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Tanks (Giant, Golem, P.E.K.K.A)

unit

Heavy tank units with very high health. Used as the core of beatdown strategies.

All Card Types

Swarm Units
Low-cost, low-health units that attack in large numbers. Effective at overwhelming single-target defenses but vulnerable to area damage spells.
Buildings (Secondary)
Defensive structures that can be placed on the battlefield. Secondary buildings provide support, chip damage, or defensive capabilities.
Tanks
High-health units designed to absorb damage and protect other troops. Essential for beatdown strategies and protecting fragile units.
Air Units
Troops that can only be targeted by air-targeting defenses. Provide unique advantages as many cards can only hit ground units.
Spell Bait
Cards that force opponents to use their spells, leaving them vulnerable to other threats. Often used in bait deck archetypes.
Cycle Cards
Low-cost cards used to quickly cycle through your deck to reach key cards faster. Essential for cycle deck strategies.
Win Conditions
Cards designed to consistently damage enemy towers. Every deck needs at least one reliable win condition.
Splash Damage
Cards that deal area damage, effective against swarms and multiple units. Essential for countering swarm strategies.
Beatdown Trades
Favorable elixir trades achieved through beatdown strategies, typically involving tanks and support troops.
Electro Wizard Kiting
A technique where Electro Wizard is used to pull and distract enemy troops, resetting their attacks and creating favorable trades.
Single-Target DPS
Cards that deal high damage to a single target. Effective against tanks but vulnerable to swarms.
Ground DPS
Ground units that deal high damage per second. Essential for defending against ground pushes.
Ranged Units
Units that attack from a distance. Can hit both ground and air targets depending on the card.
High HP Troops
Units with high hitpoints that can absorb significant damage. Often used as tanks or defensive units.
Fast Cycle Decks
Decks with low average elixir cost that cycle through cards quickly to reach key cards faster.
Bridge Spam
An aggressive strategy that involves placing multiple units at the bridge simultaneously to overwhelm defenses.
Kiting Tanks
A defensive technique where troops are used to pull enemy tanks away from towers, allowing both towers to attack.
Distracting DPS
Low-cost units used to distract high-damage single-target units, protecting more valuable troops.
Backline Troops
Support units placed behind tanks to provide damage while being protected. Essential for beatdown pushes.
Area Damage
Damage that affects multiple units in an area. Effective against swarms and grouped troops.
Tanks (with skeleton spawn)
Tank units that spawn skeletons, providing both tanking and swarm support. Effective at overwhelming defenses.
Tanks (pulls)
Tank units that can pull or redirect enemy troops, creating favorable positioning.
Tanks (split push)
Tank units used in split push strategies, attacking both lanes simultaneously.
Tanks Behind
Tank units placed behind other troops to provide protection and support.
Ground Swarm
Ground-based swarm units that attack in large numbers. Vulnerable to area damage.
Close-Range Swarm
Swarm units that attack at close range, effective for overwhelming single-target defenses.
Mini Tanks
Smaller tank units with moderate health, used for kiting and distraction.
Slow Tanks
Tank units with slow movement speed, typically high-health units used in beatdown strategies.
DPS Tanks
Tank units that also deal high damage per second. Combine tanking and damage capabilities.
Ground Tanks
Tank units that only move on the ground. Cannot target air units directly.
Air Tanks
Flying tank units with high health. Provide unique advantages as many cards cannot target air.
Kiting with Ability
Using champion abilities to kite and reposition enemy troops for favorable trades.
Single-Target Defenses
Defensive buildings or units that attack one target at a time. Vulnerable to swarms.
Ground-Only Defenses
Defensive structures that can only target ground units. Vulnerable to air attacks.
Building Targeters
Units that prioritize targeting buildings over troops. Essential for siege strategies.
Hut Spawners
Buildings that continuously spawn units. Provide constant pressure and chip damage.
High DPS Troops
Units with very high damage per second. Effective against tanks but vulnerable to swarms.
Big Spells
High-cost spells that deal significant damage. Used for finishing towers or clearing key defenses.
Spell-Resistant Troops
Units that are difficult to eliminate with spells alone, requiring multiple spells or troop counters.
No Small Spell Decks
Decks that do not include cheap spells like Zap or The Log. Vulnerable to swarm and bait strategies.
Chip Damage Units
Units designed to deal small amounts of damage consistently, gradually wearing down towers.
Small Troops
Low-cost, low-health units used for cycling, distraction, or swarm tactics.
Tower Chip
Small amounts of damage dealt to enemy towers over time. Essential for chip damage strategies.
Tanks (Giant, Golem, P.E.K.K.A)
Heavy tank units with very high health. Used as the core of beatdown strategies.
Lava Pups
Small flying units spawned when Lava Hound is destroyed. Provide significant air damage.
Distracting Tanks
Tank units used to distract and pull enemy troops, protecting more valuable units.
Balloon (DPS)
Balloon used as a damage dealer, often supported by other units. High damage to buildings and towers.
Melee Tanks
Tank units that attack at close range. Effective at protecting ranged support troops.
Mega Knight (Kite)
Technique of kiting Mega Knight using smaller units to prevent it from reaching valuable targets.
Air Units (Range)
Flying units that attack from a distance. Can provide support while staying safe from ground-only defenses.
Log (Chip)
Using The Log spell to deal chip damage to enemy towers. A common technique in cycle and control decks.