Clash Royale Wiki
Clash Royale Wiki
This page is about what cards exactly are in general. To read more about the individual cards in Clash Royale, click here.
Cards

Cards are what players use to deploy troops, spells, and buildings onto the battlefield. A certain category of troops, those being tower troops, aren't deployed, but are chosen before battle. Deploying cards costs Elixir, which is gradually gained during the battle. Cards are primarily obtained through buying them with Gold or Gems in the Shop, or through finding them or Wild Cards, which are used to upgrade cards, in different Chests. Cards can also be received through trading or through clan members donating cards to your requests. Duplicate cards obtained will fill up an upgrade meter. Once the meter is full, you can upgrade the card with Gold. All health and damage statistics are increased by roughly 10% per level. Cards that are able to spawn troops, such as Goblin Hut, Barbarian Hut, Furnace, and Graveyard, will also have their spawned troop level increased by 1 per level. Once a card is upgraded to the highest Level, finding extras in Chests or buying them from the Shop will result in extra Star Points and Elite Wild Cards. Some cards have the ability to Evolve into a stronger version of themselves with Card Evolution.

Types of Cards

There are four main types of cards: troops, spells, buildings, and tower troops. Generally, spells are temporary and can be cast anywhere in the battlefield (with the exception of The Log, Barbarian Barrel, and Royal Delivery), including on top of buildings, while buildings (which are stationary and decay over time) and troops (which can move) can only be spawned on the player's territory (with the exception of Miner and Goblin Drill). Pressing and holding on any spell before deploying it will show its Crown Tower damage (or Crown Tower Damage Per Second in some cases) and Duration if the spell has duration. Tower troops stay on the user's Crown Towers and attack opposing troops. There are also 5 card rarities: Common (represented by pale blue or dark blue), Rare (represented by orange or pale yellow), Epic (signified by magenta or purple), Legendary (signified by a rainbow gradient) and Champion (signified by aureolin). Each rarity has a different number of levels.

  • Common cards have 16 different Levels, ranging from Level 1 to Level 16.
  • Rare cards have 14 different Levels, ranging from Level 3 to Level 16.
  • Epic cards have 11 different Levels, ranging from Level 6 to Level 16.
  • Legendary cards have 8 different Levels, ranging from Level 9 to Level 16.
  • Champion cards have 6 different Levels, ranging from Level 11 to Level 16.

Champion Cards

Champion cards share functions which are unique to their rarity.

  • All Champion cards are troops, and when they are deployed, an ability icon will appear at the right-hand side of the player's screen. At any time, the player can tap the icon in order to activate their Champion's unique ability. Activating an ability costs a certain amount of Elixir. The abilities adhere to the server's 1 second deployment delay. After the ability's duration concludes, the abilities will go on a cooldown, which prevents them from being used for some time. The cooldown will instantly reset if the player's Champion dies, or if a new Champion gets placed.
  • Only 1 Champion card can be present in a deck at any time.
  • The most recent Champion card placed will be able to use its ability.
  • Cloned Champion troops cannot use abilities. Activating an ability while a cloned Champion is on the arena will only trigger it for the original troop.

Ranges

Each troop and defensive building in Clash Royale has a range, specified in tiles.

  • Cards that have a range of 0.8 tiles or less are classified as "Melee: Short". Should a card have less than 0.8 tiles of range, the table below will specify the exact numbers.
  • Cards that have a range of 1.2 tiles are classified as "Melee: Medium".
  • Cards that have a range of 1.6 tiles are classified as "Melee: Long".
  • Cards with a range of 2 or more tiles are simply classified as being ranged.

Movement Speeds

Each troop in Clash Royale has a movement speed.

  • Cards that have a speed of 30 are classified as "Very Slow".
  • Cards that have a speed of 45 are classified as "Slow".
  • Cards that have a speed of 60 are classified as "Medium".
  • Cards that have a speed of 90 are classified as "Fast".
  • Cards that have a speed of 120 are classified as "Very Fast".

Card Comparison

Note: the levels of the cards in the tables below are currently those of the Tournament Standard Rules (11).

