The entire combat system is just a highly complex, beautifully animated game of Rock, Paper, Scissors.
This guide will break down the combat triangle and show you how to exploit it to guarantee positive elixir trades.
The Core Mechanics
The rules of the arena are simple: Swarms overwhelm Single-Target units; Splash Damage obliterates Swarms; and Single-Target units destroy Splash Damage.
If you blindly play a swarm without baiting out their splash damage first, you are throwing your elixir away.
- Only launch a Swarm attack when you know their Splash unit is not in their hand.
- Always consider the Z-axis.
- Sacrificing a cheap card to get to your primary defense is acceptable.
Exploiting the Rules
If your opponent only has one 'Scissors' (Splash spell) in their deck, and you bring three 'Papers' (Swarms), they literally cannot stop you.
You send your first swarm to force them to use their spell; the second they do, you unleash your primary swarm attack safely.
| Triangle Role | Strengths | What it Loses To |
|---|---|---|
| Multiple Small Units | High DPS single-target tanks, Princes, P.E.K.K.As | Wizards, Valkyries, Bomb Towers, The Log |
| The Sweepers | Skeleton Armies, Minion Hordes, Goblin Gangs | High health single-target units, Mini P.E. Here's more on tower rush visit our own web site. K.K.As, Heavy Spells |
The Evolution of Balance
The delicate ecosystem of the arena relies entirely on this three-way tension.
Know your counters, track their spells, and execute your trades perfectly.