Clash Royale Wiki

Table of Contents

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

Tower Troops (CommonEpicLegendary)





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.



Two low-damage yet medium-ranged single-target troops. 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 like spells and such, though. For 2 Cycles, if their Evolution is active, then they become upgraded, proven from training with the Archer Queen, dishing out double damage for units, but only those far away! They're still weak to the same decent splash damage, but they're still tough!



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 mustache and now glorious purple armor will be upgraded. While walking, he recieves 60% less damage from EVERY damage source, so make sure to tackle him when he is still with another mini-tank instead of walking to a ranged troop.

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.



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!



A 2 Elixir high-damage and medium-ranged splash troop. While fragile and only targeting ground, it is decent against medium to large swarms and can deal great damage behind a tank for its price. For 2 Cycles, if his Evolution is active, the Bomber's bomb bounces twice after the initial throw! Dealing heavy amounts of splash damage and greatly increasing its chances of hitting the Crown Towers! Talk about value!



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, they evolve. 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! Speaking of Snowballs...



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 the low price of ONE cycle, if their Evolution comes active, they gain a base stat increase, meaning it'd be tougher to counter them with powerful splash cards. And you'll better wish you don't hurt 'em, 'cause if you do, they get ENRAGED; emotionally and potionally!

Electro Spirit


Completing the quartet of 1 Elixir spirits, it boasts the same cost, hitpoints, and move speed as them while also bringing a killer mustache to the table. Although its damage and stun duration don't match that of the Ice Spirit, its 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! 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! It is an excellent defense against tightly-packed swarms and glass cannons, and adds a second layer of offense to even the smallest pushes. However, it can be easily snuffed out due to its low hitpoints, so constantly look for opportunities to sneak it onto enemy troops, preferably melee troops.



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 can easily deal with solo mini-tanks. At just 2 Elixir, Bats can fortify and cheapen your deck. For 2 Cycles, if their Evolution comes acive, then they become VAMPIRE bats, healing themselves whenever they attack. But what's healing when they're literally as fragile as skeletons? Well, they get a small stat buff, and they can increase their health past their maximum!

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 close their eyes and pretend they're riding ponies and having metal buckets. When they walk enough tiles (without that heavy shield) they will charge with double speed and hit for almost double damage

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 there, he upgrades his weapon to giant golden cannon balls! It's so awesome, everytime he fires one of those giant balls, he emits a shockwave around himself that knocks back everyone near him.

Ice Spirit


This fast, 1 Elixir snowball has excellent defensive and offensive capabilities due to its freeze, which can reset channeled abilities, force enemies to retarget, or even freeze the opposition as potent support in a push. Its cheap cost also makes it great to quickly shuffle through a player's deck, and it's got enough health to survive one attack from most units while it deploys, allowing it to get the jump on them. But what if 1 isn't enough? Well for 2 Cycles, if its Evolution is active, it will blast a total of 3 times! Leaving plenty of time to defend the unit is jumped on.

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 barrel 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.



This former Archer has turned rebellious, bringing a firework to cause havoc in the arena. 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 fired up, she gets fired up too. 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!



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.


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.



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 enough damage to take out small tanks but enough speed to quickly handle small swarms.



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 4 Elixir powerhouse with high health. She swings into a 360º attack to take out swarms and support troops alike and is a strong mini-tank. 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, she summons a mini Tornado, pulling both ground and air units. Good for pulling building targetable troops away from the Crown Towers.

Mega Minion


A 3 Elixir flying armored minion with below-average health and high damage. Think of it as a glass cannon, but in the air where the glass can't be easily broken! Has slightly less damage than three Minions combined, but its moderate-high health which gives it high resistance to attacks makes it a strong force against towers and medium-health units. Its only weakness? 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 the Evolution is activated, it will add a nice Ram head to its ram. This will not only deal damage and pushback small to medium units in its path to the side, but also bounce off its target until it’s destroyed! As a bonus, the Barbarians are also evolved, for more rage-filled madness! Stuns and knock back are still good enough to stop it before it goes on a RAMpage right to your buildings.