Troops

Card
Rarity
Cost (Ability)
Elixir
Hitpoints (Base+Shield)
HitpointShield Hitpoints
Damage
Damage
Attack Period (seconds)
Damage Speed
Damage Per Second
DPS
Special Damage
BoostTower DamageDeath Damage
Range
Range
Count
Count

Archers 3 304 112 0.9 124 N/A 5.00 2

Archer Queen 5 (1) 1,000 225 1.2 187 N/A 5.00 1

Baby Dragon 4 1,152 161 1.5 107 N/A 3.50 1

Balloon 5 1,679 640 2 320 240 (Death) 0.10 (Melee: Short) 1

Bandit 3 906 194 1 194 389 (Dash) 0.75 (Melee: Short) 1

Barbarians 5 670 192 1.3 147 N/A 0.70 (Melee: Short) 5

Bats 2 81 81 1.3 62 N/A 1.20 (Melee: Medium) 5

Battle Healer 4 1,717 148 1.5 98 200 (Spawn Healing) 100 (Healing per hit) 1.60 (Melee: Long) 1

Battle Ram 4 967 286 N/A N/A 573 (Charge) 0.50 (Melee: Short) 1

Berserker 2 896 102 0.6 170 N/A 0.80 (Melee: Short) 1

Bomber 2 304 225 1.8 125 N/A 4.50 1.

Boss Bandit 6 (1) 2,624 268 1.2 223 537 (Dash) 0.80 (Melee: Short) 1

Bowler 5 2,081 289 2.5 115 N/A 4.00 (Projectile 7.5) 1

Bush Goblins N/A 304 256 1.4 182 N/A 0.80 (Melee: Short) 2

Cannon Cart 5 1,809 212 0.9 236 N/A 5.50 1

Cursed Hog N/A 629 53 1.2 44 N/A 0.75 (Melee: Short) 1

Dark Prince 4 1440 (1,200+240) 266 1.3 204 532 (Charge) 1.20 (Melee: Medium) 1

Dart Goblin 3 261 156 0.8 195 N/A 6.50 1

Electro Dragon 5 949 192 (x3) 2.1 91 (x3) N/A 3.50 1

Electro Giant 7 3,855 163 2.1 77 192 (Reflection, 128 to towers) 1.20 (Melee: Medium) 1

Electro Spirit 1 230 99 (x9) N/A N/A N/A 2.50 1

Electro Wizard 4 714 115 (x2) 1.8 126 192 (Spawn) 5.00 1

Elite Barbarians 6 1,341 384 1.4 274 N/A 1.20 (Melee: Medium) 2

Elixir Blob N/A 360 64 1.1 58 N/A 0.80 (Melee: Short) 4

Elixir Golem 3 1,569 253 1.1 230 N/A 0.80 (Melee: Short) 1

Elixir Golemite N/A 762 128 1.1 116 N/A 0.80 (Melee: Short) 2

Executioner 5 1,280 168 (x2) 2.4 140 N/A 4.50 (Projectile 7.5) 1

Firecracker 3 304 64 (x5) 3 106 N/A 6.00 (Projectile 10) 1

Fire Spirit 1 230 207 N/A N/A N/A 2.50 1

Fisherman 3 870 194 1.3 149 N/A 1.20 (Melee: Medium) 1

Flying Machine 4 614 171 1.1 155 N/A 6.00 1

Furnace 4 727 179 1.8 99 N/A 6.00 1

Giant 5 4,090 253 1.5 168 N/A 1.20 (Melee: Medium) 1

Giant Skeleton 6 3,617 276 1.4 197 535 (Death, 1070 to towers) 0.80 (Melee: Short) 1

Goblin Brawler 4 1,080 337 1.1 306 N/A 0.80 (Melee: Short) 1

Goblin Gang 3 202/133 120/81 1.1/1.7 109/47 N/A 0.50 (Melee: Short)/5 3/3

Goblin Demolisher 4 1300 186 1.1 169 404 (Death) 5.00 1

Goblin Giant 6 3,020 176/81 1.5/1.7 117/47 N/A 1.20 (Melee: Medium)/5 1

Goblin Machine 5 2,150 212/304 (195 to towers) 1.2/3.5 176/112 (56 to towers) N/A 1.20 (Melee: Medium)/2.5-5 1

