Rocket


Rocket (6 Elixir Cost) 

  • The highest damage spell in the game, the Rocket is the cornerstone of a Defensive siege deck. Most decks that run Rocket will aim to establish an unstoppable defense on their side of the arena, then start throwing out Rockets on your crown tower. The best way to counter this is to play very aggressively and keep these decks from setting up that infrastructure. Commit to taking down their defenses so they cannot use the 6 elixir Rocket without putting themselves at a huge elixir disadvantage. Also, do not give them efficient trades by placing troops near your towers, as the Rocket will kill those and do significant tower damage making that 6 elixir price tag more worth it.

Goblin Barrel


Goblin Barrel (4 Elixir Cost)

  • Another card that often stumps newer players, an unchecked Goblin Barrel can do a ton of damage to your tower. Players will most often throw it right on top of your tower, and a preemptive Arrows on top of your tower right after the Barrel has crossed the river should take care of the Goblins before they can get a stab in. Zap also works well against Goblin Barrel but the timing is different as Zap casts quicker. You also have to be more accurate using Zap as the radius of the spell is smaller. Fireball works in a pinch for a zero net elixir advantage and timing is similar to Arrows. If you don’t have one of those 3 spells at your disposal, drop some cheap troops on top of your tower to draw the Goblins’ attention away from the tower.

Freeze

Freeze (3 Elixir Cost)

  • With the ability to keep troops and buildings from attacking for a few seconds, Freeze is an incredibly powerful spell when used correctly. When combined with troops that focus buildings like Hog Rider or Balloon, Freeze is a very deadly offensive tool. It can even be used in a pinch on defense, however, you should make sure you have a high DPS troop like Minion Horde or Wizard to take the frozen troops out. Like X-Bow, Freeze can be scouted out (but is a bit more difficult to do so). If your opponent is playing a naked Hog Rider or Balloon and hasn’t invested in a big push recently, then they most likely have Freeze in their hand. Once you know your opponent is playing Freeze, you need to take very specific precautions to minimize its effectiveness. First off, never drop your troops around/behind your tower. The best place to drop your troops when your opponent is running Freeze is actually near the river, well in front of your tower. This forces your opponent to choose between Freezing your tower or your troops. If you’re down one tower and your King Tower is activated (cannon is out), NEVER put your troops in the area between your King Tower and your remaining tower. In fact, always put it towards the edge of the arena. This forces your opponent to choose between Freezing your King Tower and your remaining tower or freezing your troops. Second, use cheap troops to defend (such as Goblins, Spear Goblins, Archers) and NEVER drop them all at once. Drop one troop to bait out the Freeze, then once the Freeze is used, immediately drop the others. Lastly, Freeze leaves your opponent open for a big counter play if they don’t take out your defensive troops (which they won’t with Hog + Freeze or Balloon + Freeze), as they’ve invested 4 elixir into a spell that doesn’t damage troops, so gear up for a big counter push and punish them.

Balloon

Balloon (5 Elixir Cost) 

  • As a beefy flying unit that deals massive damage to buildings, the Balloon can be tricky to deal with. There are two ways to dealing with Balloons – luring and killing. To lure, use any structure in front of your tower, to get the slow Balloon to waste time going out of its way to kill it. While it is flying, drop down your ranged troops and hope you have enough time to take it out before it one-shots your structure and then attacks your tower. I prefer to straight up kill the Balloon, which requires having a high damage troop that can hit air (basically Musketeer or Minion Horde). Your opponent will most likely drop the Balloon as close to the river as possible on the edge of the arena. You should drop your Minion Horde/Musketeer close to the river as well, never behind the tower if you’re in arena 5 or up. The reason is many Balloon decks also run Freeze and if your Minion Horde or Musketeer get frozen, then your tower is dead. If done correctly, the Balloon should pop before it reaches your tower. Be careful of a preemptive Arrows on your opponent’s second Balloon attempt if you use Minion Horde to counter the Balloon the first time.

Cannon

Cannon (3 Elixir Cost) 

  • A cheap, relatively beefy defensive building, the Cannon is great at luring and killing Hogs, Giants, and Golems, as well as reinforcing your defenses. Its main weakness is its inability to hit air. I like to play it reactively as a buffer against building targeting troops. It is usually not necessary to proactively counter our opponents Cannon unless you’re running a Hog Deck, in which case you MAY want to consider Fireballing it or Lightninging it if you can also hit their troops or the tower.

Fireball

Fireball (4 Elixir Cost)

  • Similar to Arrows but does quite a bit more damage in a smaller radius, instantly killing every troop Arrows can, one-shotting Bombers (and sometimes Wizards and Musketeers), and being able to bring Barbarians, Wizards, Witches, and Musketeers to a sliver of health left. You can bait out the Fireball in the same way you bait out Arrows, then play your swarm troops/Barbarians/Wizards without fear.

Arrows

Arrows(3 Elixir Cost) 

  • Arrows is a huge deterrent card, as it can one shot warm troops – Goblins, Spear Goblins, Goblin Barrel, Minions, Minion Hordes, Skeletons (from Tombstone, Skeleton Army, Witch, and Skeletons), Princess – and in most cases, put the Arrows caster at an elixir advantage. To effectively counter arrows, try to bait it out before plopping down your cheap swarm swarm. My personal favorite is to throw a preemptive Goblin Barrel which usually forces out the arrows before playing my Minion Swarm/Spear Gob/Gobs.