For 5 Elixir he blasts 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 comes up studious of the arcane art of a spell shield, that when explodes will 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 deal with minor swarms and can rack up damage when left ignored.

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 — for 4 Elixir. Also, his hog will jump over the river! However, good building placements easily draw him away, and he is seriously helpless against swarms.

Royal Hogs


For 5 Elixir, you get four moderate health, low damage troops that rush the enemy tower, 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 damage, moderate hitpoints and long range. They can stop almost anything with their powerful guns, from solo tanks to moderate swarms. But watch out: they're very expensive at 9 Elixir and really vulnerable to spells!

Battle Healer


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. When not attacking for five seconds, she begins healing herself. Even though she has wings, she cannot attack air units (she can hover like them though). Although her damage and healing effect may initially seem weak, she can quickly heal up support troops out of range of a lethal attack, making her very effective at snowballing the opponent.

Ice Golem


A cheap yet versatile mini-tank, the Ice Golem provides a wide range of uses for only 2 Elixir. It'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.



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.

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.

Elixir Golem


A hefty mound of Elixir, dividing into two Elixir Golemites with half its 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 it into its lesser stages, they get 1 Elixir from the Golem and 0.5 Elixir per Golemite/Blob destroyed - be careful with the 4 Elixir this card gives your opponent!

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. Someone stop this maniac!




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 it effective as a support troop, killing swarms while chipping at ground troops and towers. It's also a decent mini-tank, but weak against high damage units and is easily distracted.

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.



While her health and splash damage appear 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.



A mighty robot, samurai, knight? Nobody knows, but what we know is that this hulking juggernaut 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. Recommended targets for her to destroy include Mega Knights, X-Bows and Giants.

Dark Prince


For 4 Elixir, he has moderately high hitpoints, plus 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.



With very high damage and good hitpoints for 5 Elixir, the Prince is powerful on offense or 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.



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 low-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 all in its radius. As a cherry on top, it deals doubled damage to opposing Crown Towers, making it extra threatening! Try and bait the opponent into overcommitting on their defense against it to reap massive positive Elixir trades!

Goblin Giant


Not all Goblins are weak! Costing 6 Elixir, this giant packs 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 the Evolution is active, his backpack will have much more space and be able to hold many more friends! Once he reaches half health, a Goblin will spawn from the big sack like magic every 1.5 seconds, bringing sharp knives and more green to the party along side the two Spear Goblins.



For 4 Elixir, this mustachioed man with a double-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.



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 tanks, but still tanks) while dealing instant death damage to everything near him. Although he costs a hefty 8 Elixir, the Golem is a phenomenal tank.

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 it approaches a Princess Tower, a clever opponent may sacrifice a troop just to get that neat King's Tower activation. Take caution.

Wall Breakers


Hailing from CoC, it’s not the Bomber, it’s the Wall Breakers! 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're walking with their barrels on their toes, and dynamites in their hands. When the barrels they're running explode, the barrels go off with a bang! And the best part? The wall breakers themselve survive, ready to explodonate buildings with their dynamites!

Electro Giant


Don't get too close! This shocking version of the Giant 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.



This menacing 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, à la Giant Snowball, 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.



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, however.

Cannon Cart


This upgraded Cannon now moves and has a whole other set of hitpoints in the form of a shield! 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 its cart has been destroyed, the 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.


Mega Knight


Know his power, because this super soldier lands with a BOOM, dealing massive area damage to all of these ground guys around him, then jumps to the next target in range, landing with another BOOM! If he's not jumping, he'll smack, with powerful melee splash damage! He has very high hitpoints for 7 Elixir, but can still be defeated by high damage units due to his slow attack.

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 the Hog Rider, the ram is able to jump over the river, all for 5 Elixir. Nothing will stop this inseparable duo!

Electro Wizard


POW! 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.

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.



Wait… where did my entire 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.



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 assasinate frail defenders, but watch out for swarms, as he can't do much against them.



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! However, she is fragile and slow to attack — her dreams are easily crushed (along with herself).



