Three fast, moderate-damage single-target ranged air troops. Unarmored but targeting both ground and air, they can be a high-damage support card or a quick defense against glass cannons at the cost of 3 Elixir. A bit vulnerable to splash damage, but it'll do the trick. Archers Two low-damage yet medium-ranged single-target troops with knowledge in hair coloring. Targeting both ground and air, and lightly armored, they are inexpensive support troops or a quick defense against small pushes while costing only 3 Elixir. They're weak to decent splash damage, though. For 2 Cycles, if their Evolution is active, then they become upgraded, their range gets increased, their attacks become sharper, and their accuracy improves, showing results from the Archer Queen's training program, dishing out 50% more damage against far away units! They're still weak to the same decent splash damage, but they're still tough! Knight A moderate-damage single-target melee troop. The classic mini-tank. Despite only targeting ground, this jack-of-most-trades card can act as a great mini-tank and a fair defense against small troops with his moderate-high hitpoints and decent damage output. All for only 3 Elixir; good stats for his cost if you ask anyone! For 2 Cycles, if his Evolution is active, his face receives a glorious and shining mustache! But not only that, he gains a shield as well!. While he's walking and not attacking, he receives 60% less damage from EVERY damage source, so make sure to tackle him when he is still distracted. Spear Goblins Three very fast, low-damage single-target ranged troops. Unarmored and targeting both ground and air, they are excellent against small single-target ground and air pushes like Minions and are dirt-cheap support units costing only 2 Elixir. Goblins Four very fast, moderate damage, single-target melee troops. Unarmored and only targeting ground, they are nevertheless an excellent defense against glass cannons like the Mini P.E.K.K.A., and not to be ignored with a tank or mini-tank. All for only 2 Elixir! Just watch out for any gold that you might have. Bomber A 2 Elixir high-damage and medium-ranged splash troop. While fragile and only targeting ground, he is decent against medium to large swarms and can deal great damage behind a tank for his price. For 2 Cycles, if his Evolution is active, the Bomber learns the Bouncing Bomb technique, which is exactly what it sounds like! Each of his attacks bounces twice after the initial throw! Piercing through enemies while dealing heavy amounts of splash damage and greatly increasing his chances of hitting the Crown Towers! Talk about value! A bouncing bomb cannot hit the same troop more than once. Skeletons Three fast, low-damage single-target melee troops. They only target ground and are completely unarmored, but are very useful. They can distract enemies when timed right or just exist to cycle your deck for the dirt-cheap price of 1 Elixir! Think about the amount of value! For 2 Cycles, if their Evolution comes active, their Russian style finally get to shine, while their sword unlocks a new, spooky ability: when they attack, another Evolved Skeleton with a fresh ushanka gets summoned through the arena, and so forth, meaning you need to tackle them before their numbers snowball significantly, even if it's a maximum of 8 Evolved Skeletons! Barbarians Five single-target melee troops with thoroughly average stats. Despite only targeting ground, they are a mighty collective force and can swiftly deal with a great variety of threats for 5 Elixir, but keep them away from powerful splash cards. For 1 Cycle, if their Evolution is active, their appearance will drastically increase, and so will their hitpoints! Now, they can survive a Fireball and a Poison! And you'll better wish their swords never touch you, because if they do, they will enrage themselves and attack even faster! Troop Destroying service incoming! Electro Spirit Costing a shockingly low 1 Elixir, the Electro Spirit shows his killer mustache to the table. Although his damage and stun duration don't match that of the Ice Spirit, his attack will chain onto up to nine units within four tiles of each other, allowing for some truly shocking effects that can stretch far across the arena, even all the way to your opponent's King Tower! Skeleton Dragons These smaller, skeletal cousins of the Baby Dragon move just as fast while packing almost double the punch when together! However, their bones seem to be a bit brittle, as they have much less health, and their belches don't cover as wide of an area. Their 4 Elixir cost also hasn't changed, meaning most of their