Table of Contents

Troops (CommonRareEpicLegendary)
Spells (CommonRareEpicLegendary)

Buildings (CommonRareEpic)





A moderate-damage single-target melee troop. Despite only targeting ground, this jack-of-most-trades card can act as a great mini-tank (especially at low levels) and a fair defense against small troops with its moderate-high hitpoints for only 3 Elixir.



A 3 Elixir high-damage and medium-ranged splash troop. It only targets ground and is barely armored, but is decent against medium-to-large swarms and can deal great damage behind a tank for its price.



Two low-damage yet medium-ranged single-target troops. Targeting both ground and air, and lightly armored, they are inexpensive support troops or a quick defense against small pushes while costing only 3 Elixir.

Spear Goblins


Three very fast, low-damage single-target ranged troops. Unarmored and targeting both ground and air, they are excellent against small single-target ground/air pushes like Minions and are dirt-cheap support units costing only 2 Elixir.



Three very fast, moderate damage single-target melee troops. Unarmored and only targeting ground, they are nevertheless an excellent defense against glass cannons like the Mini P.E.K.K.A. and not to be ignored with a tank or mini-tank. All for only 2 Elixir!



Three fast, low-damage single-target melee troops. They only target ground and are completely unarmored, but are highly useful. They can act as a powerful distraction when timed right or a dirt-cheap cycle card for only 1 drop of Elixir! Value!



Three fast, moderate-damage single-target near-melee air troops. Unarmored but targeting both ground and air, they can be a high-damage support card or a quick defense against glass cannons. Like in CoC, they're strong yet cheap air troops, costing just 3 Elixir.



Four single-target melee troops with thoroughly average stats. Despite only targeting ground, they are a mighty collective force and can swiftly deal with a great variety of threats for 5 Elixir, but keep them away from powerful splash cards!

Minion Horde


Six fast, moderate-damage single-target near-melee air troops. Unarmored but targeting both ground and air, their sheer numbers are enough to overwhelm most cards. The 5 Elixir card can even swarm multiple units from above, yet melts away instantly against air-targeting splash cards.

Fire Spirits


3 very fast, near-melee kamikaze splash troops that together deal damage close to a Fireball, for only 2 Elixir! They are an excellent defense against tightly-packed swarms and glass cannons and can be mobile deterrence in a push. However, they're very fragile so be careful!

Skeleton Barrel


A 3 Elixir barrel packed with bones that drifts through the air looking for towers and trouble. With its moderate health it can take quite a beating and when the barrel runs out of balloons, it explodes and drops six sword-swinging Skeletons ready to party!

Royal Giant


An infamous, hulking beast of a man. Costs 6 Elixir and deals moderate, single-target damage to buildings. High in health and outranging almost all buildings, he is an effective sniper unit and works very well against towers — he will attack as soon as he crosses the bridge.

Elite Barbarians


A pair of über-strong troops for 6 Elixir, notorious for their sheer speed and melee power. Together, they can deal unbelievable damage to any unit, though they are weak against large swarms. One can never be too paranoid when these units are deployed.

Ice Spirit


This fast, 1 Elixir kamikaze snowball has excellent defensive and offensive capabilities due to its freeze, which can reset channeled abilities, force enemies to retarget, or even freeze the opposition as potent support in a push.



Five single-target melee units that offer good defensive and offensive value despite their very weak stats. Fragile but fast flying units, Bats can attack both ground and air units and can easily deal with solo mini-tanks. At just 2 Elixir, Bats can fortify and cheapen your deck.

Goblin Gang


Five fast though weak Goblins for 3 Elixir. Three have knives for powerful ground melee combat, and two have spears for ranged attacks on both ground and air. Together, they can clear a multitude of units, but be wary of splash cards when deploying this Goblin Value Pack!




The "original tank", the Giant is a 5 Elixir meat shield with high health and moderate melee damage. He ignores enemies and slowly makes his way towards buildings, soaking up damage to protect any troops behind him. Once he gets there, he’ll demolish it!



