Archers: Quicker initial attack (like Spear Goblins)
(3 Elixir Cost)
- The Archers’ use rate falls off after the early game, while the Spear Goblins remain popular across all levels. We’re making their initial attack quicker, so they’ll feel more responsive and effective.
- Archers are moderately slow, do a decent amount of damage, and are quite beefy for a cheap ranged unit. They can be taken out with a single Fireball, which may be worth it if you can take out a few other troops or damage the tower at the same time, although you probably don’t want to waste your Fireball on Archers by themselves unless absolutely necessary. Splash damage from Wizards, Baby Dragons, and Bombers also destroy Archers with relative ease and should survive with some health left.
Valkyrie: Hit points and damage increased by 10%
- The Valkyrie’s use rates are quite low, as she still needs to find her place in the world. More damage and health should help her get there.
Spear Goblins (2 Elixir Cost)
- One of the most versatile cards in the game, spawning three fast and squishy Goblins with relatively high-damage ranged attacks, you’ll see this card getting played a LOT. If they’ve built up a swarm of Spear Goblins + other squishy swarm troops such as Goblins and Minions, it’s usually worth an Arrows or maybe even a Fireball if they’ve got some Archers, Barbarians, or Wizards thrown in the mix. Otherwise, any troop should easily take them out. Splash damage from Wizards, Bombers, and Baby Dragons are especially effective vs Spear Goblins as they can easily kill all 3 in a single attack. If it’s just 3 Spear Goblins attacking your tower by themselves, it’s usually best to play nothing at all, as you’ll take minimal damage and the tower will quickly take them out.
Musketeer (4 Elixir Cost)
- Glass cannon ranged troop that can deal a lot of damage from afar if left alone. Always protect your Musketeer with a troop or tower to tank for her. To counter someone playing Musketeer behind their tower, use a Fireball on her and the tower and pray one of your troops hits her once. To counter a Musketeer that has crossed over to your side of the arena, simply drop something cheap such as Goblins or Knight on top of her to quickly take her out.
Giant: Damage increased by 5%(5 Elixir Cost)
- Giving the Giant a bit more damage, instead of hitpoints, will make him a more compelling choice overall, without making him any more potent on defense.
- A massive meat shield that targets only buildings, the Giant is often used to protect squishy ranged troops behind it. It is rarely used on defense, but can also be used to distract your troops away from the tower or defensive troops. To counter the Giant, simply drop high-damage swarm troops such as Goblins or Barbarians on top of him. If you want to buy more time, dropping some defensive buildings such as a Cannon or Tesla will distract the giant away from your tower while doing some damage to it. Giants are rarely played by themselves, however, and it is much trickier to stop a Giant push than a lone Giant. If you’re faced with a Giant push, I recommend using Fireball/Arrows on the supporting troops behind the Giant. If those are not available, wait till they cross the river into your side of the arena, then drop troops on top of the supporting troops (not the Giant). Be wary of dropping squishy swarm troops such as Spear Goblins or Goblins if they have lots of splash damage such as Wizards or Bombers behind the giant