Clash Royale Wiki

Table of Contents

Troops (CommonRareEpicLegendaryChampion)
Spells (CommonRareEpicLegendary)
Buildings (CommonRareEpic)

Tower Troops (CommonEpicLegendary)


Troops

Common

Minions

Three fast, moderate-damage single-target near-melee air troops. Unarmored but targeting both ground and air, they can be a high-damage support card or a quick defense against glass cannons at the cost of 3 Elixir. A bit vulnerable to splash damage, but it'll do the trick.

Archers

Two low-damage yet medium-ranged single-target troops with knowledge in hair coloring. Targeting both ground and air, and lightly armored, they are inexpensive support troops or a quick defense against small pushes while costing only 3 Elixir. They're weak to decent splash damage, though. For 2 Cycles, if their Evolution is active, then they become upgraded, their range gets increased, their attacks become sharper, and their accuracy improves, showing results from the Archer Queen's training program, dishing out double damage against far away units! They're still weak to the same decent splash damage, but they're still tough!

Knight

A moderate-damage single-target melee troop. Despite only targeting ground, this jack-of-most-trades card can act as a great mini-tank and a fair defense against small troops with his moderate-high hitpoints and decent damage output. All for only 3 Elixir; good stats for his cost if you ask anyone! For 2 Cycles, if his Evolution is active, his face receives a glorious and shining mustache! But not only that, he gains a shield as well!. While he's walking and not attacking, he receives 60% less damage from EVERY damage source, so make sure to tackle him when he is still distracted.

Spear Goblins

Three very fast, low-damage single-target ranged troops. Unarmored and targeting both ground and air, they are excellent against small single-target ground and air pushes like Minions and are dirt-cheap support units costing only 2 Elixir.

Goblins

Four very fast, moderate damage, single-target melee troops. Unarmored and only targeting ground, they are nevertheless an excellent defense against glass cannons like the Mini P.E.K.K.A., and not to be ignored with a tank or mini-tank. All for only 2 Elixir! Just watch out for any gold that you might have.

Bomber

A 2 Elixir high-damage and medium-ranged splash troop. While fragile and only targeting ground, he is decent against medium to large swarms and can deal great damage behind a tank for his price. For 2 Cycles, if his Evolution is active, the Bomber learns the Bouncing Bomb technique, which is exactly what it sounds like! Each of his attacks bounces twice after the initial throw! Piercing through enemies while dealing heavy amounts of splash damage and greatly increasing his chances of hitting the Crown Towers! Talk about value! A bouncing bomb cannot hit the same troop more than once.

Skeletons

Three fast, low-damage single-target melee troops. They only target ground and are completely unarmored, but are very useful. They can distract enemies when timed right or just exist to cycle your deck for the dirt-cheap price of 1 Elixir! Think about the amount of value! For 2 Cycles, if their Evolution comes active, their Russian style finally get to shine, while their sword unlocks a new, spooky ability: when they attack, another Evolved Skeleton with a fresh ushanka gets summoned through the arena, and so forth, meaning you need to tackle them before their numbers snowball significantly, even if it's a maximum of 8 Evolved Skeletons!

Barbarians

Five single-target melee troops with thoroughly average stats. Despite only targeting ground, they are a mighty collective force and can swiftly deal with a great variety of threats for 5 Elixir, but keep them away from powerful splash cards. For 1 Cycle, if their Evolution is active, their appearance will drastically increase, and so will their hitpoints! Now, they can survive a Fireball and a Poison! And you'll better wish their swords never touch you, because if they do, they will enrage themselves and attack even faster! Troop Destroying service incoming!

Electro Spirit

Costing a shockingly low 1 Elixir, the Electro Spirit shows his killer mustache to the table. Although his damage and stun duration don't match that of the Ice Spirit, his attack will chain onto up to nine units within four tiles of each other, allowing for some truly shocking effects that can stretch far across the arena, even all the way to your opponent's King's Tower!

Skeleton Dragons

These smaller, skeletal cousins of the Baby Dragon move just as fast while packing almost double the punch when together! However, their bones seem to be a bit brittle, as they have much less health, and their belches don't cover as wide of an area. Their 4 Elixir cost also hasn't changed, meaning most of their utility comes down to how long they can avoid having their bones scattered. But there are two of them, so they can help defend in both lanes simultaneously.

Fire Spirit

One very fast, near-melee splash troop that packs a flaming hot punch for only 1 Elixir! He proves to be a good incinerating tool against tightly-packed swarms and glass cannons, and adds a second layer of offense to even the smallest pushes. However, he can be easily snuffed out due to his low hitpoints, so constantly look for opportunities to sneak him onto enemy troops, preferably melee troops.

Bats

Five single-target melee units that offer good defensive and offensive value despite their very weak stats. Fragile but fast flying units, Bats can attack both ground and air units and their strong bites can easily deal with solo mini-tanks. At just 2 Elixir, Bats can fortify and cheapen your deck. For 2 Cycles, if their Evolution is active, then they become VAMPIRE bats, granting them a new power called Life Leech, healing themselves whenever they attack! But what's healing when they're literally as fragile as Skeletons? Well, they get a small stat buff to compensate, and they can increase their health past their maximum, up to double of the original! Not even Zapping them would work!

Royal Recruits

Six fairly tough melee ground troops spread out in a horizontal formation across the arena. With the addition of a shield to absorb otherwise devastating strikes, they can distract and repel most enemies and act as a capable shield for other units across both lanes, though this is for a hefty 7 Elixir, so use them wisely, for they come weak to huge splash damage. For 1 Cycle, if their Evolution is active, they will begin pretending they're their greatest idol: Dark Prince! When they walk enough tiles, they will begin charging through the arena with double speed and hit for double damage, just like other charging units! Those shields are heavy, however, so they can't charge with them still up.

Royal Giant

An infamous, hulking beast of a man. Costs 6 Elixir for a great single-target damage to buildings. High in health with somewhat good range, his powerful cannonballs plough through any building he decides to shoot. He's vulnerable to high damage dealers, but he doesn't care. He'll still land a few smacks anyways. For 1 Cycle, if his Evolution is active, he brings a larger cannon and upgrades his weapon to giant golden cannon balls! Talk about luxury! It's so awesome, everytime he fires one of those giant balls, he emits a shockwave around himself that knocks back everyone near him, protecting himself from swarms and stalling slow units with each recoil. Keep in mind that his recoil doesn't work against air units!

