Table of Contents
Troops (Common • Rare • Epic • Legendary • Champion)Spells (Common • Rare • Epic • Legendary)
Buildings (Common • Rare • Epic)
Tower Troops (Common • Epic • Legendary)
Troops
Common
Fire Spirits
Three very fast, near-melee splash troops that together pack a flaming hot punch rivalling that of a Fireball for only 2 Elixir! They are an excellent defense against tightly-packed swarms and glass cannons, and add a second layer of offense to even the smallest pushes. However, they can be easily snuffed out due to their low hitpoints, so constantly look for opportunities to sneak them onto enemy troops.
Skeleton Barrel
A 3 Elixir barrel packed with bones that drifts through the air looking for towers and trouble. It's a bit on the fragile side, but it soars quickly through the arena. When it makes contact with a building, or when the barrel balloons get popped, it explodes and drops seven sword-swinging Skeletons ready to party!
Royal Recruits
Six fairly tough melee ground troops spread out in a horizontal formation across the arena. With the addition of a shield to absorb otherwise devastating strikes, they can distract and repel most enemies and act as a capable shield for other units across both lanes, though this is for a hefty 7 Elixir, so use them wisely.
Ice Spirit
This fast, 1 Elixir 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. Its cheap cost also makes it great to quickly shuffle through a player's deck, and it's got enough health to survive one attack from most units while it deploys, allowing it to get the jump on them.
Firecracker
This former Archer has turned rebellious, bringing a firework to cause havoc in the arena. While frail for 3 Elixir, she'll push herself back with every attack, making it harder for enemy troops to reach her. Whenever her rocket hits a target, it will split into smaller sparks that deal damage to troops or buildings behind it. But be careful; a smart opponent can use her shrapnel to activate their King's Tower!
Elite Barbarians
A pair of upgraded Barbarians for 6 Elixir, notorious for their sheer speed and melee power. Together, they can evaporate glass cannons and shred down building-targeting units, though they are easily distracted and are especially weak against large swarms. One can never be too paranoid when these units are deployed.
Electro Spirit
Completing the trio of 1 Elixir spirits, it boasts the same cost, hitpoints, and move speed as them while also bringing a killer mustache to the table. Although its damage and stun duration don't match that of the Ice Spirit, its attack will chain onto any other unit within four tiles of the original, allowing for some truly shocking effects that can stretch far across the arena.
Skeleton Dragons
These smaller, skeletal cousins of the Baby Dragon move just as fast while packing almost double the punch! However, their bones seem to be a bit brittle, as they have much less health, and their belches don't cover as wide of an area. Their 4 Elixir cost also hasn't changed, meaning most of their utility comes down to how long they can avoid having their bones scattered. But there are two of them, so they can help defend in both lanes simultaneously.
Rare
Battle Ram
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.
Royal Hogs
For 5 Elixir, you get four moderate health, low damage troops that rush the enemy tower, jumping over rivers if they have to. Be warned, their speed and numbers make them difficult to stop, although area damaging units or spells can take them out easily. Despite everything, one question still get left unanswered... who let the hogs out?
Heal Spirit
This little guy runs, jumps, and splashes just like the Ice Spirit, all for the same 1 Elixir cost. The difference? When he jumps onto your opponent's troops or buildings, he'll deal damage to them while healing your troops that are around him. However, he's not as icy cold as his twin brother while being almost as frail, so use him wisely!
Elixir Golem
Dividing into two Elixir Golemites with half its stats that, in turn, divide into two sentient Elixir Blobs with half of their stats each, the Elixir Golem provides formidable tanking and damaging ability for the very low price of 3 Elixir. Do be warned - when your opponent does finally divide it all the way down to and destroy the Elixir Blobs, they get 1 Elixir per blob destroyed - be careful with the 4 Elixir this card gives your opponent!
Zappies
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.
Battle Healer
The Battle Healer has relatively high hitpoints and medium damage for her 4 Elixir cost. Whenever she hits something, she heals all troops around herself. When not attacking for five seconds, she begins healing herself. Even though she has wings, she cannot attack air units. Although her damage and healing effect may initially seem weak, she can quickly heal up support troops out of range of a lethal attack, making her very effective at snowballing the opponent.
Epic
Wall Breakers
Hailing from CoC, it’s not the Bomber, it’s the Wall Breakers! For 2 Elixir, the daring duo runs straight for the nearest building and causes damage with their barrels of gunpowder, which explode on impact with a tower. Reacting just a second too slow often means giving the user both the damage advantage and Elixir advantage, though spells can make quick work of them.
Prince
With very high damage and good hitpoints for 5 Elixir, the Prince is powerful on offense or defense. 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. However, his slow attack speed means swarms in particular make it difficult for him to break through.
Hunter
For 4 Elixir, this mustachioed man with a double-gun has moderate health and can shoot a wave of bullets. This shotgun blast has a unique degree of versatility. Up close, he busts tanks. From afar, shred swarms - ground and air! Be careful, though - if he's too far away from a tank or too close to a swarm, he's a lost cause.
Giant Skeleton
This oversized skeleton costs 6 Elixir, gets distracted by everything, and deals relatively low damage per punch. These weaknesses are made up for with his bomb that deals extremely high damage three seconds after his death, obliterating all in its radius. Try and bait the opponent into overcommitting on their defense against it to reap massive positive Elixir trades!