A consistent 4 Elixir single-target shot attacking both air and ground with fairly average stats — she is a reliable support or defense unit with enough damage to take out small tanks but enough speed to quickly handle small swarms.

Mini P.E.K.K.A.


The classic glass cannon — a mighty punch is packed inside this moderate health, 4 Elixir robotic warrior. He's a fast single-targeting troop who can delete the majority of support troops or devastate tanks and towers alike with only a few strikes, but is weak against swarms.



A 4 Elixir powerhouse with moderately high health. She swings into a 360º attack to take out swarms and support troops alike and is a strong mini-tank. Despite this, she can't reach air troops and her slow movement speed leaves her susceptible to ranged attacks.

Hog Rider


A reliable card against towers, often getting one hit or more and zooming past troops with his moderate-high health and blazing fast speed — for 4 Elixir, the Hog Rider deals major damage. However, he is still vulnerable, and good building placement can easily draw him away.



For 5 Elixir he blasts foes on the ground and in the air with heavy-hitting fireballs that deal splash damage. He only has moderate health so protect him to maximise his damage potential. The Wizard excels against groups of enemies, not so much against tanks.

Battle Ram


A fast but fragile 4 Elixir surprise to smash buildings and disrupt the defense. Once it gets charging, one must take it out before it rams into a tower! Since two Barbarians pop out after the ram strikes & is destroyed, this card is reliable for both defense and offense.

Mega Minion


A 3 Elixir flying glass cannon. Has slightly less damage than three Minions combined, but its moderate-high health which gives it high resistance to attacks makes it a strong force against towers and medium-health units. Its only weakness? Swarms and ranged units.

Three Musketeers


Three independent, very powerful markswomen with high damage, moderate hitpoints and long range. They can stop almost anything with their powerful guns, from solo tanks to moderate swarms. But watch out: they're very expensive at 9 Elixir and fairly vulnerable to spells!

Ice Golem


A cheap yet versatile mini-tank, the Ice Golem provides a wide range of uses for only 2 Elixir. It's slow enough for a non-committal opening in the back, useful for kiting & distracting, flexible in a push, and deals slowing death damage that can destroy low-health enemy units.

Dart Goblin


A 3 Elixir card with an insanely fast fire rate, long range, and high speed, making him a great unit for sniping buildings on enemy territory or rush attacks. Despite this, he does have very low hitpoints so be sure to protect him from high damage troops, which can defeat him in one shot.

Flying Machine


A 4 Elixir flying card with moderately-low hitpoints. Its long range and moderate damage allow it to attack from afar, often out-ranging its target, making it a great support card. Although fairly weak, it can easily deal with minor swarms and can rack up damage when left ignored.



If it moves, then it won’t for much longer. These three 4 Elixir menaces will stun a target until it is destroyed, making them exceptionally effective on defense or as support. However, be sure to protect them against swarms and splash damage due to their slow hit speed and moderately-low hitpoints.


Baby Dragon


A 4 Elixir troop with moderately high hitpoints and fast movement speed that deals low splash damage making it effective as a support troop, killing swarms while chipping at ground troops and towers. It's also a decent mini-tank, but weak against swarms or high damage and is easily distracted.



With both very high hitpoints and damage for 5 Elixir, the Prince is powerful on offense. His charge ability (when not reset) allows him to deal double damage to a target while gaining speed, allowing him to devastate targets or speed up slow units although he’s helpless against swarms.



While her health and splash damage appear mediocre for 5 Elixir, she summons 3 Skeletons every 7 seconds to help distract units, making her useful for defense and support. Despite this, she’s vulnerable to other splash damage dealers that easily crush her Skeletons, leaving her defenseless.

Skeleton Army


Fourteen skeletons for just 3 Elixir — this massive swarm can overwhelm single-target enemy units in the blink of an eye! However, with their very low hitpoints, they can be easily taken out by area damage or even several ranged units, so they’re best used on defense with caution.

Giant Skeleton


This oversized skeleton costs 6 Elixir and deals low damage per punch, but makes up with his bomb that deals extremely high damage three seconds after his death, obliterating towers or enemy troops. Slow but durable, he is a dangerous foe and can wipe out opponents.