At the hot price of 4 Elixir, this Phoenix fills its role as figurative and literal heat. It packs moderately low health, with decent damage, and to compensate, it will lay an Egg (topped with death damage) when it dies. The egg has low health, and if it isn't destroyed quick enough, it (unsurprisingly, but epicly) spawns a brand new 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.

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.



Dashing from one unit to the other, quickly annihilating 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 low damage. When defeated, it splits into 6 spread-out Lava Pups that can easily overwhelm, each dealing larger damage than the Hound, and with moderately low health. However, this tank is slow and expensive at 7 Elixir, and must be well-supported.

Night Witch


The 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.



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! Oh yeah, about The Log? The axe forgets, but the tree remembers...

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. Save her for an opportune moment in order to start cooking up a pig stew!



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? That's a steal!

Goblin Machine


How did the Goblins build this!? Did they get the Master Builder to help!? For 5 Elixir, a massive mech made of wood and metal is deployed into the arena, having high health and moderately 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 4 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.


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. As long as he's staying alive on the battlefield, you can pay an extra 1 Elixir for a 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 literally and figuratively gold.

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. Then, 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.

Archer Queen


The queen of all Archers. A powerful glass cannon rocks the Arena with her crossbow and its mean bolts that she constantly fires rapidly for 5 Elixir. However, an extra dirt-cheap 1 Elixir can be spent for her Cloaking Cape ability, mitigating the glass part of her by turning herself invisible à la the Royal Ghost; unable to be targeted for a while! For the cherry on top, she also increases her fire output for herself significantly 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, large swarms and such, and walks slower under her maybe heavy cape, but with great power comes great responsibility, 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! In hectic times, you can pay 1 Elixir to activate Explosive Escape, which makes him drill underground and cross over to its other side! Before digging, he will leave a big bomb à la Balloon, dealing moderate damage to troops, and annihilating swarms (aka the reason he's heading out in the first place). So when you face this mega mine muncher, prepare for climax, and expect the unexpected!

Little Prince


Now which one of you let your nephew to the arena? This mischevious brat loads in his crossbow and fires them at, well, 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 like a Giant Snowball handy. Kids without parental figure supervision, right? Wrong! For 3 Elixir, you'll activate Royal Rescue to meet his guardian; Guardienne, creating the most mischevious tank + glass cannon combo since the Rascals. She dashes her way from her King's Tower and on the way to the Little Prince himself, damaging and knocking back enemies, and hopefully letting said Prince stay a little longer to charge his crossbow.



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. Most of his power lies in Pensive Protection, a 1 Elixir ability you can spend to cast a zen shield around itself. 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.





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



2 Elixir, instant effect and stuns. What's not to like? The Zap is often the lifeline against swarms, with immediate low damage that can cripple or destroy small troops. Force enemies to re-target, reset attacks or use that slight extra damage to finish things off. For 2 cycles if the Evolution is activated, it will strike a total of 3 times. Each time dealing damage (killing cards like Firecracker and Minion Horde), stuns (sorry troops and buildings with charge attacks) and increases it radius (become almost as big as Poison, at the end)

Giant Snowball


Is a push too hot to handle? A giant, 2 Elixir Snowball will make them slow down for 2 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.

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 slight 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!




Aaaanndd… 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, for 4 Elixir. It can even knock back some ground troops! It easily destroys low hitpoint troops and cripples medium hitpoint units.



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!



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 towers. However, it doesn't damage flying units (it is an EARTHquake, after all).


Goblin Barrel


3 Goblins for 3 Elixir that can be spawned 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 activated, it will spawn 2 identical Goblin Barrels. One has 3 Goblins while the other has 3... DECOYS! GULP! These decoys dish the same amount of damage, but are super fragile. Together (if used correctly) 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.



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! 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 it can cause your opponent to create a bigger push to crush you.

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.



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.



Pump up your troops with a 2 Elixir boost! 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. Also deals some damage! However, when used in the wrong place or time, it can just be a waste of Elixir.



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) nor Skeletons summoned by the almighty Skeleton King.