Ice Spirit

This fast, 1 Elixir little snowball has excellent defensive and offensive capabilities due to his freeze, which can reset channeled abilities, force enemies to retarget, or even freeze the opposition as potent support in a push. His cheap cost also makes him great to quickly shuffle through a player's deck, and he's got enough health to survive one attack from most units while he deploys, allowing him to get the jump on them. But what if 1 isn't enough? Well, for 2 Cycles, if his Evolution is active, he comes up with a new chilling move; the Icy Blast; he will blast his targets one more time, dealing another damage output, freezing and stalling them for even longer!

Berserker

Her name is exactly what you're thinking! She won't hesitate to tear you apart for only 2 Elixir! She attacks very fast and is resistant to spells, though her damage is low, so she'll have to be supported accordingly in order to go berserk mode. Beware though, if her mom, Rune Giant, is around, the Berserker will be even more dangerous!

Skeleton Barrel

A 3 Elixir barrel packed with bones that drifts through the air looking for towers and trouble. It's a bit on the fragile side, but it soars quickly through the arena. When it makes contact with a building, or when the balloons get popped, it explodes and drops seven sword-swinging Skeletons ready to party!

Goblin Gang

Six fast though weak Goblins for 3 Elixir. Three have knives for powerful ground melee combat deployed in front, and three have spears for ranged attacks on both ground and air at the rear. Together, they can clear a multitude of units, but be wary of splash cards when using this Goblin Value Pack!

Elite Barbarians

A pair of upgraded Barbarians for 6 Elixir, notorious for their sheer combined speed and melee power. Together, they can wreck tanks, evaporate glass cannons and shred down building-targeting units, though they're easily distracted and are especially weak against large swarms. Brain? How about some brawn instead!

Minion Horde

Gulp! A horde of 6 Minions for only 5 Elixir! This card has ridiculously high damage per second, allowing it to defeat tanks and pushes in the blink of an eye. But keep caution using them, otherwise you may lose everything... in the blink of an eye.

Firecracker

This former Archer has turned rebellious, bringing a firework to cause havoc in the arena, just to lit up the showdowns! While frail for 3 Elixir, she'll push herself back with every attack, making it harder for enemy troops to reach her. Whenever her rocket hits a target, it will split into smaller sparks that deal damage to troops or buildings behind it. But be careful; a smart opponent can use her shrapnel to activate their King's Tower! For 2 Cycles, if her Evolution is active, she gets fired up. Both her initial attack and her shrapnel fires lands sparks which deal damage around an area, and even slows down the movement speed of opposing troops!

Rascals

A 5 Elixir value pack of a trio of trouble, with one boy and two girls. The boy absorbs damage from the front as mini-tank and melee attacker, while the high damage but low health girls fire from behind! With big health and big damage combined, this card is a complete wombo combo of a push by theirselves, but it's less wombo if one of their gum-slinging or sword-swinging engine(s) get(s) chopped off.


Rare

Mini P.E.K.K.A.

The classic glass cannon — a mighty punch packed within a moderate health, for a cost of 4 Elixir. He's a fast single-targeting troop who can delete the majority of support troops or devastate tanks and towers alike with only a few strikes, but is weak against swarms. Deliver him some pancakes, and you'll see his sweet and cute side!

Musketeer

A consistent 4 Elixir single-target shot attacking both air and ground with fairly average stats — she is a reliable support or defense unit with a trusty boomstick that deals enough damage to take out small tanks but enough speed to quickly handle small swarms, though she's vulnerable to spells. For 2 Cycles, if her Evolution is active, she'll gain a scope, that'll let her shoot enemies INFINITELY away from her vertically. Those Sniper Shots can kill all entities vulnerable to Arrows, while all shots will take down the Archer Queen herself! She only has three Sniper Shots, though, and they can easily go to waste, so use her accordingly! Her shots also don't work against Crown Towers.

Giant

The "original" tank, the Giant is a 5 Elixir meat shield with high health and moderate melee damage. He ignores all enemy troops and slowly makes his way towards buildings, soaking up damage to protect any troops behind him. Once he gets there, he’ll start breaking it! A real one-man wrecking crew!

Valkyrie

A 4 Elixir powerhouse with high health. This tough mini-tank swings her axe 360º to take out swarms and support troops alike. Despite this, she can't reach air troops and her slow movement speed leaves her susceptible to ranged attacks. For 2 Cycles, if her Evolution is active, every time she attacks, her axe spins also summon a whirlwind, pulling both ground and air units alike, dealing an additional damage value. You can't run, don't even hide!

Mega Minion

A 3 Elixir flying armored gargoyle with below-average health and high damage. What makes him different from other aerial units? He is spell resistant, so not even a lone Fireball can take him out! Plus, his high damage output will allow him to intimidate anyone with his mighty and scary swipes! His only weaknesses? Swarms, ranged units, and cupcakes.

Battle Ram

A fast but fragile 4 Elixir surprise to smash into buildings and disrupt the defense. Once it gets charging, it must be taken out before it rams into a tower, or the target will take double damage! Two Barbarians also pop out after the ram is destroyed or crashed, making this card is reliable for both defense and offense. For 2 cycles, if its Evolution is active, it adds the ram some nice, shiny details and a scary ram head with massive horns appears on the front of the ram, granting the card a new mighty power; the Super Charge. The Battle Ram will smash through all buildings without crashing and breaking a sweat, meaning that it can only be taken down if its HP reaches 0! Plus, it will damage all troops that dare to get nearby it, as well as push back weaklings (small and medium-sized troops) aside! The Barbarians will also be Evolved and show up for extra rage-filled madness and destruction!

Wizard

For 5 Elixir, the Wizard burns foes on the ground and in the air with heavy-hitting fireballs that deal splash damage. He only has moderate health so protect him to maximize his damage potential. The Wizard excels against groups of enemies, but not so much against tanks, and poetically a Fireball. For 1 cycle, if his Evolution is active, the Wizard exchanges his stylish hair in order to become studious of the arcane art of a spell shield, giving him extra protection from all sources of damage, and also explodes to blow you away, dealing damage and knocking back foes!

Flying Machine

A 4 Elixir flying card with moderately-low hitpoints. Its long range and moderate damage allow it to attack from afar, often out-ranging its target, making it a great support card. Although it is quite frail, it can easily pressure the opponent and force a bad trade due to being decently afar from foes!

Hog Rider

A reliable card against towers. Zoom past troops with his moderate-high health and blazing fast speed and landing a hit or two on towers — all for a measely Elixir. Also, his hog will jump over the river! However, good building placements easily draw him away, and he is seriously helpless against swarms and tank busters.

Royal Hogs

For 5 Elixir, four moderate health, low damage pigs that rush the enemy tower are conjured, jumping over rivers if they have to. Be warned, their speed and numbers make them difficult to stop, although area damaging units or spells can take them out easily. Despite everything, one question still get left unanswered... who let the hogs out?

