombstone with the spawned Skeletons is extra gravy. I could spend an entire article saying log uses but you guys know.
Skeletons- So much value so little cost. Skeletons can kill Musketeer, Mini P.E.K.K.A, and even stop a Bowler when split around him. All while cycling your deck But if you didn’t know Skeletons can stop a hog while only allowing one hit. Same as many other 4 cost cards Skeletons + electro/Ice Wizard provide insane tank stopping power.
Elixir Collector- I know this is controversial but I think this is the most warping card when on the board. Decisions need to be made right away. Am I going to Rocket it? Fireball? Rush with Elite Barbarian? Miner? What if they block my Miner? (Possibly with 1 Elixir Skeletons). If you leave it there you can be down as much as 5+Elixir after an attack. That is enough to win games. But the strength of the card isn’t just the extra Elixir. It is the knowledge that they can’t rocket/Lightning/ Fireball your push until they cycle all the way back. And that knowledge is real power and the 3 Musketeer decks know if you Lightning their pump you many be in for a bad time.
Very strong cards that are often cornerstones to decks. Generally they have strong stat to Elixir ratios and can stop many cards or have a unique function that is powerful but not dominant compared to A tier.
Electro Wizard- Very versatile while not excelling at any one area. Can stop a Goblin Barrel with minimal damage, slows tanks, holds hog to one hit. The real strength of this card is the jack of all trades approach.
Princess- The range of Princess still makes her unique even though log is the most used card. Provides excellent chip to the Tower while controlling hordes or even just AOE down large pushes. Still found in hog and zap/log bait decks very often.
Miner- unique and versatile. Enables his own archetypes with chip with support from Furnace, tanking for Lava Hound, or as a mini tank for 3 Musketeers. A card that basically has no functional replacement
Fireball- constant managed damage when you need it. Crushing hordes and glass Cannons or helps manage Elixir Collectors.
Lightning- When this card has a good matchup it can feel unstoppable. Hitting the Tower a building and a Musketeer can be devastating while helping your building seeker connect. Almost always has a target and is difficult to dodge. Also reasonable at finishing off the Tower but I would say Poison and rocket are stronger at those roles. One of the only ways to get value killing a Mega Minion if you can also hit another target.
Furnace- a nemesis of hogs, and Minions while providing constant pressure on the lane. Difficult to deal with only a couple glass Cannons and Bowler truly being effective.
Giant-Giant Lightning, Giant Graveyard, Giant beat down, Giant Balloon, even Giant Hog Rider. The mid range tank enables jumbo pushes when placed in the back and is cheap enough to be placed at the bridge for counter attacks.
Golem- With very respectable damage when it reaches the Tower the explosion damage that kills Skeletons, Goblins, and Minions allows those Golemites to keep on tanking. A couple Elixir lead can easily turn into a 100% Tower into rubble.
Ice Spirit- This little cycler still provides lots of value stopping other small cards from Skeletons, fire spirits Goblins and Minions for a positive trade. But the use as a mini tank and Freeze for retargeting keeps it in the top tiers.
Musketeer- The long range and exceptional DPS makes her an excellent choice for main glass Cannon in many archetypes. Her fast and efficient targeting helps mow down small units.
Bowler- the ultimate ground stopper blocking hogs, or hitting support troops behind tanks while transitioning into a true tank on the other side of the river often with Graveyard or protecting X-Bow/mortar.
Minions- a high quality Graveyard counter, while efficiently killing ground units and high DPS punishes the Tower. Currently the most played troop.
Skeleton Army- highest DPS unit in the game. The spell vulnerability hurts but often their job is already done by the time the spell lands.
Graveyard- I no longer view this card as S tier with new counters introduced in Executioner, zap not killing Goblins, the rise of Minions as the most popular unit, and Poison killing the Skeletons every tic. But the card is still extremely strong and if your opponent doesn’t have the right answer you could easily take off 1,000+ health.
Mega Minion- Executioner hurts his usage slightly but the lack of good spell to take him out keeps him in high use rates.
Zap- with the near instant cast, resetting of troops, and killing of low health/weakened units it is still seeing high usage. The damage nerf really hurts it and is no longer an auto inclusion into every deck.
Strong and useful but do not dominate matchups. These cards often fill niche roles, have less dominant matchups or need specific support to bring out their true value.
Ice Wizard- Still a versatile defensive option vs both ground and air while not being destroyed by Fireball. Changes winning matches as troops battle and lessens damage to the Tower ever after a troop connects.
