User blog:Dogerium/Card Ratings: Arena 0-8 ( Edition 2 )


 * 1)   Knight (F) - Outclassed by most cards. Need a backline killer? Valkyrie. Need tank killers? Mini P.E.K.K.A. Need a mini-tank? Miner.
 * 2) Archers (C) - Outclassed by Spear Goblins and Musketeer.
 * 3) Bomber (D) - Bad due to it's horrible HP and hitspeed, and Princess outclassing it while also being unable to target air.
 * 4) Arrows (8/10) - Great card, can take out all swarms except Barbarians, and can be combo'd with fireball to k
 * 5) ill pretty much every card in the game that isn't a tank.
 * 6) Giant (S) - Most powerful and broken tank in the game. Cheap cost, high damage, high health. Just be thankful that the infamous strategy "Goison" doesn't exist anymore.
 * 7) Musketeer (A) - Great defensive card that can attack from the other lane and is great for counterpushing
 * 8) Mini P.E.K.K.A. (S) - Best tank killer in the game. Has decent health, high damage, and resists spells. Also decent for counterpushing.
 * 9) Fireball (A) - Fireball is great for setting up positive elixir trades. You can also add a zap in there for a devastating combo that can kill most backline and barbarians.
 * 10) Witch (C) - Damage too low to do anything, and completelly nullified by Valkyrie and every spell in the game. Also bad on defense.
 * 11) Baby Dragon (D) - Flying garbage. The firerate is too bad to do anything, and sometimes it can't even counter a Minion Horde. Did I mention it's an epic?
 * 12) Prince (A) - Decent HP with a devastating charge that can take out a lot of cards. It can also work well as zap bait. Annoying.
 * 13) Skeleton Army (A) - Used to be trash, now it's amazing. Cheap, high DPS card that is basically only killable by spells? Hell yeah!
 * 14) Goblins (B) - Amazing, cheap card that can deal a high amount of damage and is perfect for getting those positive elixir trades.
 * 15) Spear Goblins (D) - Spear Goblins but without their DPS and with air targetting. Trash.
 * 16) Valkyrie (A) - Minitank that destroys backline, however she is mostly unused due to her slow speed.
 * 17) Goblin Hut (D) - Furnace and even Elixir Collector are way better.
 * 18) Lightning (A) - Amazing card that not many people have discovered it's true potential. Devastating in the hands of a good player, and when paired with Lavahounds.
 * 19) Goblin Barrel (C) - Super annoying. Only serves as zap bait.
 * 20) Minions (A) - Great air defense that cannot be zapped for setting up delicious positive elixir trades.
 * 21) Skeletons (F) - Ice Spirit is just better in every way.
 * 22) Bomb Tower (F) - Ugh. For 5 elixir you can get an inferno tower which melts tanks, why would you choose this 100 DPS splashing garbage?
 * 23) Tombstone (B) - Way better than cannon. Disables nearly more than half of the cards in the game and baits spells quite nicely. Also grew even stronger after the Poison nerf.
 * 24) Balloon (C) - Used to be good. Then Mega Minion and Inferno Dragon were added.
 * 25) Giant Skeleton (D) - 6 elixir, horrible HP for a tank, nearly unnoticeable damage and the bomb does less than the average of what a giant would usually do.
 * 26) Barbarians (B) - Would be a S if they weren't so weak to splash damage.
 * 27) Cannon (C) - Tombstone is better.
 * 28) Rocket (D) - This thing is literally only carried by salty kids that are too dumb to even be able to counter Sparky.
 * 29) Barbarian Hut (F) - 7 elixir. That's all I'm gonna say.
 * 30) Rage (D) - The boosts barely do anything.
 * 31) X-Bow (C) - A once godly card, it has been nerfed to the oblivion. It's worse than Mortar because people can just drop a tank in front of it and it won't be able to target the tower.
 * 32) Minion Horde (C) - They would be good if there weren't so many ways to get positive elixir trades out of them. Zap, arrows, fireball, fire spirits, ice spirit, etc.
 * 33) Tesla (C) - It's a cannon that targets air, for 1 more elixir. Just no.
 * 34) Hog Rider (A) - Good health, speed, cost, and damage. One of the best offensive cards in the game and is downright amazing for setting up counterpushes.
 * 35) Inferno Tower (B) - It destroys tanks, however it's pretty much useless against Chip Cycle decks and an experienced user can easily take it down.
