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Knight
19
The most popular knight. Very useful for dungeons because it can reflect a lot of damage. At level 8 it will have 6,225 health and reflect 80% of the incoming damage. This gives a maximum of 4,980 reflected damage if the knight is not healed. A knight with 3 shields will also reflect 4,980 damage; reflecting 120% of incoming damage but with only 4,150 health.
K4
This knight reflects the same total dagame as the previous one, but he makes a guards to die faster. So, the priest will spend less HP for healing.
20
Alternative option for more endurance. At level 8 this knight will have 8,300 health and reflect 40% of incoming damage. This gives a maximum of 3,320 reflected damage if the knight is not healed.
21
Alternative option for the best endurance. Also, wher knight turn into the statue, he will drop the curse effect from himself, what makes him more endurable for the floors with curse.
3хп
Alternative option for the best endurance and mobility.
K1
Good knight for trap-looking.
Goblin
2
This is a situational goblin for dungeons. It can act as the tank and can be used for detection of traps. Any negative effects, such as freezing and curse will be removed before the goblin is revived. This card is useful in many unusual situations.
3
Alternative option of the previous goblin.
Warrior
11
The best option for the dungeons. He has enough health to survive some incoming damage, and have time to recover from vampirism. Ghost and vampirism are a powerful combination since the card will be healed for the damage done on up to three different rows at once.
12
Alternative option of previous warrior for the floors with the ice traps and guards.
13
Alternative option for the floors with many of traps.
3683
This Warrior is a very popular option for the initial stages of the dungeons.Occasionally it is possible to clear the first dungeon with this and only 1 other card.
Witch
6
The card is good against barricades with a shield, can sustain attack of some cannons and can reach far behind a barricades - often out of range from a guard. This is a key card for the majority of dungeons and is great for PvP also.
7
Alternative option of the previous witch. The frost allows to weaken guards, and also not to get freeze in the ice trap.
9
This witch allows you with impunity to destroy entire floors in certain situations.
8
Witch for instant destruction of the target standing in front.
145151
Damage dealer
312415
Good witch to pass the floor without the threat of death from traps.
Archer
15
Universal archer, that can endure an attack of single guard or cannon.
16
Damage dealer.
17
This archer can destroy the guards or cannons with one shot.
4578
This archer can destroy the guards or cannons with one shot.
Golem
23
You can use this card to add health to already playing card because this card has a lot of health. Try to use at first the golem with the most number of health. If there are 2 cards with 3 charms of heart that it is necessary to use at first them, and then already with smaller amount of health.
24
The golem for reflection of the damage to guards. In combination with golems with hearts, can return a lot of the caused damage.
1351
Alternative option for not to fall into the trapdoor.
2352
Golem for unique game situations, when at the same time it is necessary to destroy the guards at the current floor, as well as buildings on adjacent floors, which is ideally located on a peaceful buildings. Note that guards and cannons will be destroyed by reflecting damage, so the ghost can attack only through peaceful buildings. Quite often in the dungeons it is useful.
5235
Offensive Golem for the floors with the ice-guards and traps.
25
The key golem for many dungeons. Adding him health from golems with hearts, you receive the minion which can damage seriously at once 3 floors.
Priest
27
The most popular universal priest for the majority of game situations.
28
Alternative option for the very long-term healing. Heals slow and weak, but very long.
29
Alternative option for the very fast healing.
P1
Alternative option for not to be frozen by the ice-traps.
Ninja
3-1487501215
Great tank and killer. Very useful in the early stages of the dungeon
4-1487501616
Main ninja for deactivating traps on the floor.
5-1487501658
If you need to pass through the dangerous defenders.
6-1487501962
For the floors with a trapdoors.
7-1487501988
Optional Ninja for attack. The second vamp can be replaced by swords enchantment. Stolen HP per second will be a bit less, but defender will be frozen all the time.
N1
Optional ninja for the dungeons, with a priest makes a great combo.
Spells
235543
Card that enables to blow up minions on several floors. Most often used in the dungeons with portals on each floor.
43241
Exploding minions of the portals in the dungeon, this card can cause serious damage to buildings on adjacent floors.
141332
Sometimes this card can help you save on other cards, healing your minions on the battlefield, instead of using new.
12432
This card will make the traps inactive for a limited time. This is very helpful because you can send your minions without fear of triggering traps.
352342
Removes temporary negative effects from characters such as frost and a curse. Helps to save your golems or relieve minions from freezing
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