Gain Elixir Advantage

how to gain elixir advantage in clash royale

If you checked out some guides online or have seen some videos you will hear one term very often – Elixir Advantage. This is what makes you win, so I want to show you in this post what the Elixir Advantage actually is, why it is so important to win and what you have to do to gain the Elixir Advantage.

What’s The Elixir Advantage

Let’s start at the beginning. The battle is set up and your Elixir Bar is starting to fill up, as the bar of your opponent. By nature you and your opponent will gain the same Elixir from the game, so how can you get ahead?

The answer is simple, by playing the right Cards you can make your opponent spend more Elixir than you. At some point, you’ll be able to play Cards and go for his Towers while he is sitting on an empty Elixir Bar.

This is gaining an Elixir Advantage

I’m sure you already had those battles where you and your opponent crushed your troops together, and nobody was winning one foot and the game ended in a draw. In these battles you have not been able to gain an Elixir Advantage.

This can have different reasons, of course your opponent could have played so good that it wasn’t possible. Most of the times, especially in Arenas lower Arena 6 that’s not the case. Soo I have some very classic situations below you should adapt in your gameplay.

Gain Elixir Advantage

The key is called Trading Cards. Trading might be a confusing term, but that’s what you do. Let’s make a quick example:

Your opponent plays the Skeleton Army for 4 Elixir and you play the Arrows for 3 Elixir to get them down. In this situation you traded Cards good, because you spend less Elixir to defend than the opponent spend. You just gained an Elixir Advantage of 1 Elixir.

You need to do that about 5 to 6 times and you can be sure to make a strong push and maybe even win the battle with it.

Examples Of Good Trades

Of course, the possibilities are endless because you always play Cards versus other Cards. I just picked the most common ones to show you how it works.

Arrows Are Good Trades!

Arrows cost 3 Elixir, so it’s always smart to play them against larger groups of troops. Unless you play them versus Archers or Spear Goblins, you always make either an even trade or gain Elixir Advantage.

elixir trade arrows skeleton army

The big radius of the Arrows also helps playing them profitable. You can also play them against a Goblin Barrel.


The Fireball is a nice Cards to have in your Deck, because you can use it against troops or also Towers, Defenses and Huts. Unfortunately, the radius is small, so there is a chance of missing.

elixir advantage fireball

If you play the Fireball, you should either play it in an area where the attacking troops are static (e.g. fighting against some of your troops) or against Towers where you can also hit huts or defenses.

fireball elixir advantage

The Elixir Advantage is not easily calculable in this case, but profitable because you hit multiple targets.

Small Troops Versus Strong Troops

Using small troops to kill more expensive troops is always a good trade. A good example is playing the Skeleton Army, Tombstone, etc. versus a Prince or a Giant (that costs 5 Elixir)
counter the prince

The Rocket Is Expensive

The Rocket can deal massive damage, but it’s also expensive with 6 Elixir. Playing it versus troops with the small radius it has is most likely an Elixir Advantage for your opponent.

You should only play the Rocket against multiple defenses or huts. Make always sure to hit at least two of them at the same time to make it profitable in Elixir for you.


I just gave you some examples how you can gain an Elixir Advantage – but that’s only the tip of the iceberg. You should start knowing the costs of all Cards in the game so you know when it’s profitable to play a Card or not.


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  1. The rocket is a little bit of a different animal due to its ability to really do serious damage to towers, but in general you’re right it’s difficult to gain elixir advantage with it.

    I run it up in Arena 6 with varying degrees of success, as it has a very high chance of hitting buildings placed too close to a given tower and/or Pekkas and Golems that are cast in the back of the map that walk by a given tower.

    One trick I have gotten fairly good at is taking out the opponent’s late push with the Rocket. The key is to wait for them to reach the bridge, since the bridge forces them to all cluster together. Also because it is only half-way up the map the rocket arrives there far faster than when shooting it at a tower. It takes some practice to get it right, but once you do its a very strong play.

    • Good point 🙂
      I personally don’t use the Rocket right now because I rather play the “defense on one side and then pushing back very fast on the other side” style
      The Rocket has the nice thing that you can give your opponent a save feeling when he has some HP on a Tower left and then suddenly you can take it down with the Rocket a second before the battle ends

  2. In my opinion, the rocket can be extremely useful. For example, your opponent places a giant, followed by a wizard and musketeer. I fireball could get the wizard and musketeer low, but not low enough to kill them. On the other hand, the rocket deals enough damage to kill the wizard and musketeer, and possibly other troops the opponent places.

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