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.
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.
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.
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!
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!
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.
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!
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 seven sword-swinging Skeletons ready to party!
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!
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.
A 5 Elixir value pack of a trio of trouble, with one boy and two girls. The boy absorbs damage from the front with high hitpoints and melee attacks, while the high damage but low health girls fire from behind! With a strong tank and high damage, this card is a complete combo push by itself.
Five fast though weak Goblins for 3 Elixir. Three have knives for powerful ground melee combat deployed in front, and two have spears for ranged attacks on both ground and air at the rear. Together, they can clear a multitude of units, but be wary of splash cards when deploying this Goblin Value Pack!
A pair of über-strong troops for 6 Elixir, notorious for their sheer speed and melee power. Together, they can deal unbelievable damage to anything, though they are weak against large swarms. One can never be too paranoid when these units are deployed.
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 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.
The "original tank", the Giant is a 5 Elixir meat shield with high health and moderate melee damage. He ignores all enemy troops and slowly makes his way towards buildings, soaking up damage to protect any troops behind him. Once he gets there, he’ll start breaking it!
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 great deal damage. Also, his hog will jump over the river! However, good building placement easily draw him away, and he is helpless against swarms.
A 4 Elixir powerhouse with 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.
A fast but fragile 4 Elixir surprise to smash into buildings and disrupt the defense. Once it gets charging, it must be taken out before it rams into a tower, or the target will take double damage! Two Barbarians also pop out after the ram is destroyed or crashed, making this card is reliable for both defense and offense.
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, ranged units, and cupcakes.
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 maximize his damage potential. The Wizard excels against groups of enemies, not so much against tanks, and fireball.
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.
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 really vulnerable to spells!
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.
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.
Four very fast river-jumping pigs. For 5 Elixir, they do low damage and have moderate health each, but put the King's four pets together and they can do some serious work. Their speed makes it hard to react to them. Which still leaves one question unanswered... who let the hogs out?
If it moves, then it won’t for much longer. This 4 Elixir trio of 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.
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.
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 high damage units and is easily distracted.
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.
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.
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.
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.
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.
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!
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 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.
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.
A flying beast that targets buildings with very high hitpoints but low damage. When defeated, it splits into 6 spread-out Lava Pups that can easily overwhelm, each dealing the same damage but with moderately low health. However, this tank is slow and expensive at 7 Elixir, and must be well-supported.
The sister of the Witch, she has moderate hitpoints, moderately-high melee single-target damage and the ability to spawn flying Bats — including two more upon death for only 4 Elixir! She can quickly swarm units and towers with her Bats, but is defenseless against splash damage.
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.
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.
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).
The powerful glass cannon for 4 Elixir, the Lumberjack provides insane damage and speed, with moderate hitpoints. 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. He also drop a Rage when he falls, boosting his friend in radius!
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.
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.
The master of all Archers! For 4 Elixir, he has moderate health, damage and the ability to send his arrow even further than his targeting range. He can safely pierce buildings from afar, as well as multiple targets within the arrow's linear path, and can clear swarms. However, tougher troops and the Fireball will easily destroy him.
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.
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 moderate health, and is easily defeated by swarms and high health tanks.
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.