 * 36) P.E.K.K.A. (C) - Terrible. Will almost never reach the tower unless you're arena 4.
 * 37) Freeze (F) - This thing only lets your enemy build bigger counterpushes for the measly price of 4 elixir!
 * 38) Inferno Dragon (C) - Terrible. Want to use it for defense? Just use Inferno Tower. Want to use it for offense? Just use Mega Minion. This thing is truly terrible, but atleast it's not as bad as Sparky. Takes literally 8 seconds to kill 3 minions.
 * 39) Lava Hound (A) - An amazing yet underrated card that is seriously strong. It's only counters can be taken out by Lightning, Arrows or Poison+Zap. Lavapups are also amazing when supported by a secondary tank and for clearing whatever your enemy used to counter it.
 * 40) Fire Spirits (A) - Annoying. Great for positive trades and swarm killing, and they can also do quite a big amount of damage to towers.
 * 41) Ice Wizard (S) - Best defensive Legendary and good for counterpushing, however terrible compared to the others for offense.
 * 42) Zap (S) - Destroys all swarm units except Barbarians, costs 2 elixir, fully resets Sparky and Inferno Tower's charge.
 * 43) Wizard (F) - Horrible HP, horrible damage, and higher cost than a Musketeer. It's also nowhere as good as counterpushing as the Musketeer.
 * 44) Furnace (A) - Hella annoying. Basically disables any low HP units on a lane and completely outclasses the Goblin Hut.
 * 45) Poison (B) - Used to be S before the balance change, now it's basically an AoE fireball that is slower.
 * 46) Mirror (F) - Useless. This card literally encourages you to make your enemy make even better positive trades.
 * 47) Mortar (C) - Siege is dead. Blam. The only guy that made Mortar work, and even then, it took him 3 legendaries, was Woody.
 * 48) Elixir Collector (B) - Was way better when it was 5 elixir, but now it's expensive enough for the Rocket and Lightning to be better positive trades and Miner, Fireball, Poison are now even more positive.
 * 49) Golem (F) - Completely outclassed by Giant. Harder to upgrade, does less damage, costs way more, and leaves you extremely exposed to rushes.
 * 50) Miner (S) - The best Legendary in the game. It's the best counterpushing tool for a mere 3 elixir and is the staple of many decks.
 * 51) The Log (B) - The sixth best Legendary in the game. It's a zap that does more damage and throws things out of the way in exchange for it's stun and air hitting abillity. Log and Zap are a great card combination and together can form the effects of a Fireball while being able to cycle your deck. It can still reset Sparky if used just before it shoots.
 * 52) Sparky (D) - The worst Legendary in the game. It takes 5 seconds to charge, can be reset by many things, Lightning and Rocket basically disable it for the entire match and any cheap unit can distract her charge. If you get this, you should cry tears of sadness, not joy.
 * 53) Royal Giant (A) - Deals high damage from afar and has decent damage from afar. Would be higher if it wouldn't basically be required to be overlevelled, and it's unusable in the 5000+ trophy range and tournaments.
 * 54) Three Musketeers (B) - Too easy to counter and too high cost, but are great in spell bait decks, and in the hands of an experienced player can be devastating.
 * 55) Mega Minion (A) - Overpowered. A 3 elixir card that deals enormous damage, flies, and has decent HP. Nearly unstoppable when behind tanks. Few cards can manage to make positive trades with it when it's behind a tank.
 * 56) Dark Prince (C) - Weaker Valkyrie that is just faster.
 * 57) Guards (S) - They can survive spells, and are a great counter to Mini P.E.K.K.A. and Princes, and pretty much any other single target unit.
 * 58) Princess (S) - The second best legendary in the game. It can easily force your enemy into using their spells or using a key part of their offensive combo in order to take her out, and annihilates swarms.
 * 59) Ice Spirit (S) - Overpowered. 2 second freeze for 1 elixir that can also cycle your deck.
 * 60) Ice Golem (B) - Useless on defense, but great on defense for positive elixir trades. Also goes well with Hog Riders.
 * 61) Bowler (A) - Would've been S if Mega Minion wouldn't exist, he's basically a much tankier Wizard that shoots only ground and is good against stuff that aren't swarms.
 * 62) Lumberjack (B) - The fifth best Legendary in the game. It might look better than a Mini PEKKA, but due to not instantly hitting stuff, it is unable to kill things like a Mini PEKKA and Valkyrie, which a Mini PEKKA would kill. Better for offense than defense.