Hog Rider- I think the time to shine of hogs is a bit dull at the moment. The decline as this was my first max card (6+ months of non stop requests) disappoints me a bit. Hog has many hard counters that are heavily played currently making it more difficult for him to get to the Tower. But the string of nerfs to supporting hog cards has been taking a toll. (Ice Spirit, elite barbs, Ice Golem, zap)
Lava Hound- I think the hound is still strong but the main reason I think it is not a in the top tiers anymore is the Mega Minion nerf and the rise of Executioner and Electro Wizard. Executioner is pretty good vs every card hound users want to use. And Ewiz keeping Balloons/ inferno Dragon from the Tower.
Ice Golem*- I think Supercell did a good job balancing this and now still functions when you want a mini tank or distraction until while still killing Skeleton Army.
Royal Giant- While still strong on ladder from 3000-5000 it is consistent but generally isn’t going to win the season or challenges. I face other tanks way more frequently in challenges past 7 wins. Usually when I see RG in challenges my first thought is GG as I will usually win 2-1 or 3-1.
Executioner- I had a hard time placing this. He now misses some Minions or Skeletons making him have to throw his axe more before changing targets. He beats glass Cannons and hordes but if he is your only response to a Giant you are going to take a lot of damage. I think the range nerf was needed. But I think the .1 radius nerf shouldn’t have happened because I believe the game needs other reasonable counters to Goblin Barrel. With the stun removal coming I think B tier is a good place for him.
Baby Dragon- The best card you aren’t using! With multiple buffs Baby Dragon now takes down Minions and other swarms with ease. Has already find a home in Golem and some hound decks. I think his usage rates may rise a bit more.
Cannon- Efficient at its job but not always useful as it isn’t good vs hound, Miner, and bait decks.
Inferno Tower- I thought about putting this on A tier also but decided on B because vs bait decks it just clogs your hand and vs hog it works but -1 each time. But vs some Graveyard decks where the tank is Ice Golem it also does nothing. A lot of Golem and Giant decks are also packing Lightning.
Poison- The damage buff and now killing Graveyard has put Poison back on the map. Good response to Elixir Collector and killing troops like Musketeer when they have to stand in it while firing at a tank.
Mini P.E.K.K.A- Want to kill a tank and have counter attack potential? I’m your guy? Want to execute a glass Cannon? That’s what I do. Still over shadowing lumberjack with the health and getting all that damage up front in a single hit.
Goblin Barrel – Very good chip damage on the Tower but log is the most used card for a -1 trade each time. Without the support of mirror or other cards vulnerable to log it is difficult to connect. A true build around card.
Three Musketeers- Another build around card. With Fireball and Lightning having high use rates I don’t view it as top tier. But if you are playing log/zap/arrows you could be in for a tough match.
Balloon- Another card that I view the buffs served very well. Now balanced and is finding a few homes as a situational Tower crusher. Electro Wizard and Executioner do a good job keeping it in check.
Freeze – Still much stronger on ladder than challenges but it is a great pocket card and can be devastating when combined what Balloon or Graveyard.
X-Bow- The better siege option in my opinion. Capable of taking a Tower on its own. Has some really strong and bad matches and can be difficult vs Lightning/ rocket.
Average.* Cards here sometimes fill specific roles but sometime are over shadowed by more versatile cards in the upper tier.
Tombstone- Log is the most popular card and hog usage is declining.
Dart Goblin- Pretty good in log bait because they often log Goblin Barrel or Princess. But without the support often dies as collateral spell damage. I think it would be a good card if it survived The Log
Minion Horde- A boom or bust card. Playing Giant Electro Wizard Lightning and log? You could be in for a time. Without proper counters can dominate a matchup. With proper counters it is often negative Elixir with no effect.
Archers- Does a good job often but rarely wins a game. With more viable Graveyard answers now available their use rates are declining.
Knight- Well balanced all purpose mini tank. OK vs Graveyard, OK vs tanks, OK vs glass Cannons. Can fill a versatile role Lumber Jack- Overshadowed by Mini P.E.K.K.A. That is about it. Rage is often wasted.
Goblin gang- Good fun card. Just to many logs around. Overshadowed by Skeleton Army.
Goblins- Same as gang. Was helped by zap nerf but also overshadowed by Skeletons and Skeleton Army.
Prince- Do you need a high damage tanky unit that survives Lightning? Then this is your guy. Besides being good in the beat down vs beat down matchups he is over over shadowed by Bowler, Executioner, Mini P.E.K.K.A and even Giant.
