Barbarian Hut

Barbarian Hut (7 Elixir Cost)

  • The cornerstone of hut decks, Barbarian Huts are expensive and beefy, and spawn 2 beefy Barbarians every few seconds. Left alone, these Barbarians will do significant chip damage to your tower throughout the Hut’s duration. Backed with some cheap swarm troops for a push or a few Goblin Huts, the game can quickly get out of control. If you don’t have a good elixir advantage once double elixir hits against a Hut deck (and they have a lot of Huts up) you’ll most likely be overwhelmed by your opponent’s ability to double the number of Huts on the board. However, Barbarian Huts are very expensive at 7 elixir and leave your opponent wide open to counter attack. The trick to counter Hut decks is to apply pressure early and keep the number of Huts in control. If you can, Fireball a Hut (or better yet, multiple Huts and some troops) and the tower, it’s almost always worth it. If you’re running it, Lightning or Poison are the end-all-be-all Hut counters, with the ability to take out a significant chunk of the Hut’s duration/health and the ability to easily hit multiple targets at once. Doing so against a Hut deck will put you at a big advantage.

Goblin Hut


Goblin Hut (5 Elixir Cost) 

  • Goblin Huts can be used to apply small but constant pressure to a lane and/or reinforce a push. If your opponent plays a Goblin Hut on one lane, then troops in another, it may be worth it to just ignore the Hut as your tower will only take a few hundred chip damage throughout the Hut’s duration. If he is massing Huts on one side to gear up for a big push, it may be worth using Fireball on the Hut, but only if you can hit multiple Huts or you can hit the Hut and the tower. Better yet, if you have Lightning or Poison, wait till he puts down 2 huts and then hit both huts and the tower to deal massive damage. Otherwise, Goblin Hut is a somewhat slow card, and an early push especially with the support of splash damage from a Wizard, Bomber, or Baby Dragon can punish Hut users.

Bomb Tower

Bomb Tower (5 Elixir Cost) 

  • Bomb Tower is the beefiest defensive structure in the game and does relatively high amounts of splash damage to ground troops. However, it’s glaring weakness is that it only damage ground troops, so air troops can easily take it out. If your opponent drops a Bomb Tower, do not drop off Barbarians or any other ground troops with less HP as the Bomb Tower will make quick work of them. Instead, Minions, Minion Horde, or Baby Dragon should be able to do a signficant to the Bomb Tower if it is close to the river. Alternatively, dropping a massive tank such as a PEKKA, Golem, or Giant along with supporting ranged troops makes a beefy push that can easily deal with the Bomb Tower and then some.

Tombstone


Tombstone (3 Elixir Cost) 

  • Tombstone is very rarely used for offense, as the Skeletons usually will never be able to reach a tower. It is, however, a terrific counter to quick offensive troops such as Prince and Hog Rider, and if placed correctly, a single Tombstone by itself should be enough to take care of a Prince or a Hog Rider on defense. If your opponent is playing a Tombstone to distract your push, it is usually not worth specifically counterplaying. Instead, just reinforce your push with more troops to help take out the Skeletons quicker

Telsa

Tesla (4 Elixir Cost) 

  • Tesla is a unique defense in that it cannot be damaged when it is below ground. It only pops up above ground when there are troops in it’s attack range, making it very tricky to take out with Fireball or Lightning. Instead, it’s often best dealt with head on with a push of troops. Alternatively, if it is placed near the river, it’s easy to throw a Minion Horde near the Tesla and take it out quickly. The Tesla has relatively low HP so it is easily dealt with.

Inferno Tower


Inferno Tower (3 Elixir Cost) 

  • The bane of any Golem/Giant/PEKKA player’s existence, the Inferno Tower does an insane amount of damage to a single target after locking on for a few seconds. The key to taking down Inferno Towers is to swarm it down with cheap swarm troops such as Goblins, Skeletons, or Minions. Alternatively, Lightning will bring down an Inferno Tower to a sliver of health, but might only be worth using if you can hit the tower or a troop with the same spell.

Mortar

Mortar (4 Elixir Cost) 

  • The Mortar is like a mini X-Bow. It can hit your towers from the other side of the arena, but has a blind spot up close where it cannot attack troops. However, it attacks very slowly and is fairly vulnerable to counterattack, and unlike X-Bow, players do not have to build their entire deck around it. I’ve actually seen a lot of players use it to put pressure on the one lane while they push down the other lane with their troops. Generally, you’ll want to deal with Mortar the same way you’d deal with an X-Bow.

