Arrows

Arrows

Elixir 3 Elixir Common
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Overview

Arrows maintains strong meta presence with 55.2% win rate and 16.44% usage in ranked play. This 3-elixir Common spell provides reliable area damage with a 4-tile radius, making it the definitive answer to Minion Horde, Princess, and swarm-based strategies. Unlike The Log or Zap, Arrows hits air troops, giving decks crucial flying unit coverage. The 1-second deploy time makes prediction shots possible against experienced players, while the large radius ensures you hit spreading swarms. Arrows appears in Giant Graveyard, Mortar, and beatdown archetypes where reliable swarm removal and air coverage are essential. The spell's consistency and versatility make it a staple in competitive play.

Strategy

When to Play

Arrows excels against clustered swarms and glass cannons. The ideal targets are Minion Horde (always a positive trade), Princess (neutral trade with area denial), and Goblin Gang (positive trade). Against bait decks, hold Arrows for their most threatening swarm—usually Minion Horde or Goblin Gang—rather than wasting on Skeleton Army (use tower shots). Prediction Arrows work against predictable players: if they always counter your push with Minions, arrow the predicted spawn location. In spell cycle situations (overtime, low tower HP), Arrows deals meaningful chip damage and can finish towers combined with other spells.

Placement

Arrows have a 4-tile radius—use this to hit multiple targets whenever possible. When defending Minion Horde, wait for them to cluster over your tower before arrowing—rushing the shot lets some Minions scatter and survive. Against Princess at the bridge, arrow immediately to prevent free chip damage and deny her value. For Goblin Barrel defense, aim Arrows at the tower center so the radius covers all three Goblin landing zones. When spell cycling, aim Arrows at the tower corner where opposing troops might path—you get tower damage plus potential troop value.

Synergies

Arrows + Giant handles the swarms that distract your tank. Minion Horde and Skeleton Army melt Giant if unanswered—Arrows clear them instantly. Arrows + Graveyard is essential because Minions and Bats destroy Graveyard spawns if left unchecked. Arrow them to let your Skeletons stack. Arrows + Mortar works because Mortar decks need air coverage—Arrows handle Minions trying to distract or kill your siege building. Arrows + Balloon pairs well since Minion Horde hard-counters Balloon—prediction Arrows as your Balloon crosses the river often secures tower connections.

Matchups

Strong Against

Minion Horde - Arrows one-shot the entire Horde for a +2 elixir trade. This is Arrows' primary value—always hold Arrows if you suspect Minion Horde in their deck.

Princess - Arrows eliminate Princess instantly for a neutral trade while denying her chip damage and area control. React immediately when Princess appears at the bridge.

Skeleton Army - While tower shots can handle Skarmy, Arrows provide faster clearance when you need immediate swarm removal to protect your push.

Goblin Gang - Arrows wipe the entire Gang for a neutral trade, preventing both the Goblins and Spear Goblins from dealing damage.

Dart Goblin - Arrows one-shot Dart Goblin before he deals significant chip damage. His low HP makes him a perfect Arrow target.

Bats - Arrows clear Bats instantly, protecting your tanks and win conditions from bat swarms that cycle players love to spam.

Countered By

Heavy tanks - Arrows deal negligible damage to Golem, Giant, or P.E.K.K.A. Never Arrow tanks—it's wasted elixir.

Medium HP troops - Musketeer, Wizard, Electro Wizard, and similar troops survive Arrows easily. You need Fireball or Lightning for these targets.

Split pushes - When opponents split their swarms, your single Arrows hit only half. Bait decks that split Goblins force awkward Arrow placements.

Spell-resistant cards - Guards (shields), Goblin Cage (building), and Dark Prince (shield) aren't Arrow targets. These require different answers.

Fast cycle - If opponents out-cycle your Arrows with multiple swarm cards, you'll be overwhelmed. Against heavy bait, consider running a second small spell.

Tips

  • Prediction timing: Against predictable players, release Arrows 0.5 seconds BEFORE their swarm spawns. The 1-second deploy time means your Arrows land as their troops appear.

  • Minion Horde patience: Don't panic-Arrow Minion Horde immediately. Wait for them to cluster over your tower—this ensures all 6 Minions die instead of 4-5.

  • Princess reaction: Arrow Princess the moment she appears at the bridge. Delaying lets her get 2-3 tower shots for free. The neutral trade is worth preventing chip damage.

  • Goblin Barrel coverage: Aim Arrows at your tower CENTER, not at individual Goblins. The 4-tile radius covers all three landing zones when centered.

  • Spell cycle value: In overtime, Arrow the tower even without troop value. 115 tower damage (tournament level) adds up—three Arrow cycles deal 345 damage.

  • Double value shots: Wait for opponents to cluster troops before arrowing. Hitting Princess + Goblins or Minions + Bats turns neutral trades into positive ones.

  • Air coverage priority: If your deck has no other air answers (no Zap, no Bats, no Minions), save Arrows exclusively for flying threats. Ground swarms can be tower-tanked.

  • Radius awareness: Arrows' 4-tile radius is larger than Fireball's. You can hit troops at opposite lane bridges with one well-placed Arrow—use this against split-lane bait.

Common Mistakes

  • Arrowing single troops: Using Arrows on one Minion, one Goblin, or one Skeleton wastes 3 elixir. Tower shots handle lone troops—save Arrows for swarms.

  • Early Minion Horde Arrows: Releasing Arrows before Minion Horde clusters lets outliers survive. Wait 0.5 seconds for them to group before arrowing.

  • Missing Goblin Barrel: Aiming at individual Goblins instead of tower center misses landing zones. Always center your Arrows on the tower for full coverage.

  • Ignoring prediction opportunities: Never predicting Arrows against readable opponents wastes your advantage. If they always Minion Horde your Balloon, predict it.

  • Holding too long: Saving Arrows for 'perfect' value while swarms destroy your push. Sometimes the immediate trade is worth more than optimal value.

  • Arrowing tanks: Wasting Arrows on Golem, Giant, or heavy troops that barely notice the damage. Arrows are for swarms and glass cannons only.

  • Forgetting spell damage: Not using Arrows for tower chip in overtime or close games. 115 damage three times can win games you'd otherwise lose.

  • Splitting against bait: Using Arrows on Goblin Gang when they have Minion Horde in cycle. Track their rotation and save Arrows for the highest-value target.