Get over here, enemy troops, so this Rocket can hit you all! 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.



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 high reward, but results in a huge Elixir disadvantage if not used well. Mirror will not appear in your starting cards, and cannot mirror Champions.



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 damage to troops inside of its 3 evil strikes, dealing more damage the less troops there are inside of it. Crippling single units, but worse against 2-4 or even 5+ units.

Goblin Curse


Can you smell what the Goblin is cooking? No? Because 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!


The Log


It rolls. It crushes. It knocks back. 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 the Princess, low health support troops, charging ponies, and every ground swarm. But it can't hit air units, so don't throw it on a Minion Horde!



This portable 5 Elixir ritual starts a swarmy 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 late in the game.





For 3 Elixir, it has moderate hitpoints, damage, and one of the shortest building lifetimes out of all the buildings. Doesn't seem like much, does it? Well, when you see that Hog Rider being pulled towards the Cannon into his death for just 3 Elixir, you'd better think again.



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 hitspeed means it often needs additional support against any unit that isn't one shot by its attack. For 2 Cycles, if its Evolution is online, its new roommates are too; Goblins! When the Mortar fires a shot, a Goblin comes where it lands. I mean, the rent price there is low.



Peek-a-boo! I zap you! For 4 Elixir, it has moderate health and damage; can defeat Hog Riders and Balloons alone; and can take care of small swarms. When nobody is there, it hides underground, preventing any damage (except for an incoming Earthquake). However, swarms can destroy this building. For 2 cycles, if the Evolution is active, it will have so much energy to control, that it will spill over. When poping up (and even after death), it will send a wave of electricity to ground and air units, dealing low damage and stunning for 1 sec, making it good for dealing with any kind of pushes. It can even pop op for a second time (or how many times it can), with a new wave to send.


Goblin Cage


For 4 Elixir, you can drop a building containing a Goblin Brawler on the arena, pulling Hogs 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!

Goblin Hut


Here come the Spear Goblins! Every 11.5 seconds 3 Spear Goblins will spawn and chip some damage off the enemy's towers in this 5 Elixir tribal-looking building, creating a passive Elixir advantage all the while. And just when you think they'll stop coming, another Spear Goblin pops out upon the hut's death! They can easily build up behind a tank to cause even more damage to towers, but are still weak to splash damage.



A cheap spawner with moderate hitpoints at the cost of only 3 Elixir that spawns two Skeletons every few seconds. When destroyed, 4 more spooky scary Skeletons pop up to avenge the destroyer. The spawned Skeletons and the avenging 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 Death Damage, 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 barracks 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. And like the Furnace, only one unit spawns after the building's destruction. However, the hut is expensive (6 Elixir) and the Barbarians can be easily taken out if handled correctly.



Where do these Fire Spirits come from? This 4 Elixir magic oven has moderate health and the ability to spawn waves of Fire Spirits, efficiently countering swarms and other troops while putting the opponent under pressure offensively. As icing on the cake, this destructive stove also cooks up one fiery little Fire Spirit when the whole stove melts. However, beware of spells and splash damage, as they will put out the ongoing fire!

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. 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.




This 6 Elixir automatic crossbow has moderate hitpoints, low damage, a long range and a very fast hitspeed. 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 locomoting 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. 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!

Tower Troops


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.

Baby Goblins


The Baby Goblins have come to the arena with the almighty Goblin Queen! While their stats may be the same as the average Tower Princess and King Tower combo, the Goblin Queen’s ability, given by the Baby Goblins, shows their superiority against the King and his daughters. After spending 20 Elixir on cards relating to Goblins, the next Goblin card will cause the Goblin Queen to shoot her brood of 8 Baby Goblins across the arena, ready to attack the opponent with a slew of stabs! Best keep the Baby Goblins away from splash damage or they’ll be quickly dispatched.




Ka-BOOM-uh! The Cannoneer is a tower troop that deals alot more damage but at a lower hit rate. This makes him great against low health, low count units and tanks, but a little suspectible to swarms.


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.