X-Bow

X-Bow (6 Elixir Cost)

  • The original rage machine, the X-Bow gained an infamous reputation during the soft launch as an infuriating card to play against and counter. With the ability to hit a tower from across the map, the X-Bow will slowly plink away at your tower while you watch helplessly. Players that run X-Bow will build their entire deck around protecting it, so countering X-Bow isn’t as much about taking out the X-Bow as it is about dealing with the entire deck. The first part to dealing with X-Bow is recognizing when you’re against an X-Bow deck. There’s a quick and easy tell – if they play a defensive structure right up against the river, 99% of the time they’re setting up for X-Bow. Once you recognize the X-Bow deck, it’s time to deal with it. You have two options – counterpush it, or split push the other lane. The X-Bow itself actually does very little DPS (damage per second), but once it locks on to your tower it is relentless. Having a defensive matrix of Teslas, Cannons, and Inferno Towers set up makes it difficult for you to break and often forces players to panic and overcommit to taking it out. Once an X-Bow player gets a defense down, they will often play X-Bow in conjunction with a troop like Barbarians or Minion Horde at the same time, making it difficult to take out the X-Bow. Your best bet is to not panic and Lightning or Fireball the X-Bow and take some chip damage on the tower, while taking out the troops and defenses they put down to support the X-Bow. Then, since they’ve just committed 11 elixir to X-Bow + support troops, they’re relatively open to being counterpushed. Another weakness of X-Bow players is that they get tunnel vision on one lane. Therefore, if you have a deck with hefty tank such as Giant, Golem, or PEKKA, it’s actually really easy to split push the other lane. The neat part is the X-Bow AI actually prioritizes troops in its range over buildings (or at least I think it does) so instead of attacking your tower, it will actually attack your tank. Since it does poor DPS, and they’ve committed heavily to one lane, it’s often easy to take the other tower with very little contest. In summary, when facing an X-Bow deck, don’t panic, look at your hand, and make a smart play. Don’t be afraid to take tower damage, or even trade tower for tower.

Elixir Collector

Elixir Collector (5 Elixir Cost) 

  • The Elixir Collector is one of the most popular cards and very powerful if used correctly. Playing it correctly will give you a big advantage over your opponent, while playing it incorrectly can straight up lose you the game. It costs 5 elixir and gives you 7 elixir throughout its lifespan. While the 2 elixir profit over the course of a minute does not seem like much, the Elixir Collector is powerful because it allows you to cycle through your deck faster, and potentially even get more Elixir Collectors onto the field. It is extremely dangerous in Double Elixir, as it is easy to flood the board with Elixir Collectors putting you at almost permanent max elixir. However, misplaying Elixir Collector (especially Elixir Collector + Mirror) can be dangerous as it leaves you open for a powerful counter for a period before the Elixir Collector pays for itself. Many players will Fireball or Lightning an Elixir Collector that is placed near a tower, however, I’m not sure that is the best play. You are taking out a chunk of potential elixir, but spending a good amount of elixir yourself to do so, and more importantly, cycling one of your important damage dealing cards out of your hand. Instead, I recommend playing troops to quickly push down a lane instead and taking advantage of your opponent’s vulnerability and immediate 5 elixir disadvantage. It is best to play cards that are difficult to take out cheaply such as Barbarians or Baby Dragon in these pushes. To be 100% honest, I’m not sure what the best play against an Elixir Collector is so if anybody has a better strategy, please let me know and I will add it to this section.

Loot Cart

Summary

  • A cart containing 20% of your lost loot after any defense.
    • However, the attacker will still get all of the loot that they stole from the defender’s village.
  • Only one Loot Cart will appear at a time, so collect it right away.
  • If a Loot Cart is already spawned, its Gold, Elixir and/or Dark Elixir values will update if a subsequent defense would be worth more of that resource.
  • Like all resource collectors and the Treasury, if collecting the Loot Cart will make some type of your resources overflow, the excess part will remain in the Loot Cart and won’t be lost.
  • The Loot Cart was added in the 8.116.2 update.
  • Tapping the Loot Cart allows you to see how much of each resource you can