The classic glass cannon — a mighty punch packed within a moderate health, for a cost of 4 Elixir. 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. Zoom past troops with his moderate-high health and blazing fast speed and landing a hit or two on towers — for 4 Elixir. Also, his hog will jump over the river! However, good building placement easily draw him away, and he is seriously 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.
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?
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 a 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.
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!
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.
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!
Rocking the ground for 3 Elixir, this spell is perfect for clearing small swarms, slowing units down, and doing HUGE damage to buildings (great for clearing spawners or Elixir Collectors)! However, it doesn't damage flying units (it is an EARTHquake, after all).
Keep troops going with just a 1 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… Also, this spell does not affect buildings, so don't try to heal your Crown Towers.
Here come the Spear Goblins! Every 4.7 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.
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.
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.
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!
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.
Bombs away! This ground-only building throws bombs dealing moderate splash damage at a decent rate, making it perfect
against swarms. Combined with its medium hitpoints, its cost of 4 Elixir,and Death Damage, this building is one of the most effective against ground units in the game.
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 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 alike!