Skill coach · Clash Royale

Elixir trades coach

Every interaction is a trade. Win enough small ones and the big push takes care of itself.

Updated

A trade is what each player spent on one exchange. If they spend 5 to attack and you spend 3 to stop it cleanly, you've won the trade by 2.

Trades add up. A player who wins most of them gets to make the first big push of double elixir with more elixir than the opponent can answer.

What usually goes wrong

  • Counting tower damage, not elixirTaking a little chip damage to defend cheaply is often the better trade than over-defending to keep the tower full.
  • Spelling low-value targetsA big spell on a single cheap troop is a losing trade, even if it feels safe.
  • Forgetting the counter-pushDefenders that survive are free elixir on offence. A trade isn't over when the attack dies.
Screenshot · Game breakdown Mercina game breakdown with the match read, actions per minute, elixir leaked and three timestamped key moments

What Mercina looks for in your match

  • Moments where you spent far more than the opponent to answer a play.
  • Spells used on targets worth less than the spell.
  • Defences that left troops alive for a counter-push you didn't use.
Screenshot · Action plan Mercina action plan screen, Do this next, with three numbered steps for the next match

A plan for your next match

  1. 01Before you defend, name the cheapest card that stops the push.
  2. 02Save big spells for when they hit more than their own cost.
  3. 03After every defence, ask: what survived, and can it go forward?

Mercina writes a plan like this from your own match, every time.

Get coached on your own matches.

Record a match. Mercina breaks it down moment by moment and hands you a plan for the next one.