Wait for ten elixir at the beginning of a match. This helps you so you can use elixir to support your push. If you put down a hog rider as soon as you have four elixir, this will be your downfall. The opponent might have skeleton army and shut down your hog since you didn’t have enough elixir for arrows or zap.
Certain cards are weak to other cards so if you use hog rider than take a zap/lightning/Electro wizard to kill inferno .
Remember that you don’t need to counter everything. You can let some goblins touch your tower so you will have more elixir for a game-winning push.
However, a good opponent might have inferno tower for your giant and knight for your wizard. Next time, be sure to add some more troops to your push so this doesn’t work. Have spells to support your push, like electro wizard for inferno and mini pekka for knight. Zap, freeze, and fireball are good examples.
The other person might be ready for this and score some positive elixir trades if you aren’t careful.
After your opponent places a card, it takes 4 more cards to get back to it. Try to keep track of their hand or at least their win condition and main defensive unit.
If they have multiple troops attacking, place a durable troop for distraction (e. g. P. E. K. K. A) so your tower doesn’t suffer too much damage. . If you put the troop in front of the tower, the enemy will swiftly kill it. This method protects the troop so it will live to fight another time and save you elixir. So go ahead and give it a shot!
The zap Spell can do more than just smashing multiple enemies! If your opponent places down annoying Inferno Towers and Sparkies, use the Zap Spell to freeze them for a split second! It will reset their charge giving you more time to destroy it. Use it at the right time though.