Three Musketeers

Three independent, very powerful markswomen with high burst damage, moderate hitpoints and long range. They can stop almost anything with their powerful muskets, from solo tanks to moderate swarms. But watch out: they're very expensive at 9 Elixir and really vulnerable to big spells!

Battle Healer

Selflessly, the Battle Healer has relatively high hitpoints and medium damage for her 4 Elixir cost. Whenever she hits something, she heals herself and all troops around herself. Even though she has wings, she cannot attack air units. Although her damage and healing effect may initially seem weak, her healing will eventually snowball enough so that allied troops survive opposing pushes, creating a deadly pressure strategy.

Ice Golem

A cheap yet versatile mini-tank, the Ice Golem provides a wide range of uses for only 2 Elixir. He's slow enough for a non-committal opening in the back, useful for kiting & distracting, flexible in a push, and deals slowing death damage that can destroy low-health enemy units.

Dart Goblin

A 3 Elixir card with a fast fire rate, long range, and high speed, making him a great unit for sniping buildings on enemy territory or rush attacks. Despite this, he does have very low hitpoints so be sure to protect him from moderate damage troops, which can defeat him in a few shots. For 2 cycles, if his Evolution is active, he adds some poison on his darts and professionally annoys the opponent even further by attacking with poisonous darts, which can ramp up to a stage 2 poison after 4 darts, and a stage 3 poison after 7 darts. This resets when the Dart Goblin targets another troop instead, but the poison will stay until the targeted troop's eventual demise! The poison also has a wide area of effect, meaning it would also affect nearby troops and easily wipe them out! Making big pushes vanish away!

Zappies

If it moves, then it won’t for much longer. This 4 Elixir trio of menaces will stun a target until it is destroyed, making them exceptionally effective on defense or as support. However, be sure to protect them against swarms and splash damage due to their slow hit speed and moderately-low hitpoints. They also won't stun for forever.

Goblin Demolisher

For 4 Elixir, this Goblin is packed with explosions and dynamite, throwing them from 5 tiles away! However when he's at half health, he keeps his priorities STRAIGHT, rushing through the nearest building quickly. Once he falls to his demise, he goes out with a BANG; literally! His death explosion gives out high damage and pushback to every enemy in its large radius.

Heal Spirit

This little guy runs, jumps, and splashes just like his Spirit siblings, all for the same 1 Elixir cost. The difference? When he jumps onto your opponent's troops or buildings, he'll deal damage to them while healing your troops that are around him. However, he's weaker than his siblings when he doesn't have anything to heal.

Suspicious Bush

For 2 Elixir, this totally normal bush crawls towards the nearest building, being completely invisible to every troop and building that comes by it. However, once it reaches the nearest building or is destroyed by a spell, 2 Bush Goblins with low hitpoints and moderate damage jump out of the absolutely real and stationary bush and attack whatever they see! Although it instantly folds to spells and splash damage since its true health is super low, it's still a deceptive tacti- I mean, a completely ordinary bush!!

Elixir Golem

A hefty mound of Elixir, dividing into two Elixir Golemites with half his stats that, in turn, divide into two sentient Elixir Blobs with half of their stats each, the Elixir Golem provides formidable tanking and damaging ability for the very low price of 3 Elixir. Do be warned - when your opponent manages to divide him into his lesser stages, they get 1 Elixir from the Golem and 0.5 Elixir per Golemite/Blob destroyed - totalling 4 Elixir! This kind gift is enough to turn the tides against you, so make sure this 4 Elixir is spent the worst way possible!


Epic

Guards

Surround enemies with this armored pile of bones — 3 Elixir guards with shields that make them incredibly resistant to spells! The worst a Rocket can do is knock their shields off, making them a useful choice for defending most ground troops. Their spears are longer than most other melees, by the way.

Baby Dragon

A 4 Elixir troop with moderately high hitpoints and fast movement speed that deals low splash damage making him effective as a support troop, killing swarms while chipping at ground troops and towers. He's also a decent mini-tank, but weak against high damage units and takes a while to defeat enemy units.

Skeleton Army

Fifteen skeletons for just 3 Elixir — this massive swarm can overwhelm single-target enemy units in the blink of an eye! However, with their very low hitpoints, they can be easily taken out by area damage or even several ranged units, so they’re best used on defense with caution.

Witch

While her health is only decent and splash damage is mediocre for 5 Elixir, she summons 4 Skeletons every 7 seconds to help distract & destroy, making her useful for defense and support. However, she does take a short while to begin summoning them, and she’s especially weak against other splash-damage dealers which easily crush her Skeletons and shrug off her destructo beams, leaving her defenseless. For 1 Cycle, if her Evolution is active, she learns a new power called Bone-daid (as in Band-aid!) if a Skeleton, Evolved Skeleton, or Guard troop dies, their soul will be recycled and will heal the Witch's HP. This healing can overheal up to a little more her original hitpoints. It does not work with Cloned Skeletons or Skeleton King's Skeletons, nor with other Skeleton-based troops..

P.E.K.K.A.

A very tender robot from the inside, unless you decide to be mean to her or her butterflies! She has extremely high damage and hitpoints but is very slow and easy to distract with swarms, often requiring splash support. For 7 Elixir and her very high stats, she’s very reliable for defense & tanking, and can devastate towers — if she gets there. For 1 Cycle, if her Evolution is active, the sword will become enchanted. This causes a butterfly to spawn after she deals the final blow to an enemy unit, healing some of her health depending on the units' health! This can even go past her regular health, making her the tankiest unit in the entire game!

Dark Prince

For 4 Elixir, the lesser known Prince has moderately high hitpoints, and a shield to absorb any hit. When attacking, he has an ordinary melee splash that hits in front, and like his cousin, a charge attack that's just like his regular attack albeit dealing double damage alongside a pony that can jump over the river. He is flexible for both defense and counter-attacks, but is vulnerable to high damage units.

Prince

With very high damage and good hitpoints for 5 Elixir, the Prince is powerful on offense and defense. His charge ability gives him extra speed and allows him to deal double damage to a target when he crashes, allowing him to devastate targets or speed up slow units. His trusty pony can also jump over the river, just like a hog. However, his slow attack speed means swarms in particular make it difficult for him to break through.

Balloon

Watch out, an air raid is coming! Having decent hitpoints and high damage per strike, while only targeting buildings, the Balloon makes for a heavy threat on offense. Although it isn’t fast, one strike could potentially mean defeat. For 5 Elixir, it brings death from above and can even blow up a low-health Crown Tower and smaller support troops with its death damage as a last-ditch effort.