Goblins 2 202 120 1.1 109 N/A 0.50 (Melee: Short) 4

Goblinstein 5 (2) 721 92 1.8 51 107 (Lightning Link, 46 to towers) 5.50 1

Golden Knight 4 (1) 1,799 161 0.9 178 335 (x10) (Dashing Dash) 1.20 (Melee: Medium) 1

Golem 8 5,120 312 2.5 124 225 (Death) 0.75 (Melee: Short) 1

Golemite N/A 1,039 84 2.5 33 99 (Death) 0.25 (Melee: Short) 2

Guardienne N/A 1,600 217 1.2 180 N/A 1.20 (Melee: Medium) 1

Guards 3 337 (81 + 256) 117 1 117 N/A 1.60 (Melee: Long) 3

Hog Rider 4 1,697 317 1.6 198 N/A 0.80 (Melee: Short) 1

Hunter 4 885 84 (x10) 2.2 381 N/A 4.00 (Projectile 6.5) 1

Heal Spirit 1 230 110 N/A N/A 400 (Healing) 2.50 1

Ice Golem 2 1,315 84 2.5 33 84 (Death) 0.75 (Melee: Short) 1

Ice Spirit 1 230 110 N/A N/A N/A 2.50 1

Ice Wizard 3 688 89 1.7 52 84 (Spawn) 5.50 1

Inferno Dragon 4 1,295 35-422 0.4 87-1,055 N/A 3.50 1

Knight 3 1,766 202 1.2 168 N/A 1.20 (Melee: Medium) 1

Lava Hound 7 3,581 53 1.3 40 N/A 3.5 1

Lava Pup N/A 217 81 1.7 47 N/A 1.60 (Melee: Long) 6

Little Prince 3 (3) 698 99 1.2/0.8/0.4 83/124/248 256 (Royal Rescue) 5.50 1

Lumberjack 4 1,282 256 0.8 320 192 (Death, 58 to towers)) 0.70 (Melee: Short) 1

Magic Archer 4 529 143 1.1 130 N/A 7.00 (Projectile 11) 1

Mega Knight 7 3,993 268 1.7 157 430 (Spawn)
537 (Jump)
1.20 (Melee: Medium) 1

Mega Minion 3 837 311 1.5 207 N/A 1.60 (Melee: Long) 1

Mighty Miner 4 (1) 2,250 40-409 0.4 100-1022 332 (Explosive Escape) 1.60 (Melee: Long) 1

Miner 3 1,210 194 (49 to towers) 1.3 149 (37 to towers) N/A 1.20 (Melee: Medium) 1