Having decent hitpoints and extremely high damage per strike, while only targeting buildings, the Balloon packs a heavy threat on offense although it isn’t fast — one strike could potentially mean defeat. For 5 Elixir, it brings death from above and can even blow up support with its death damage.



This mighty robot has extremely high damage and hitpoints but is very slow and easy to distract with swarms, often requiring splash support. For 7 Elixir and her very high stats, she’s very reliable for defense and tanking and can devastate towers — but only if she can get there!



Not only are his massive hitpoints the highest of any unit, he deals great damage and only targets buildings. Upon death, he explodes, splitting into 2 Golemites (much weaker tanks) while dealing instant death damage to everything near him. Although he costs a hefty 8 Elixir, the Golem is a phenomenal tank.

Dark Prince


For 4 Elixir, he has moderately high hitpoints, plus a shield to absorb any hit. When attacking, he has an ordinary melee splash that hits in front plus a 360-degree charge attack that hits everything around him with double damage. He is flexible for both defense and counter-attacks, but is vulnerable to high damage.



Surround enemies with this armored pile of bones — 3 Elixir guards with shields that make them incredibly resistant to spells! The worst a Rocket can do is knock their shields off, making them a useful choice for defending most ground troops. Only their low damage holds them back.



This menacing ogre with high hitpoints throws boulders that go through ground units! For 5 Elixir, he can crush and knock back glass cannons, like a Fireball, and can survive even a Rocket. Despite all this, he does have quite a slow attack rate, so he must be supported well.



For 5 Elixir, he provides insane value with moderately high hitpoints and a boomerang ax that damages everything, even air units, in its path for 8 tiles — twice! He can obliterate tightly packed units and deal decent damage, but can still be surrounded due to his slow attack rate.



For 4 Elixir, this man with bushy eyebrows and a double-gun has moderate health and can shoot a wave of bullets. He does weak damage from a distance, but the closer he gets, the more painful it will be. He can crush tanks when they're too close, though is hopeless against swarms and mini-tanks.

Cannon Cart


A 5 Elixir cannon on wheels with moderate hitpoints, damage, and shield points in addition to hitpoints. Moves fast, can survive a Fireball, and when destroyed, becomes a building to distract those pesky Hog Riders and Giants! However, it is vulnerable to swarms.


Inferno Dragon


For 4 Elixir, this dragon has moderately high health and high damage. With his infernal blast, he can make crisps out of tanks and towers alike, and can even survive a Lightning! But beware of swarms and stunning electrickery, as he is shockingly hopeless against them.

Lava Hound


A flying beast that targets buildings with very high hitpoints yet low damage, making it an amazing tank. When defeated, it splits into 6 spread-out Lava Pups that can easily overwhelm, dealing the same damage with moderately low health. However, this beast is slow and expensive at 7 Elixir, and must be well supported.

Ice Wizard


Has moderate hitpoints and deals low area damage that slows units for 3 Elixir. It may not seem like much but he can stop enemies in their tracks, making him an invaluable support troop although a slow attack rate and low damage make him ineffective alone.



Wait… where did my entire push go? For 6 Elixir, Sparky is a powerful machine with moderately high hitpoints that nukes a small area every 4 seconds, making her a juggernaut on both defense and offense. However, her very slow attack rate allows her to be easily surrounded or distracted.



This underground mini-tank is always a surprise to the opponent! For 3 Elixir, he has a lot to offer: moderate hitpoints, damage and the ability to go anywhere in the Arena! He can be a quick mini-tank for smaller troops or easily sabotage enemy buildings, but watch out for swarms, as he can't do much against them.

Electro Wizard


For just 4 Elixir, he lands with a free Zap and continues to Zap (and reset) two opponents at once or deal double damage to a single foe, making him a stunning support troop anywhere. He has moderately high health, but is easily defeated by swarms and high health tanks.



Royalty steps into the Arena! For 3 Elixir, she sets anything on fire with her moderate hitpoints, area damage, and very long range! She easily defeats any swarm, and can outrange buildings with flair! However, she is fragile and slow to attack — her dreams are easily crushed (along with herself).