Tornado– I’m not a tornado believer. It is great vs hog. But hogs useage is declining. Executioner range nerf hurts tornado. But other tanks besides hog often have ranged support that will still be hitting your Tower. No chip damage to Towers.
Arrows- Are you playing Lava Hound or Minion Horde is the bane of your existence? Yes? Consider playing arrows. No? Play something else.
Mortar- Pretty good on ladder when max over shadowed by at the top of the leader board and challenges.
Mirror- Reasonable with Furnace, Goblin Barrel, Princess, etc. They used the answer to your card? Let’s play it again. The extra cost often hurts but things like double Minion Horde if you already used your spell can be tough.
Valkyrie- Kind of like knight but very good vs Graveyard. Over shadowed by Bowler, Executioner, and Electro Wizard. Minions is a cheaper counter vs Graveyard.
Below average. Cards here have stats that may need to be adjusted. Role creep may effected them where there is a more efficient option now
Barbarians- To expensive for basically a purely defensive card. Basically never reaches the Tower. Hasn’t aged well with new card introductions.
Elite Barbarians- Probably really controversial. Can they counter attack? Yes. If you played a collector when your had 6 Elixir? Well you are going to have a bad day. But the hit speed nerf was brutal. Mini P.E.K.K.A and Valkyrie matchups changed. But there is several more factors that fit into this ranking for me. Hog is being used less, E-Barbs suffers from nerfs to Ice Golem and ice sprit, and the buff to Skeletons also really hurt. Executioner and Bowler seeing a lot of play makes Mini P.E.K.K.A generally a better option. IMO over nerfed. I think they need their hit speed back. Near zero uses at the top after the nerf.
Wizard- Basically he is like knight. Good at most things but if you need a specific job done, Musketeer, Princess, and Electro Wizard are cheaper while Bowler and Executioner are beefier. The best was to give its own feel. Make him 5 range again slow his attack speed and making him 2 shot barbarians. So his hit box should be made larger but non penetrating.
Tesla- Need to stop a tank? Cannon is cheaper vs hog and Giant and inferno is stronger vs Golem, Lava Hound, and Balloon.
Spear Goblins- cheap chip damage. Dies to everything. Princess or another glass Cannon is probably a better choice.
P.E.K.K.A- The removal of 3 second delay is the first step. I think it needs more buffs though. Needs to be more like Mini P.E.K.K.A with longer hit range and slightly increased hit speed. I mean she is huge why is her range so tiny?
Dark Prince- No role. Lots of suggestions have been made. But I think he needs to be able to do a better job vs Skeleton Army. Maybe with wider AOE. But what does that do for Valk? Hard card to balance.
Witch- Good in the early game. The worst glass Cannon. Increasing spawn speed would make it a hard counter to slow single target hitters.
Inferno Dragon- Retargeting faster was a nice buff. Takes to long to kill a Skeleton/Minion. Balloon is better at taking a Tower. Skeleton Army, Tombstone, Inferno Tower are better at taking down on coming tanks.
Barbarian Hut- Used only with three Musketeers, If that deck ever became meta, Fireball and Poison use rates would just increase and kill it.
Goblin Hut- Inferior to Furnace
Bomber- inferior to Princess for the price point. To fragile. Barbarians aren’t meta.
Guards- basically the regular Skeletons are stronger and more that stab Goblins survive zap where do Guards fit in?
Fire spirits- In an awkward spot that Furnace takes down the troops you need with fire spirits, and spells are more versatile.
Clone- Good with Lava Hound/Balloon only? My opinion is it is mostly a win more card. Cloning a Balloon and having it die is basically a free 1 Elixir less Fireball. I would rather use the spot for something else.
Bottom of the barrel- Cards that often have no role, easily countered, or only help when you are already winning. Stats may need a larger buff or a rework.
Sparky- Even with Zap’s nerf and falling useage, there has been so many counters introduced. There is a long hill to climb for her to be viable.
Giant Skeleton- A tank with low damage and easily distracted. To many low cost counters.
Bomb Tower- No role. Also overshadowed by Cannon and Inferno Tower.
Rage- Rage is a win more card. When you going to win the battle? This helps you win more and crush them faster. Other spells will help you win more games I promise.
If you read all this thank you. I hope you found this insightful. I have started streaming about a week ago on Twitch. I would like to do this when new cards are released. Feedback is always appreciated.