Golem (8 Elixir Cost)

  • A massive beefy tank that explodes on death and splits into two less-beefy Golemites, the Golem is the premier tank troop in the game. It is extremely slow and expensive at 8 elixir, but even so, can be difficult to deal with. A lone Golem can easily be swarmed down with Skeletons, Spear Goblins, Goblins, etc., however, the most dangerous part of a Golem push are the supporting troops behind it. Therefore, it is often best to first deal with the supporting troops with Fireball or Arrows and then taking out the Golem afterwards. A Golem deck is also extremely slow and many players will not play their Golem without one or two Elixir Collectors up, so a good way of dealing with a Golem deck is applying pressure early, deal with the Elixir Collectors, and not allow them to play the Golem at all. Once your opponent gets up 2 or 3 Elixir Collectors, it will be difficult to deal with the incoming push without Elixir Collectors of your own. Alternatively, Inferno Towers shred Golems.


Prince: Charge speed decreased by 13%

  • The Prince is currently the most used card in the game, but despite very popular opinion, he isn’t overpowered when looking at his win rates. However, his ability to take down a tower on his own when left unchecked can be quite startling. Slowing down his charge speed a notch will give more time to react and counter.
  • Classification: Bulky and strong ground melee troop
  • Effective Combinations: The Prince is easily stomped by hordes or low HP troops, so he is best paired up with area damage cards such as the Bomber, Arrows, Fireball, Baby Dragon, Wizard, and Witch.
  • Key Attributes: Does double the damage when given a running start with his charge attack! His very decent HP allows him to also be a good defensive troop. Being a melee troop with very decent HP also means it’s a great idea to support him with any ranged attacker (especially area damage attackers).
  • Counters and Weaknesses: Barbarians, Skeleton Army, Tombstone, Minion Horde (able to quickly destroy the Prince, but unable to stop his charge), Giant (use as shield with your Arena Tower dealing damage to Prince), Witch (place behind your Arena Tower to summon Skeletons to distract Prince to also allow your Arena Tower to defeat Prince), Skeletons (use as distraction), Inferno Tower (recommended to use a low Elixir distraction card such as Skeletons or Spear Goblins to stop the Prince’s charge and also distract him as Inferno Tower powers up), Pekka.

Dark Prince

Dark Prince: Charge speed decreased by 13% (4 Elixir Cost)

  • Both Princes ride the same breed of horse, and therefore it makes perfect sense that they move at the same speed!
  •  The splash damage is only in front of the Dark Prince, and while he one-shots Goblins and Spear Goblins, he’s still vulnerable to beefier troops such as the Barbarians, especially when he’s not charging. He’s also easily distracted by buildings, and isn’t too big of a threat by himself as his damage isn’t too high


  • Summary
    • P.E.K.K.A is the last troop to be unlocked in the standard Barracks. It has the strongest armor of any of the Elixir-based troops, and has the highest damage of any normal unit in the game. However, it is also the most expensive Elixir troop of all, and has the longest training time.
    • It has purple crystal spikes growing out of the side of its head, and carries a sword (multiple swords at higher levels).
    • P.E.K.K.A receives double damage from Hidden Teslas due to the conductivity of its armor; however, Lightning Spells do not do double damage to P.E.K.K.As.
    • P.E.K.K.As have no preferred target when attacking; they will simply attack the closest building to them. However, once they become aware of enemy Clan Castle troops, Heroes or Skeleton Trap skeletons (either by being attacked themselves or being near another friendly troop under attack), they will leave their previously targeted building and engage the enemy troops instead. Once all of the nearby enemy troops are defeated, they will proceed to attack the nearest building from their current location.

Royal Giant

Royal Giant: Damage increased by 20%  (6 Elixir Cost) 

  • The Royal Giant’s use rates and win rates are very low, showing that he is clearly under powered. We wanted to give him significantly more damage, instead of boosting his hit points, so he could fulfill his dreams of becoming a wrecking ball.
  •  Royal Giants are not very good… they’re ranged Giants with less HP. I rarely see Royal Giants, but I deal with the same way I deal with Giants. Take out what’s behind them and swarm them down with cheap troops.


Princess: Hit points decreased by 10%

  • When playing with Tournament Rule card levels, as a baseline we think Arrows should be able take out the Princess for an even Elixir trade. This hit point reduction ensures that’s the case. Additionally, the Princess has a very high use rate and could do with some added vulnerability overall.