Giant Skeleton

This oversized skeleton costs 6 Elixir gets distracted by everything, and struggles heavily against swarms or equally bulky units. These weaknesses are made up for with his bomb that explodes three seconds after his death, dealing high damage in its radius. As a cherry on top, it deals double damage to opposing Crown Towers, making it extra threatening! Try to bait the opponent into overcommitting on their defense against it to reap massive positive Elixir trades!

Rune Giant

Don't mess with this bulky and big woman! For 4 Elixir, cheapest of the Giants, you get a powerful blacksmith! And what's better than a blacksmith? A blacksmith that enchants up to 2 of your troops' weapon of choice! They deal extra damage on every third hit, meaning that troops that hit quickly will deal extra damage quicker, while slow hitters with high damage per hit will be even more devastating! She will enchant another troop if one of her enchanted troops die.Keep her alive for as long as possible, since the enchantments run out after 5 seconds.

Goblin Giant

Not all Goblins are weak! Costing 6 Elixir, this giant packs decently good hitpoints and a decent punch as he walks straight to the Crown Tower. And he doesn't come alone: two Spear Goblins are on his back as an untouchable support, and after his demise, his spear-throwing friends will keep fighting! For 1 Cycle, if his Evolution is active, his backpack gets bigger and comes with the Infinite Sack ability! His backpack will have much more space and be able to hold many more friends, up to infinity! Once he reaches half health, a Goblin will spawn from the big sack like magic every 1.8 seconds, bringing sharp knives and more green to the party along side the two Spear Goblins, to ensure everything is properly Goblin'd and stabbed!

Hunter

For 4 Elixir, this mustachioed man with a double-barreled gun has moderate health and can shoot a wave of bullets. This shotgun blast has a unique degree of versatility. Up close, he busts tanks. From afar, shred swarms - ground and air! Be careful, though - if he's too far away from a tank or too close to a swarm, he's a lost cause. For 2 Cycles, if his Evolution is active, he will bring a net that targets the closest unit. This net will allow ground troops to target the trapped unit, while stunning them for 4 seconds, making it permanently stunned thanks to the 4 second cooldown.

Golem

Not only are his massive hitpoints the highest of any unit, he deals great damage and only targets buildings. Upon death, he explodes, splitting into 2 Golemites (much weaker, but still tanks) while dealing instant death damage to everything near him. Although he costs a hefty 8 Elixir, he moves so slowly that he can be supported like he costed a Giant's worth of Elixir!

Electro Dragon

How shocking! This dragon attacks slowly and does low damage per hit for 5 Elixir, but there's more. His attacks will chain on to two secondary targets, gaining value with each unit hit. As if that wasn't enough, he stuns on hit, making him a powerful disruptor. However, alone, he's weak to tanks, glass cannons, and large swarms alike, and when he approaches a Princess Tower, a clever opponent may sacrifice a troop just to get that neat King's Tower activation. For 1 Cycle, if his Evolution is active, his attack will chain through UNLIMITED troops, dealing with any kind of swarm with ease. His bolts can even bounce between 2 different units wrecking up massive pushes. However, the chain will shockingly move slower, deal less damage per second and do not stun, after the first 3 targets. And luckily, you Crown Towers are safe from those bounces (not the initial 3, however).

Wall Breakers

Those guys have broke the Arena's walls and inserted their way into the King's deck! After realizing walls don't exist gameplay-wise in Clash Royale, the daring duo runs straight for the nearest building and causes damage with their barrels of gunpowder, which explode on impact with a tower for 2 Elixir! Reacting just a second too slow often means giving the user both the damage advantage and Elixir advantage, though spells can make quick work of them. For 2 Cycles, if their Evolution is active, they'll decide to roll on their barrels, while holding dynamites in their now free hands. When the barrels they're running on explodes, it'll go off with a bang! And the best part? The Wall Breakers themselves survive, ready to explodonate buildings with their dynamites for half their barrel's damage! If the Runners die too soon, no explosion is dealt, and if the Barrel connects to a building, the Runners won't deal extra damage.

Electro Giant

Don't get too close! This shocking version of the Giant has a Zap Pack, which zaps back anything nearby that attacks him, making swarms and fast attackers disappear in a matter of seconds. Although his movement speed is fairly slow, he is still capable of destroying a Princess Tower all by himself! However, he has a hefty cost of 7 Elixir, so players must wait for the perfect opportunity to electrify their opponent. Also, try to tell him his finger guns are fake and see how much voltage your body absorbs.

Bowler

This huge menacing but also relaxed ogre with high hitpoints throws boulders that pierce through ground units in its path! For 5 Elixir, he can crush and knock back glass cannons, like he was in a bowling alley, and is healthy enough to survive even a Rocket. Despite all this, he does have quite a slow attack rate, so he must be supported well.

Executioner

For 5 Elixir, he provides insane value with moderately high hitpoints and a sharp piercing axe that damages everything, ground or air, in its path for 4 tiles. On top of that, his axe returns, dealing another swing of damage on the way back to him, dealing much more! He can obliterate tightly packed units and deal decent damage, but can still be surrounded due to his slow attack rate. Speaking about coming back, his foes can't say the same. For 1 Cycle, if his Evolution is active, the Executioner's biceps get stronger while gaining a magical tattoo on his arm. This makes it so anything within 4.5 tiles take extra damage while knocking back anything but big units, making him extra threatening on defense.

Cannon Cart

This upgraded Cannon now moves and has more than doable the hp! It's slick and quick too, being able to sneakily lock onto a Princess Tower in the blink of an eye and deal surprising amounts of damage if not reacted quickly. Once it reaches 50%, it activates its building form, which acts the same as a Cannon (though with different stats). The Cartless Cannon stays intact for half a minute to deter any incoming attacks. However, it's weak to swarms, air troops, and has a heftier 5 Elixir cost.


Legendary

Mega Knight

Ladies and gentleman, prepare to get slammed by a thousand mustaches worth of power: Mega Knight! This super soldier will land with a BOOM, dealing massive area damage to all ground opponents around him. Then he will jump to the next target in range, landing with another powerful BOOM! And if he's not jumping, he'll do a powerful smack, dealing splash damage to melee units! He has very high hitpoints for 7 Elixir, but can still be defeated by high damage units due to his slow attack. For 1 Cycle, if his Evolution is active, his mustache grows big, bad and strong (though you cannot see it) and he learns a new mighty technique called the Mega Uppercut! This technique will knock back ANY opponent (one at a time) much closer to the Crown Tower, making units like P.E.K.K.A or Golem a jump in the park. Here comes his signature slam!

