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 at the cost of 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 and a fair defense against small troops with its moderate-high hitpoints. All 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 very useful. They can distract enemies when timed right or just exist to cycle your deck for the dirt-cheap price of 1 Elixir! Value!
Five 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.
Double the Minions for only 5 Elixir! This card has ridiculously high DPS, allowing it to defeat tanks and pushes in the blink of an eye. But keep caution using them, otherwise you may lose everything... in the blink of an eye.
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.
Three 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 and don't explode except by attacking 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!
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.
An infamous, hulking beast of a man. Costs 6 Elixir for a great single-target damage to buildings. High in health with somewhat good range, his powerful cannonballs plough through any building he decides to shoot.
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 as mini-tank and melee attacker, 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 using 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.
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 slight extra damage to finish things off.
Is a push too hot to handle? A giant, 2 Elixir Snowball will make them slow down for 2 seconds and chill out. As a side note, squishier troops tend to go splat while all but the heaviest of troops get knocked back. The Giant Snowball excels as a cheap, versatile disrupter.
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.
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, if slow.
Peek-a-boo! I zap you! 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.