Witch
While her health and splash damage appear mediocre for 5 Elixir, she summons 4 Skeletons every 7 seconds to help distract & destroy, making her useful for defense and support. However, she does take a short while to begin summoning them, and she’s especially weak against other splash-damage dealers which easily crush her Skeletons and shrug off her destructo beams, leaving her defenseless.
Golem
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.
Balloon
Having decent hitpoints and extremely high damage per strike, while only targeting buildings, the Balloon makes for 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 smaller support troops with its death damage.
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, 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.
Guards
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.
Electro Giant
Don't get too close! This shocking version of the Giant zaps back anything nearby that attacks him, making swarms and fast attackers disappear in a matter of seconds. Although his movement speed is fairly slow, he is still capable of destroying a Princess Tower all by himself! However, he has a high 8 Elixir cost and slightly worser health than the 5 Elixir Giant, so players must wait for the perfect opportunity to electrify their opponent.
Cannon Cart
This upgraded Cannon now moves and has a whole other set of hitpoints in the form of a shield! It's no snail either, being able to sneakily lock onto a Princess Tower in the blink of an eye and deal surprising amounts of damage. Once its cart has been destroyed, the Cannon stays intact for half a minute to deter any incoming attacks. However, it's weak to swarms and has a heftier 5 Elixir cost.
Electro Dragon
How shocking! This dragon attacks slowly and does low damage per hit for 5 Elixir, but there's more. His attacks will chain on to two secondary targets, gaining value with each unit hit. As if that wasn't enough, he stuns on hit, making him a powerful disruptor. However, alone, he's weak to tanks, glass cannons, and large swarms alike. Take caution.
Legendary
Miner
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.
Lava Hound
A majestic 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 larger damage than the Hound, and with moderately low health. However, this tank is slow and expensive at 7 Elixir, and must be well-supported.
Magic Archer
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 easily clear swarms. However, tougher troops and the Fireball will easily destroy him.
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.
Lumberjack
A powerful glass cannon for 4 Elixir, the Lumberjack provides high 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 drops a bottle of Rage when he falls, boosting any friendly units nearby!
Mother Witch
This witch cackles wildly as she curses her foes, causing them to turn into Cursed Hogs if they fall during the curse's effect. Against a large swarm of units, she can quickly create an army to assault opposing buildings! However, her damage is low, so bulky units will shrug off her curse and make quick work of her. Save her for an opportune moment in order to start cooking up a pig stew!
Ram Rider
She lands into the arena on her trusty ram, dashing to the nearest building while the rider snares and damages any nearby troops. The ram deals massive damage when it collides with the tower. Like the Hog Rider, the ram is able to jump over the river, all for 5 Elixir. Nothing will stop this inseparable duo!
Sparky
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. Also, any and all electricity (barring the Tesla) causes her to short-circuit and restart her charge.
Spells
Common
Royal Delivery
Purchase this package for 3 elixir and it will be delivered quickly, dropping from the sky, taking out air and ground swarms alike within its radius. Once it hits the ground, a royal recruit pops out to finish off the rest. It is perfect for defense, however not for offense, as it can't be placed on the opponent's side!
Rare
Epic
Lightning
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 and swarms.
Tornado
Get over here, enemy troops, so this Rocket can hit you all! This windy Tornado pulls any troops in its large effective radius, quickly grouping them all up in an instant (perfect for any incoming splash damage) while also slightly damaging them for only 3 Elixir! When used correctly, this spell can be invaluable. Also useful for dragging that pesky Hog Rider to activate your King Tower.
Freeze
Freeze! This 4 Elixir spell incapacitates and damages troops and buildings for 4 seconds. It can catch players off guard and can often clutch a victory. Or use it as a last second defense by freezing enemy troops that is just about to reach your tower. But it can cause your opponent to create a bigger push to crush you.
Rage
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.
Mirror
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. Mirror will not appear in your starting cards.
Legendary
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. But it can't hit air units, so don't Log a Minion Horde!
Buildings
Common
Mortar
It's quite hard to stop these explosive shells from hitting a tower and dealing quite a bit of damage thanks to its blind spot; any enemy troop that gets too close will be ignored. The ability to snipe towers, its moderate hitpoints, and the light cost of 4 Elixir make this building versatile, though its incredibly slow hitspeed means it often needs additional support against any unit that isn't one shot by its attack.
Rare
Goblin Hut
Here come the Spear Goblins! Every 4.5 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. And just when you think they'll stop coming, more Spear Goblins pop out upon the hut's death! They can easily build up behind a tank to cause even more damage to towers, but are still weak to splash damage.
Tombstone
A cheap spawner with moderate hitpoints at the cost of only 3 Elixir that spawns Skeletons every few seconds. When destroyed, 3 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. And, just like the Goblin Hut, more units spawn after the building's destruction. Despite this, the hut is expensive (7 Elixir) and the spawned Barbarians can be easily taken out.
Furnace
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
You gotta spend Elixir to make Elixir! 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. Elixir Collector will not appear in your starting cards.
Goblin Cage
For 4 Elixir, drop a building containing a Goblin Brawler on the arena, pulling Hogs and Golems alike. That cage won't hold for long though, as after a little while if it's not broken, the Goblin Brawler inside does the job himself! When released, he gets his revenge for being captured on every enemy in his sight, dishing out impressive damage while having moderate health!
Epic
X-Bow
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.