Ram Rider

She lands into the arena on her trusty ram, dashing to the nearest building while the rider snares and damages any nearby troops, slowing their travelling speed significantly. The ram deals massive damage when it collides with the tower. Like her brother, the Hog Rider, the ram is able to jump over the river, all for 5 Elixir. Nothing will stop this inseparable duo!

Electro Wizard

ZAP! For just 4 Elixir, he lands with a free zap and continues to zap two opponents at once or deal double damage to a single foe, making him a stunning support troop anywhere. He has moderate health, and is easily defeated by swarms and high health tanks, but you have to admit, he's shockingly awesome. He also creates stuff on breaks. Have you ever asked who created the Tesla?

Inferno Dragon

For 4 Elixir, this dragon has moderately high health and high damage. With his infernal blast, he can make crisps out of tanks and towers alike, and can even survive a Lightning! But beware of swarms and stunning electrickery, as he is shockingly hopeless against them.

Sparky

Wait… where did the Red King's push go? For 6 Elixir, Sparky is a powerful machine with moderately high hitpoints that nukes a small area on the ground every 4 seconds, making her a juggernaut on both defense and offense. However, her very slow attack rate allows her to be easily surrounded or distracted. Also, any and all electricity (barring the Tesla) causes her to short-circuit and restart her charge.

Miner

This underground mini-tank is always a surprise to the opponent! For 3 Elixir, he has a lot to offer: moderate hitpoints, damage and the ability to go anywhere in the Arena! He can be a quick mini-tank for smaller troops, easily sabotage enemy buildings, or shovel up frail defenders, but watch out for swarms, as he can't do much against them.

Princess

Royalty steps into the Arena! For 3 Elixir, she sets anything on fire with her moderate hitpoints, area damage, and very long range! She easily defeats any swarm, and can outrange buildings; even your opponent's Crown Towers with flair! If you're feeling something towards her, you were probably hit by her flaming arrows. However, she is fragile and slow to attack — her dreams are easily crushed (along with herself).

Phoenix

At the hot price of 4 Elixir, this Phoenix fills his role as figurative and literal heat. He packs moderately low health, with decent damage, and to compensate, he will lay an Egg (topped with death damage) when he dies. The egg has low health, and if it isn't destroyed quick enough, it (unsurprisingly, but epicly) spawns a brand new smaller Phoenix. One should consider protecting the egg it lays with a mini-tank. But if they do, they'll consider small spells to extinguish out the fire it lays. Unfortunately, the Reborn Phoenix has 80% damage and hitpoints compared to the normal Phoenix.

Royal Ghost

A vengeful spirit is haunting the Arena! For 3 ;Elixir, he has moderate hitpoints & area melee damage and can become invisible, being fully unable to be targeted by troops or buildings. He strikes enemies and towers before they even see him and clears swarms with ease. However, he has a slow attack speed, leaving him susceptible to other mini-tanks.

Ice Wizard

Chill out! This wizard has moderate hitpoints, deals low area damage that slows units and spawns with frost around him that slows enemies (and also deals tiny damage to boot). For 3 Elixir. It may not seem like much, but he can stop enemies in their tracks, making him an nice support troop. Although his slow attack rate and low damage make him ineffective alone, so this chill pill is best used as support.

Magic Archer

An inspiring idol for Archers (besides their Queen)! For 4 Elixir, he has moderate health, damage and the ability to send his arrow even further than his targeting range. He can safely pierce buildings from afar, as well as multiple targets within the arrow's linear path, and can easily clear swarms. However, tougher troops and heavy spells will easily destroy him.

Bandit

Right Hand Man (Woman) of the Forest Gang that dashes from one unit to the other and quickly annihilates them, the Bandit is a formidable foe for 3 Elixir. When she dashes, nothing can touch her, making her great for quick & damaging attacks. However, her moderate hitpoints leave her vulnerable to swarms or high damage units.

Lava Hound

A majestic flying beast that targets buildings with very high hitpoints but very low damage. When defeated, he splits into 6 spread-out and less majestic Lava Pups that can easily overwhelm units, each dealing larger damage than the Hound himself, and with low health. However, this tank is slow and expensive at 7 Elixir, and must be well-supported.

Night Witch

The mean sister of the Witch, she has moderate hitpoints, moderately-high melee single-target damage and the ability to spawn supporting flying Bats for only 4 Elixir, including one after death! She can quickly swarm units and towers with her Bats, but is defenseless against splash damage.

Lumberjack

A powerful glass cannon for 4 Elixir, the Lumberjack provides high damage and speed with moderate hitpoints. He shreds tanks, towers, and even small swarms with his extremely fast attack speed and high damage, making him formidable whether on defense or offense. He also drops a bottle of Rage when he falls, boosting any friendly units nearby! For 2 cycles, if his Evolution is active, after dropping his Rage, he will raise from the dead in the form of a spooky ghost. This ghost has UNLIMITED health and is ALWAYS invisible, but disappears shortly after not standing in his own Rage or after the Rage runs out. Who you gonna call?

Goblin Machine

We don't know if something so puny as a Goblin built this mech, but we do know that this machine is anything but puny! For 5 Elixir, a massive mech made of wood and metal is deployed into the arena, having high health and low damage with every punch. Though, the true star of the show is the Rocket, dealing high damage to both ground and air units after a long 3.5 second charge time, but only a third of its damage is dealt to Crown Towers. Additionally, this Rocket has a dead zone to where any troop or building less than 2.5 tiles in front of the machine isn’t targeted, helping the machine deal with those pesky ranged troops much easier.

Mother Witch

For 4 Elixir, this witch cackles wildly as she curses her foes, causing them to turn into Cursed Hogs if they fall during the curse's effect. Against a large swarm of units, she can quickly create an army to assault opposing buildings! However, her damage is low, so bulky units will shrug off her curse and make quick work of her, and the curse lasts after 5 seconds. Save her for an opportune moment in order to start cooking up a pig stew!

Fisherman

Get over here! The Fisherman pulls troops towards him with his hook so he can slow them and kill them with a slap from his daily catch. Against buildings, he pulls himself towards them to save the time and energy of walking towards them. He's a bit weak to tanks and swarms, but all this hook, line, and fish slap for only 3 Elixir? Those statistics get me hooked!


Champion

Golden Knight

The Golden Knight makes a force through the Arena, slashing enemies through the power of his moderate damaging sword and absorbing through his very healthy golden bodyplate, all for 4 Elixir. For 1 Elixir, you can use his dashingly Dashing Dash, causing him to run around until he approaches an enemy, instantly dashing through a foe through another for up to 10 times, and delivering mean swings afterwards! On top of everything else, very much like his former associate, the Bandit, he is completely invulnerable to anything while dashing! Combine that with his constant dashing without a skip, and you get a juggernaut who's figuratively and literally gold. The ability has a 8 second cooldown, and once he dashes onto a tower, he stops dashing, no matter how many units he has hit before.