For 4 Elixir, the Lumberjack provides insane damage, moderate hitpoints, and a free Rage. He shreds tanks, towers, and even small swarms with his extremely fast attack speed and high damage, making him formidable whether on defense or offense. As a bonus, he drops a Rage spell when defeated, making pushes even deadlier.

Night Witch


The sister of the Witch, she has moderate hitpoints, moderately-high damage and the ability to spawn flying Bats for 4 Elixir. She isn't afraid of striking enemies who get too close with her staff, and when she dies, she spawns more Bats to do her final bidding. However, she is weak against other splashers.



Dashing from one unit to the other, quickly annihilating them, the Bandit is a formidable foe for 3 Elixir. When she dashes, nothing can touch her, making her great for quick & damaging attacks. However, her moderate hitpoints leave her vulnerable to swarms or high damage units.

Mega Knight


He lands with a BOOM, dealing massive area damage to everybody around him, then jumps to the next target in range, landing with another BOOM! If he's not jumping, he'll smack, with powerful melee splash damage! He has very high hitpoints for 7 Elixir, but can still be defeated by high damage units due to his slow attack.

Royal Ghost


A vengeful spirit is haunting the Arena! For 3 Elixir, he has moderate hitpoints & area damage and can become invisible. He strikes enemies and towers before they even see him and clears swarms with ease. However, he has a slow attack speed, leaving him susceptible to other mini-tanks.

Magic Archer


The master of all Archers! For 4 Elixir, he has moderate health, damage and the ability to send his arrow very far. He can safely pierce buildings from afar, as well as multiple targets within the arrow's path, and can clear swarms. However, tougher troops and the Fireball will easily destroy him.





Blot out the sky with a 3 Elixir rain of Arrows. Its moderate damage and very large radius makes clearing swarms and weak enemies a breeze, but is lackluster against higher health units like the Knight.



2 Elixir, instant effect and stuns. What's not to like? The Zap is often the lifeline against swarms, with immediate low damage that can cripple or destroy small troops. Force enemies to re-target, reset attacks or use that extra damage to finish things off.




Aaaanndd… Fireball! A fiery rock pummels the Arena and anything else in its small radius dealing significant damage to all enemy troops and buildings, air or ground, for 4 Elixir. It can even knock back some ground troops! It easily destroys low hitpoint troops and cripples medium hitpoint units.



For a hefty 6 Elixir you can destroy a push, a building, or … your Elixir. The ridiculously high damage comes with a ridiculously small area of effect so be sure not to miss. Recommended targets include support troops, expensive buildings, and Crown Towers — bingo if you hit all three!



Keep troops going with a 3 Elixir boost! This spell keeps troops' hitpoints topped up to live through anything … unless they get defeated in one shot or just too quickly … which is usually the case… This spell does not affect buildings.




For 6 Elixir, Lightning strikes the three units with the highest hitpoints in a large area, either crippling or completely annihilating them. As a bonus, there's an extra half-second stun at the end! It's great when taking out support units in a huge push, but is utterly worthless against small units.

Goblin Barrel


3 Goblins for 3 Elixir that can be spawned anywhere in the Arena — perfect for a surprise attack! If left ignored, it can deal heavy damage to towers for an unparalleled low cost, but these Goblins are easily countered by swarms or spells and are relatively slow to begin attacking.



Pump up your troops with a 2 Elixir boost! Increases the attack speed and movement speed of all units in its large effective radius, greatly multiplying their strength and creating savage beasts that can take out towers in seconds. However, when used in the wrong place or time, it can just be a waste of Elixir.



Freeze! Don't move! This 4 Elixir spell immobilizes troops and buildings for a short duration, leaving them unable to react. It can catch players off guard and can often clutch a victory. But remember, this spell deals no damage…



This Mirror's magic allows one to replay the last card deployed for one more Elixir, but with a higher level (depending on the level of the Mirror). It can be used to double up attacks for high reward, but results in a huge Elixir disadvantage if not used well.



