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 very high damage and good hitpoint for 5 Elixir, the Prince is powerful on offense. His charge ability gives him extra speed and allows him to deal double damage to a target when he crashes, allowing him to devastate targets or speed up slow units. But 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 & destroy, 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.
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.
This oversized skeleton costs 6 Elixir, gets distracted by everything, and deals relatively low damage per punch. But he makes up with his bomb that deals extremely high damage three seconds after his death, obliterating towers or enemy troops in its radius. A little bonus is he is also slightly faster than many tanks.
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, 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.
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, and like his cousin, a charge attack that hits everything around him 360-degree 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. Their spears are longer than most other melees, by the way.
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.
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.
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.
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!
An angry Barbarian in a barrel rolls a moderate distance, dealing moderate damage and knocking back light troops, then breaks open and goes to town with his sword. Despite falling short of reaching the Arena Tower, for 3 Elixir this card can protect, attack, and distract all at the same time.
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.