Skeleton King

For 4 Elixir, the almighty dynast of the dead rises through the Arena, clubbing everything through his way with a moderate damage melee splash attack! While he stays in the Arena, any form of life destroyed in the entire battlefield, whether it be friend or foe, will make a fine addition to his Soul Counter, albeit with a limit of 14 souls. For 2 Elixir, you can use his Soul Summoning ability right above your hand. It will release all of the souls he kept for battle in form of Skeletons around a royal Graveyard aura around him, and adds in 6 more Skeletons among the skeleton squad! Be a bit cautious, as some splash damage dealers will shrug off his reincarnated henchmen and kill a royal entity not even he could revive. It also has a 20 second cooldown, and reset the Skeleton King's soul counter.

Boss Bandit

The boss of the secret Forest Gang association, and the one on all the wanted posters. For 6 Elixir, the Boss Bandit is far more powerful than the Bandit, with far more dangerous and damaging hits and dashes, while making her harder to take out. For 1 Elixir, you can use her Getaway Grenade, she turns invisible while teleporting back 6 tiles, making her dash again if her target stays away! The ability even refreshes after she reaches 50% of her hitpoints, building her a great getaway (and grenade) plan!

Archer Queen

The queen and coach of all Archers. A powerful glass cannon rocks the Arena with her crossbow and its mean bolts that she constantly fires slowly for 5 Elixir. For 1 Elixir, you can use her Cloaking Cape ability, mitigating the glass part of her by turning herself invisible, just like the Royal Ghost: unable to be targeted for 3.5 seconds! For the cherry on top, she also increases her fire output for herself drastically while under her invisibility cape, dishing out more impressive loads of damage onto her foes while still being safe inside her hidden cloak! She's vulnerable to heavy spells and large swarms, and walks slower under her maybe heavy cape, but with great power comes great responsibility and a 17 second cooldown, so be careful!

Mighty Miner

You don't need a shovel to mine skillfully! One big, strong, drilling punch-packer is spawned for 4 Elixir! He packs high health, weak damage that ramps up over time to significant measures, similar to the Inferno Dragon. He can take out large, tanky troops (or your tower) with just a drill, but struggles with swarms! But wait, there's more! For 1 Elixir, you can use his Explosive Escape, which makes him drill underground and cross over to its other side, parallel to the tile he was in! Now here comes the "Explosive" part of it: when burying himself, he will leave a big bomb that explodes after one second, dealing moderate damage to troops, annihilating swarms, and pushing back units vulnerable to knockback! So when you face this mega mine muncher, prepare for climax, and expect the unexpected! His ability has a 13 second cooldown.

Goblinstein

IT'S ALI-I-I-I-VE! Doctor Goblinstein is a mad scientist ready to drop in the arena with his mad inventions, such as his trusty Monster, delicately crafted with high health and a vendetta for buildings, although Goblinstein forgot that his creation's a bit vulnerable to tank killers when the Doctor's not in. He holds a remote that shoots some lightning, stunning enemies for a split second, while being safely protected by the green hunky creation of a mastermind. These 2 can attack and/or defend one or two lanes, all for only 5 Elixir! For 2 Elixir you can use hisLightning Link, which is quite shocking for him and the Monster! Goblinstein will link through the monster's antenna, creating an electrical passage between them, dealing a shocking amount of damage to anything brave enough to stand near the electricity for a while. If his Monster dies, he'll drop his antenna, which will still go on! The ability has a 17 second cooldown, and it immediately stops once the Doctor is defeated. Even if the Monster is alive, the ability cannot be activated.

Little Prince

Now who was the irresponsible parent that let their nephew to the Arena? This mischievous brat loads in his crossbow and fires them at all enemies. His crossbow attack ramps up in DPS the longer he stays still, and unlike the Inferno Dragon, he doesn't stop his crossbow's ramping up when he destroys an enemy. He does stop when he moves an inch, though, making knockback come in handy, as well as stunners. For 3 Elixir, you can use his Royal Rescue to meet his guardian: Guardienne, creating the most mischievous tank + glass cannon combo. She dashes her way from behind the kid and on the way to be in front of the Little Prince himself, damaging and knocking back enemies during her dash, and hopefully letting said Little Prince stay a little longer to charge his crossbow. The Guardienne will act like a Knight as long as it stays alive. The ability has a 30 second cooldown.

Monk

Make the opponents wish they've never fought in the first place with this peacemaking powerhouse! With 5 Elixir, a tank is spawned, attacking through foes through melee attacks, with the third one dealing triple the damage of said attack AND pushing the victim a few tiles back. For 1 Elixir, you can use his Pensive Protection, an ability that makes him meditate for a while and chill out. But not only that, a zen shield forms around himself! When a projectile approaches it, he'll throw hands, nullifying AND deflecting it to the nearest Crown Tower. It can deflect a lot from fire to ice. And yes, it can deflect projectile SPELLS. That includes Rockets. It can deflect as long as it is travelling in the air with velocity not too high, meaning it cannot deflect stuff like Inferno Beams, stunning electricity, or a sword.



Spells

Common

Arrows

Shoot into the sky with a 3 Elixir rain of Arrows. Its moderate damage and large radius makes clearing swarms and weak enemies a breeze, but is lackluster against higher health units like the Knight.

Zap

2 Elixir, instant effect and stunning. What's not to like in this bottle of voltage? The Zap is often the lifeline against swarms, with immediate low damage that can cripple or destroy small troops. Forces enemies to re-target, resets attacks or brings that slight extra damage to finish things off. For 2 Cycles, if its Evolution is active, it will strike once more, dealing another burst of damage, stunning for an extra half second, and increasing its radius.

Giant Snowball

Is a push too hot to handle? A giant, 2 Elixir snowball will make them slow down for 3 seconds and chill out. As a side note, squishier troops tend to go splat while all but the heaviest of troops get knocked back. The Giant Snowball excels as a cheap, versatile disrupter. For 2 Cycles, if its Evolution is active, it learns a new power: Stroll Roll. It exchanges the knock back for a really cool snowball effect, forcing ALL troops in a 4.5 tile range to move with it (while being untargetable). Additionally, it will slow everything down for 4 seconds, making the evolution extra chill.