A 4 Elixir area-denial spell that maintains a powerful presence. It is capable of disrupting defenses, crippling pushes, and preventing supports being played by destroying any swarms and many glass cannons that pass through an area in a matter of seconds – but only if they stay inside it!



Get over here, enemy troops, so this Rocket can hit you all! This very windy Tornado pulls every troop in its large effective radius, grouping them all up for a few seconds — perfect for any incoming splash damage — while also slightly damaging the troops for only 3 Elixir! When used correctly, this spell can be invaluable.



The Clone is an incredibly volatile spell that clones every troop within its radius. For only 3 Elixir, it doubles the damage and can overwhelm opponents as Clones still retain the abilities of their normal counterparts. Despite this, each cloned troop only has 1 hitpoint, so beware of area damage!




This portable 5 Elixir swarm brings the party anywhere in the Arena! With its timed release of an entire Skeleton Army, the Graveyard can easily overrun towers if not countered with small units or area damage, and can also act as a last-second distraction late in the game.

The Log


It rolls. It crushes. It knocks back. It's none other than The Log. A spiked log rolls across the Arena floor, dealing moderate damage and knocking back every enemy ground unit in its path for just 2 Elixir! Recommended targets include the Princess, low health support troops, and every ground swarm.





For 3 Elixir, it has moderate hitpoints, damage, and one of the shortest building lifetimes out of all the buildings. Doesn't seem like much, does it? Well, when you see that Hog Rider being pulled towards the Cannon into his death for just 3 Elixir, you'd better think again.



This tower will shock anything in its range. For 4 Elixir, it has moderate health and damage; can defeat Hog Riders and Balloons alone; and can take care of small swarms. When nobody is there, it hides underground, preventing any damage. However, tanks and large swarms can destroy this building.



It's quite hard to stop these explosive shells from hitting a tower and dealing quite a bit of damage thanks to its dead zone, where it ignores any enemy troop that gets too close. The ability to snipe towers, its moderate hitpoints, and the light cost of 4 Elixir make this building very versatile.


Goblin Hut


Here come the Spear Goblins! Every 5 seconds a Spear Goblin will spawn and chip some damage off the enemy's towers in this 5 Elixir ancient looking building, creating a passive Elixir advantage all the while. They can easily build up behind a tank to cause even more damage to towers, but are still weak to splash damage.

Bomb Tower


Bombs ahoy! This ground-only building throws bombs dealing moderate splash damage at a decent rate, making it perfect against swarms. Combined with its high hitpoints and a cost of only 5 Elixir, this building is one of the most effective against ground units in the game.



A cheap spawner with moderate hitpoints at the cost of only 3 Elixir that spawns Skeletons every few seconds. When destroyed, 4 more spooky scary Skeletons pop up to avenge the destroyer. The spawned Skeletons can easily distract and take out single-target units, making this building very versatile.

Barbarian Hut


This crude but high-hitpoint wooden building spawns a pair of Barbarians every 14 seconds, who deal quite a bit of damage when ignored. These Barbarians can be valuable as support, granting a significant Elixir advantage. Despite this, the building is expensive (7 Elixir) and the spawned Barbarians can be easily taken out.

Inferno Tower


Things get really hot with this building. For 5 Elixir, this incinerator will roast even massive tanks and powerful support units in an instant for a positive elixir trade. However, beware of swarms and the power of electrickery, as this building will be overwhelmed and paralyzed.



Where do these Fire Spirits come from? This 4 Elixir magic oven has moderate health and the ability to spawn waves of Fire Spirits, efficiently countering swarms and other troops, and it can also put the opponent under pressure offensively! However, beware of spells and splash damage, as they will put out the ongoing fire!

Elixir Collector


The key to all expensive decks! For 6 Elixir, this passive building has moderate health along with the ability to produce bonus Elixir. This will make large pushes much easier to play, although this building comes with significant risk due to its vulnerability to spells and high cost.




This 6 Elixir automatic crossbow has moderate hitpoints, low damage, a long range and a very fast hitspeed. It can quickly whittle down small swarms and moderate-health troops, cripple tanks, and destroy towers. However, it can be very easily distracted, and is easily destroyed by spells and swarms.