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Seems like everyone and their mother is making a rating for all the cards nowadays. So I decided to do one by myself.

Training Camp

Card Review Rating
ArrowsCard
A very versatile splash spell. Useful for eliminating hordes of low hitpoint troops or weakening medium hitpoint troops. 10/10
BomberCard
A low hitpoint, medium range splash troop. Extremely useful in lower levels, but can be replace by other, "stronger" cards in higher levels.6/10
ArchersCard
A moderate hitpoint, medium range troop. A high damage capability but low survivability. 7/10
KnightCard
A high hitpoint, melee troop. Surprisingly tanky for his low cost. 8/10
FireballCard
A high damage splash spell. A good substitute for Arrows. Can take out moderate hitpoint troops.9/10
MiniPEKKACard
A moderate hitpoint, melee troop. Has a very high damage capability, but can be easily distracted. Also has rather low hitpoints. 6/10
MusketeerCard
A moderate hitpoint, medium range troop. Has a very high damage capability. Can cause massive damage if paired with something that protects her. 9/10
GiantCard
An extreme hitpoint, melee troop. One of the best tanks in the game. 9/10
PrinceCard
A high hitpoint, short range troop. Has an extremely high damage capability. A good tank and an excellent ambush troop. Can be distracted by basically anything, though. 7/10
BabyDragonCard
A high hitpoint, short range splash troop. Has a low damage capability, but a good tank and support unit. 8/10
SkeletonArmyCard
A low hitpoint, low damage swarm of troops. Has an extremely high damage capability, but an extremely low survivability. Can distract single target troops. 5/10
WitchCard
A moderate hitpoint, medium range splash troop. Her very fast attack makes her ideal for swarms of low hitpoint troops, but she has a very low damage capability. 6/10

Goblin Stadium

Card Review Rating
SpearGoblinsCard
A low hitpoint, medium range troop. Has a low damage capability, but handy to play in emergency situations. 6/10
GoblinsCard
A low hitpoint, melee troop. A high damage capability but low survivability due to their range and hitpoints.6/10
GoblinHutCard
Spawns Spear Goblins. Can build up into a strong push. 7/10
ValkyrieCard
A high hitpoint, melee splash troop. Very tanky for a low Elixir cost. Excellent for dealing with swarms of low hitpoint troops. 9/10
LightningCard
A high damage spell. Excellent for finishing off low-health Crown Towers or eliminating specific troop targets.8/10
GoblinBarrelCard
A special spell. If ignored, it can deal massive damage to a target. 8/10

Bone Pit

Card Review Rating
SkeletonsCard
A low hitpoint, melee troop. Useful for distracting single target troops and for cycling through the deck, but useless otherwise. 3/10
MinionsCard
A low hitpoint, short range troop. A high damage capability but low survivability. Can deal massive damage if ignored.8/10
TombstoneCard
Spawns Skeletons. An excellent distraction for single target troops, but useless otherwise. 5/10
BombTowerCard
A very strong defence. Can eliminate high hitpoint targets quickly, but vulnerable to air attacks. 9/10
GiantSkeletonCard
A high hitpoint, melee troop. Has low damage attacks but a high death damage. Can wipe out an entire swarm of high hitpoint troops if used correctly.8/10
BalloonCard
A high hitpoint, melee troop. Backed with a splash support troop, it can easily take down Crown Towers. 10/10

Barbarian Bowl

Card Review Rating
CannonCard
A low hitpoint defence. A good emergency distraction, and a moderate damage capability, but not much use. 4/10
BarbariansCard
A moderate hitpoint, melee pack of troops. A flexible card. Can function as a counter, distraction, tank, or damage dealer, but weak against area damage. 10/10
RocketCard
A high damage spell. A high Elixir cost, small radius, and long launch time makes it clumsy and impractical in most situations. 3/10
BarbarianHutCard
Spawns Barbarians. Can build up to a very strong push, but a high Elixir cost makes it risky to play. 6/10
RageCard
A special spell. Very powerful if used correctly, but won't work very well in most situations.5/10
X-BowCard
A strong defence. A rapid fire rate and moderate damage makes it ideal for countering swarms of low health units. However, a short lifetime, high Elixir cost, and long deploy time makes it fairly impractical. 4/10

P.E.K.K.A.'s Playhouse

Card Review Rating
TeslaCard
A medium hitpoint defence. Can deal massive damage if protected, but has low health and damage. 6/10
MinionHordeCard
A low hitpoint, short range swarm of troops. Has an extremely high damage capability and can cripple any target, but weak against area damage. 9/10
InfernoTowerCard
A very strong defence. Can take down a high hitpoint tank in a matter of seconds, but weak against swarms. 9/10
HogRiderCard
A high hitpoint, melee troop. A very fast speed and relatively high damage means it can do tremendous damage if ignored. 9/10
FreezeCard
A special spell. Works extremely well paired with a high damage troop attacking a Crown Tower. If utilised at the right situations, it can easily let you achieve victory.10/10
PEKKACard
An extreme hitpoint, melee troop. Has titanic health and an incredible damage capability, but can easily be distracted. If backed with a splash troop, it is one of the most difficult things in the game to counter.8/10