Royal Delivery

I'm sorry, did anyone order pure defensive destruction? Purchase this package for the low low price of 3 Elixir and it will be delivered with a 2 second delay, dropping from the sky, taking out air and ground swarms alike within its radius. Once it hits the ground, a Royal Recruit pops out to finish off the rest. It is perfect for defense, however not for offense, as it can't be placed on the opponent's side! You know what they say, 3 seconds or it's free!


Rare

Fireball

It's a bird! It's a plane! It's a… meteor? No! A Fireball! A fiery rock pummels the Arena and anything else in its small radius, dealing significant damage to all enemy troops and buildings, air or ground, all for 4 Elixir. It can even knock back some ground troops! It easily destroys low hitpoint troops and cripples medium hitpoint units.

Rocket

For a hefty 6 Elixir you can destroy a push, a building, or... your Elixir. The ridiculously high damage comes with a ridiculously small area of effect and a long delay, so be sure not to miss. Recommended targets include support troops, expensive buildings, and Crown Towers — bingo if you hit all three!

Earthquake

Rocking the ground for 3 Elixir, this spell is perfect for clearing small swarms, slowing units down, and doing even BIGGER damage to buildings! Even if there are no buildings in the opponent's deck, this spell can still deal decent damage to Crown Towers. However, it doesn't damage flying units (it is an EARTHquake, after all).


Epic

Goblin Barrel

3 Goblins for 3 Elixir that fly in a barrel that can be thrown anywhere in the Arena — perfect for a surprise attack! If left ignored, it can deal heavy damage to towers for an unparalleled low cost, but these Goblins are easily countered by swarms or spells and are relatively slow to begin attacking. For 2 Cycles, if its Evolution is activate, the Goblin Barrel will spawn 2 identical Barrels (besides a purple glow from the fake one). One has 3 Goblins, while the other has 3... Decoys! These decoys dish the same amount of damage, but are super fragile. Together, they can bait out spells and/or get massive damage on one/both sides, but are still very weak to the same counters as the normal Goblin Barrel.

Lightning

For 6 Elixir, Lightning strikes the three units with the highest hitpoints in a large area, either crippling or completely annihilating them. As a bonus, there's an extra half-second stun at the end! It's great when taking out support units in a huge push, but is utterly worthless against small units and swarms.

Freeze

Freeze! This 4 Elixir spell incapacitates and slightly damages troops and buildings for 4 seconds. It can catch players off guard, helps your troops win combat unscathed, and can often clutch a victory, or use it as a last second defense by freezing enemy troops that is just about to reach your tower. But beware, as it buys time for your opponent to create an even bigger push by amassing new troops on the frozen ones, which will make defending even harder.

Barbarian Barrel

An angry Barbarian in a barrel rolls a moderate distance, dealing moderate damage to troops and buildings, then breaks open and goes to town with his sword. Despite falling short of reaching the Crown Towers, for 2 Elixir this card can protect, attack, and distract all at the same time.

Poison

A 4 Elixir area-denial spell that maintains a powerful presence. It is capable of disrupting defenses, crippling pushes, and preventing supports being played by destroying any swarms and many glass cannons that pass through an area in a matter of seconds – but only if they stay inside it! Speaking of staying inside, in its ring of toxicity, troops walk slightly slower, aggravating the hurt put on them.

Goblin Curse

Who is the witch who sent a green, Goblin-turning spell to the Arena? for 2 Elixir, this spell deals very low damage in its duration, but makes it up this by turning defeated troops in its cursed ring into Goblins and making enemies receive 20% more damage from all sources! Talk about high versatility; it’s not just effective against swarms, but tanks alike! You better not become a Goblin yourself if you don't want to face bureaucracy, however.

Rage

Pump up your troops with a 2 Elixir boost! The Rage increases the attack speed and movement speed of all units in its large effective radius, greatly multiplying their strength and creating savage beasts that can take out towers in seconds. It also deals some damage for that extra support! However, when used in the wrong place or time, it can just be a waste of Elixir.

Clone

The Clone is an incredibly volatile spell that clones every troop within its radius. For only 3 Elixir, it doubles the damage and can overwhelm opponents as Clones still retain the abilities of their normal counterparts. Despite this, each cloned troop only has 1 hitpoint, so beware of area damage! Clone can affect Champions, but only the original will use its ability. Also, it doesn't affect buildings (except the Cannon Cart before its building state) nor Skeletons summoned by the almighty Skeleton King.

Tornado

The weather forecast signals a big tornado coming after you! This windy Tornado pulls any troops in its large effective radius, quickly grouping them all up in an instant (perfect for any incoming splash damage) while also slightly damaging them for only 3 Elixir! When used correctly, this spell can be invaluable. Also useful for dragging that pesky Hog Rider to activate your King Tower.

Mirror

This Mirror's magic allows one to replay the last card deployed for +1 Elixir, but with one more level than the respective level of the Mirror. It can be used to double up attacks for a high reward, but results in a huge Elixir disadvantage if not used well, meaning that it's also a high risk. it can also be used to play the same card again after the original gets countered by a spell. Mirror will not appear in your starting hand, and cannot mirror Champions.

Void

Stare at the void, and the void stares back. For 3 Elixir, this black magic spell encroaches a black hole in the arena, that deals huge damage to troops inside its 3 evil strikes, dealing more damage the fewer troops there are inside of it. This will cripple single units, but be worse against 2-4 units, and even worse with 5+ units.


Legendary

The Log

It rolls. It crushes. It knocks back. It makes those heads roll. It's none other than The Log. In a glorious entrance accompanied by a holy choir chanting "LOG!", a spiked log rolls across the Arena floor, dealing moderate damage and knocking back every enemy ground unit in its path for just 2 Elixir! Recommended targets include low health support troops, charging enemies, and every ground swarm. It can't hit air units, so don't get too comfortable! It seeks the Lumberjack with all its rage, their history go way back…

Graveyard

This portable 5 Elixir ritual starts a Skeleton party anywhere in the Arena! With its timed release of an entire Skeleton Army, the Graveyard can easily overrun towers if not countered with small units or area damage, and can also act as a last-second distraction later in the game.


Buildings

Common

Cannon

For 3 Elixir, you get a building which has moderate hitpoints, damage, and one of the shortest lifetimes out of all the buildings. Doesn't seem like much, does it? Well, when you see how much this building has potential for such a low cost, you'll reconsider and use it nearly every time. After 2 Cycles, if its Evolution is active, the Cannon will merge with the Eagle Artillery; shooting 9 artilleries when spawned in. Half of the shots hit the other side, and all of the shots knock back, making it great for offense and defense.