Mini P.E.K.K.A. 4 1,433 755 1.6 471 N/A 0.80 (Melee: Short) 1

Minion Horde 5 230 107 1.1 97 N/A 2.50 6

Minions 3 230 107 1.1 97 N/A 2.50 3

Monk 5 (1) 2,214 140/422 0.8 175 N/A 1.20 (Melee: Medium) 1

Mother Witch 4 529 133 1 133 N/A 5.50 1

Monster N/A 2,385 128 1.5 85 N/A 1.20 (Melee: Medium) 1

Musketeer 4 721 217 1 217 N/A 6.00 1

Night Witch 4 906 314 1.3 241 N/A 1.60 (Melee: Long) 1

P.E.K.K.A. 7 3,760 816 1.8 453 N/A 1.20 (Melee: Medium) 1

Phoenix 4 1,052 217 1 217 163 (Death) 1.60 (Melee: Long) 1

Reborn Phoenix 4 1,052 217 1 217 N/A 1.60 (Melee: Long) 1

Prince 5 1,920 391 1.4 279 783 (Charge) 1.60 (Melee: Long) 1

Princess 3 261 168 3 56 N/A 9.00 1

Ram Rider 5 1,697 250/104 1.8/1.1 147/94 501 (Charge) 0.80 (Melee: Short)/5.5 1

Rascal Boy 5 1,940 217 1.5 144 N/A 0.80 (Melee: Short) 1

Rascal Girl 5 261 125 1 125 N/A 5.00 2

Royal Ghost 3 1,210 261 1.8 145 N/A 1.20 (Melee: Medium) 1

Royal Giant 6 3,164 307 1.7 180 N/A 5.00 1

Royal Hogs 5 837 74 1.2 61 N/A 0.70 (Melee: Short) 4

Royal Recruits 7 787 (547+240) 133 1.3 102 N/A 1.60 (Melee: Long) 6

Rune Giant 4 2,662 120 1.5 80 N/A 1.20 (Melee: Medium) 1

Skeleton Army 3 81 81 1.1 73 N/A 0.50 (Melee: Short) 15

Skeleton Barrel 3 532 145 N/A N/A 145 (Death) 0.35 (Melee: Short) 1

Skeleton Dragons 4 560 161 1.9 84 N/A 3.50 2

Skeleton King 4 (2) 2,298 204 1.6 127 N/A 1.20 (Melee: Medium) 1

Skeletons 1 81 81 1.1 73 N/A 0.50 (Melee: Short) 3

Sparky 6 1,451 1,331 4 332 N/A 5.00 1

Spear Goblins 2 133 81 1.7 47 N/A 5.00 3

Spirit Empress 6/3 1,192/1,244 307 1.4/1.1 219/279 N/A 5.00/1.20 (Melee: Medium) 1

Suspicious Bush 2 81 N/A N/A N/A N/A 0.80 (Melee: Short) 1

Three Musketeers 9 883 204/314 1.2 170/261 N/A 6.00/1.60 (Melee: Long) 3

Valkyrie 4 1,907 266 1.5 177 N/A 1.20 (Melee: Medium) 1

Wall Breakers 2 330 350 N/A N/A N/A 0.50 (Melee: Short) 2

Witch 5 839 135 1.1 122 N/A 5.50 1

Wizard 5 755 281 1.4 200 N/A 5.50 1

Zappies 4 529 117 2.1 55 N/A 4.50 3

Defensive Buildings

Card
Rarity
Cost
Elixir
Hitpoints
Hitpoint
Lifetime
Time
Damage
Damage
Attack Period (seconds)
Damage Speed
Damage per Second
DPS
Special Damage
BoostTower DamageDeath Damage
Range
Range

Bomb Tower 4 1,356 30 222 1.8 138 222 (Death) 6

Cannon 3 824 30 212 1 212 N/A 5.5

Cannon Cart (broken) 5 824 30 212 0.9 235 N/A 5.5

Inferno Tower 5 1,748 30 43-847 0.4 107-2,117 N/A 6

Mortar 4 1,369 30 266 5 53 N/A 3.5-11.5

Tesla 4 1,152 30 220 1.1 200 N/A 5.5

X-Bow 6 1,600 30 43 0.3 143 N/A 11.5

Passive Buildings

Card
Rarity
Cost
Elixir
Hitpoints
Hitpoint
Special Damage
BoostTower DamageDeath Damage
Lifetime
Time

Barbarian Hut 6 1,164 N/A 30

Elixir Collector 6 1,070 N/A 93

Goblin Cage 4 780 N/A 20

Goblin Drill 4 1,313 84 (Spawn, 26 to towers) 10

Goblin Hut 4 1,180 N/A 30

Phoenix Egg N/A 240 N/A 4.3

Tombstone 3 529 N/A 30

Damaging Spells

Card
Rarity
Cost
Elixir
Damage
Damage
Crown Tower Damage
Tower Damage
Radius
Radius

Arrows 3 366 (122x3) 93 (31x3) 3.5

Barbarian Barrel 2 230 N/A 4.5 Range, 2.6 Width

Earthquake 3 243 (81x3) (858 (283×3) to Buildings) 159 (53x3) 3.5

Fireball 4 688 207 2.5

Freeze 4 148 35 3

Giant Snowball 2 179 54 2.5

Goblin Curse 2 210 (35X6) 60 (10X6) 3

Lightning 6 1057 286 3.5

Poison 4 736 (92x8) 184 (23x8) 3.5

Rage 2 179 54 3

Rocket 6 1484 371 2

Royal Delivery 3 437 N/A 3

The Log 2 268 44 10.1 Range, 3.9 Width

Tornado 3 84 27 5.5

Vines 3 306 (153×2) 76 (38×2) 2

Void 3 1020 (340×3)/480 (160×3)/228 (76×3) 144 (48×3)/72 (24×3)/48 (16×3) 2.5

Zap 2 192 58 2.5

Spawners

Card
Rarity
Type
Type
Cost (Ability)
Elixir
Troop Spawned
Troop
Spawn Count and Period
Time
Maximum Troops Spawned
Count