utility comes down to how long they can avoid having their bones scattered. But there are two of them, so they can help defend in both lanes simultaneously. Fire Spirit One very fast, near-melee splash troop that packs a flaming hot punch for only 1 Elixir! He proves to be a good incinerating tool against tightly-packed swarms and glass cannons, and adds a second layer of offense to even the smallest pushes. However, he can be easily snuffed out due to his low hitpoints, so constantly look for opportunities to sneak him onto enemy troops, preferably melee troops. Bats Five single-target melee units that offer good defensive and offensive value despite their very weak stats. Fragile but fast flying units, Bats can attack both ground and air units and their strong bites can easily deal with solo mini-tanks. At just 2 Elixir, Bats can fortify and cheapen your deck. For 2 Cycles, if their Evolution is active, then they become VAMPIRE bats, granting them a new power called Life Leech, healing themselves whenever they attack! But what's healing when they're literally as fragile as Skeletons? Well, they get a small stat buff to compensate, and they can increase their health past their maximum, up to double of the original! Not even Zapping them would work! Royal Recruits Six fairly tough melee ground troops spread out in a horizontal formation across the arena. With the addition of a shield to absorb otherwise devastating strikes, they can distract and repel most enemies and act as a capable shield for other units across both lanes, though this is for a hefty 7 Elixir, so use them wisely, for they come weak to huge splash damage. For 1 Cycle, if their Evolution is active, they will begin pretending they're their greatest idol: Dark Prince! When they walk enough tiles, they will begin charging through the arena with double speed and hit for double damage, just like other charging units! Those shields are heavy, however, so they can't charge with them still up. Royal Giant An infamous, hulking beast of a man. Costs 6 Elixir for a great single-target damage to buildings. High in health with somewhat good range, his powerful cannonballs plough through any building he decides to shoot. He's vulnerable to high damage dealers, but he doesn't care. He'll still land a few smacks anyways. For 1 Cycle, if his Evolution is active, he brings a larger cannon and upgrades his weapon to giant golden cannon balls! Talk about luxury! It's so awesome, everytime he fires one of those giant balls, he emits a shockwave around himself that knocks back everyone near him, protecting himself from swarms and stalling slow units with each recoil. Keep in mind that his recoil doesn't work against air units! Ice Spirit This fast, 1 Elixir little snowball has excellent defensive and offensive capabilities due to his freeze, which can reset channeled abilities, force enemies to retarget, or even freeze the opposition as potent support in a push. His cheap cost also makes him great to quickly shuffle through a player's deck, and he's got enough health to survive one attack from most units while he deploys, allowing him to get the jump on them. But what if 1 isn't enough? Well, for 2 Cycles, if his Evolution is active, he comes up with a new chilling move; the Icy Blast; he will blast his targets one more time, dealing another damage output, freezing and stalling them for even longer! Berserker Her name is exactly what you're thinking! She won't hesitate to tear you apart for only 2 Elixir! She attacks very fast and is resistant to spells, though her damage is low, so she'll have to be supported accordingly in order to go berserk mode. Beware though, if her mom, Rune Giant, is around, the Berserker will be even more dangerous! Skeleton Barrel A 3 Elixir barrel packed with bones that drifts through the air looking for towers and trouble. It's a bit on the fragile side, but it soars quickly through the arena. When it makes contact with a building, or when the balloons get popped, it explodes and drops seven sword-swinging Skeletons ready to party! For 2 Cycles (if the Evolution is activated) you will get double the barrels for double the party; with the first one dropping at 75% hp. Together, both barrels will deal a lot of death damage and have a lot of skeletons, but will still be taken out by splash units. Goblin Gang Six fast though weak Goblins for 3 Elixir. Three have knives for powerful ground melee combat deployed in front, and three have spears for ranged attacks on both ground and air at the rear. Together, they can clear a multitude of units, but be wary of splash cards when using this Goblin Value Pack!