Mortar

It's quite hard to stop these explosive shells from hitting a tower and dealing quite a bit of damage thanks to its blind spot; any enemy troop that gets too close will be ignored. The ability to snipe towers, its moderate hitpoints, and the light cost of 4 Elixir make this building versatile, though its incredibly slow hit speed means it often needs additional support against any unit that isn't one shot by its attack. For 2 Cycles, if its Evolution is active, a new ammunition arrives: Goblins! When the Mortar fires a shot, a Goblin comes where it lands. I mean, the rent price is low for the cost of extra enemy stabbing.

Tesla

Peek-a-boo! For 4 Elixir, it has moderate health and damage, pulling everything to itself, so that it can zap enemies, although it won't stun like most electric-based cards do. When nobody is near it, the Tesla hides underground, preventing any and all damage sources, except for an Earthquake. Freeze will also affect it, making it stuck on either the hidden or the revealed state. For 2 cycles, if its Evolution is active, the Tesla accumulates so much voltage, that it will begin to release all that it accumulated. When deployed, the Tesla will send a pulse of electricity to ground and air units, dealing low damage and stunning for 0.5 seconds, making it good for dealing with any kind of pushes. Every time it reveals itself after hiding, another pulse is released, until it is destroyed.


Rare

Goblin Cage

For 4 Elixir, you can drop a building containing a Goblin Brawler on the arena, pulling Hogs, Giants, and Golems alike. That cage won't hold for long though, as after a little while if it's not broken, the Goblin Brawler inside does the job himself! When released, he gets his revenge for being captured on every enemy in his sight, dishing out impressive damage while having moderate health! For 1 Cycle, if his Evolution is active, the Goblin Brawler will be so angry from getting imprisoned time after time, that he decides to release that anger on every troop. He gives them a massive beatdown by pulling ground units in the cage; dealing damage while making the troop untargetable. Power Punch!

Goblin Hut

Here come the Spear Goblins! For 4 Elixir, the building will take a nap when there is no action, but once a unit gets at least 6 tiles close to this tribal-looking building, a Spear Goblin will come out of it every 1.7 seconds! This can happen for as long as there is a troop in the Goblin Hut's activation range. And just when you think they'll stop coming, another Spear Goblin pops out upon the hut's death! They can be amazing on defense, while easily building up behind a tank to cause even more damage on a counterpush, but are still weak to splash damage. The Goblin Hut lasts 30 seconds, so make half a minute count!

Tombstone

A cheap spawner with moderate hitpoints at the cost of only 3 Elixir that spawns two Skeletons every 3.5 seconds. When destroyed, 4 more spooky scary Skeletons pop up to take down the destroyer. The spawned Skeletons and the death spawn ones can easily distract and take out single-target units, making this building very versatile.

Bomb Tower

Bombs away! This ground-only building throws bombs dealing moderate splash damage at a decent rate, making it perfect against swarms. Combined with its medium hitpoints, its cost of 4 Elixir, and a death bomb, this building is one of the most effective against ground units in the game. It attacks quite slowly for its damage though, so tankier units will only take a few scratches from the explosives.

Inferno Tower

Things get really hot with this building. For 5 Elixir, this incinerator will roast even massive tanks and powerful support units in an instant for a neutral, if not positive, Elixir trade. However, beware of swarms and the power of electrickery, as this building will be overwhelmed and paralyzed.

Barbarian Hut

This crude but high-hitpoint barrack spawns a trio of Barbarians every 15 seconds, who deal quite a bit of damage when ignored. These Barbarians can be valuable as support, granting a significant Elixir advantage. Its death results in an additional Barbarian spawned for extra destruction. However, this hut is expensive, costing a whole 6 Elixir, and the Barbarians can be easily taken out if handled correctly.

Furnace

Where do these Fire Spirits come from? This 4 Elixir magic oven has moderate health and the ability to spawn waves of a Fire Spirit every 5 seconds, efficiently countering swarms and chipping down other troops while putting the opponent under pressure offensively. As the icing on the cake, this destructive stove also cooks up one extra Fire Spirit when the whole stove melts. However, beware of spells and splash damage, as they will put out the ongoing fire! Also the Mini P.E.K.K.A.'s fan favorite, as it can fry pancakes for him.

Elixir Collector

You gotta spend Elixir to make Elixir! For 6 Elixir, this passive building has moderate health along with the ability to produce bonus Elixir, giving you a total of 8 Elixir while alive. This will make large pushes much easier to play, although this building comes with significant risk due to its vulnerability to spells and high cost. Elixir Collector will not appear in your starting cards.



Epic

X-Bow

This 6 Elixir automatic crossbow has moderate hitpoints, low damage, a long range and a very fast hit speed. It can quickly whittle down small swarms and moderate-health troops, cripple tanks, and destroy towers. However, it can be very easily distracted, and is easily destroyed by spells and heftier swarms.

Goblin Drill

These Goblins have abandoned locomotion with wooden barrels; now they've got a whole machine! For 4 Elixir, this drill can pop up anywhere in the arena and start releasing Goblins. Upon destruction, it spawns 2 more! At the end of the day, a bunch of Goblins are still Goblins, so area damage units or spells will do well to quell them. But be mindful of when the opponent can send it in, or your Crown Tower might be stolen too! For 2 Cycles, if its Evolution is active, the Goblins will go under ground two times that when not next to the Crown Tower, will appear at the same spot; being capable of spawning a few more Goblins. However, when they're next to the Crown Tower, the Goblins will have a plan, moving around the Crown Tower once damaged, confusing even its counters!


Tower Troops

Common

Tower Princess

The King decides to guard his secondary towers with his classic trusted daughter, because family always comes first. High health and quick lowish damage is always nice as a secondary means of defense.


Epic

Cannoneer

Blast Away! The Cannoneer is a tower troop that deals a lot more damage but at a lower hit speed. This makes him great against low health, low count units and tanks, but susceptible to swarms.


Legendary

Dagger Duchess

This fiery royal isn't one for dainty lobs. She pelts enemies with quick, stinging daggers, building up to a ferocious finale. She charges up a "dagger bar" over time. Once charged, she depletes the dagger bar, unleashing a sharp flurry of all her blades at a single target, dealing devastating damage. She's great against swarms and chipping away at tanks, but can be baited and struggles against single-target heavyweights.

Royal Chef

This magnificent chef trades less health and hit speed with delicious pancakes approved by the one and only Mini P.E.K.K.A.! And these pancakes are so special, that they even LEVEL UP troops, making them harder, better, faster, and stronger. However, they do sadly take time to make, so he prioritizes healthy troops who hasn't gotten a pancake! Sharing is caring, after all. Troops whose hitpoints have been depleted to below 33% HP will also not get the pancake, as well as buildings.