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 (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 (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 (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
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.
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.
Lightning (6 Elixir Cost)
- This card is THE anti building card, great against Hut decks, Xbow decks, and Defense/Rocket decks. Also good against slow pushes that rely on getting a somewhat squishy damage dealer such as a Wizard or Musketeer behind a big tank, as it can kill the troops and damage the tower at the same time. The downside is that the card is very expensive at 6 elixir and players usually wait for maximum value before they use it. If you’re running a slow push, try putting out your tank troop before your damage troops to discourage them from using it when your troop goes around your tower.