Barbarian Barrel Spell 2 Barbarians Upon breaking 1

Barbarian Hut Building 6 Barbarians 3 every 15 seconds and 1 upon death 8

Battle Ram Troop 4 Barbarians Upon breaking or death 2

Elixir Golem Troop 3 Elixir Golemites Upon death 2

Elixir Golemite Troop N/A Elixir Blobs Upon death 2

Furnace Troop 4 Fire Spirits 1 every 7 seconds N/A

Goblin Barrel Spell 3 Goblins Upon breaking 3

Goblin Cage Building 4 Goblin Brawler Upon death 1

Goblin Curse Spell 2 Goblins When a unit in the radius dies N/A

Goblin Drill Building 4 Goblins Every 3 seconds and 2 upon death 6

Goblin Giant Troop 6 Spear Goblins Upon death 2

Goblin Hut Building 4 Spear Goblins 1 every 2.1 seconds and 1 upon death 14

Golem Troop 8 Golemites Upon death 2

Graveyard Spell 5 Skeletons Every 0.5 seconds 13

Lava Hound Troop 7 Lava Pups Upon death 6

Little Prince Troop 6 (3+3) Guardienne After using ability 1 per ability

Mother Witch Troop 4 Cursed Hogs When a unit with the curse dies N/A

Night Witch Troop 4 Bats 2 every 5 seconds and 1 upon death N/A

Phoenix Egg Troop N/A Phoenix Upon death due to lifetime 1

Royal Delivery Spell 3 Royal Recruits Upon breaking 1

Skeleton Barrel Troop 3 Skeletons Upon death 7

Skeleton King Troop 4 (2) Skeletons After using ability 16 per ability

Suspicious Bush Troop 2 Bush Goblins Upon breaking or death 2

Tombstone Building 3 Skeletons 2 Every 4 seconds and 4 upon death 20

Witch Troop 5 Skeletons 4 Every 7 seconds N/A

Tower Troops

Card
Rarity
Health
Hitpoint
Damage
Damage
Attack Period (seconds)
Damage Speed
Damage per Second
DPS
Range
Range

Cannoneer 2,616 320 2.2 145 7.5

Dagger Duchess 2,768 107 0.50/1.40 214/76 7.5

Royal Chef 2,703 109 1 109 7.5

Tower Princess 3,052 109 0.8 136 7.5

Please note that some cards have been omitted from these tables due to their unique abilities that would make it difficult to compare them to other cards.

Card Evolution

Card Evolution is a feature that allows specific Cards to evolve and become a more powerful version of themselves after a certain number of Cycles. Cycles are the amount of times the original card must be in your hand to obtain the Card Evolution. If a card requires 2 Cycles to evolve, every 3rd of that card would be its Card Evolution. This can be easily tracked as once you deploy the card, a diamond above the card art will be filled in the next time it comes into your hand. Every card with an Evolution takes 6 Evolution Shards or Wild Shards to be able to use it in battle. When a Card Evolution is deployed, a special deploy sound will play while a purple light temporarily shines down on them. When you obtain a Card Evolution in a match, a guitar rift will play. All Card Evolutions have a special ability that the original card doesn't have. In addition to the ability, some have increased stats to compensate for their low appearance in matches.

Evolution Comparison

For each Evolution's ability, check out their individual pages.

Evolutions

Card
Rarity
Cost
Elixir
Cycles
Card Evolution
Overall Cost
Elixir
Stat Boosts
Boost

Archers 3 2 9 +1 tile Range

Baby Dragon 4 2 12 N/A

Barbarians 5 1 10 +10% Hitpoints

Battle Ram 4 2 12 N/A
Barbarians: +10% Hitpoints

Bats 2 2 6 +50% Hitpoints

Bomber 2 2 6 N/A

Cannon 3 2 9 N/A

Dart Goblin 3 2 9 N/A

Electro Dragon 5 1 10 N/A

Executioner 5 1 10 N/A

Firecracker 3 2 9 N/A

Furnace 4 2 12 N/A

Giant Snowball 2 2 6 +1 second Slowdown

Goblin Barrel 3 2 9 +1 Barrel

Goblin Cage 4 1 8 N/A

Goblin Drill 4 2 12 N/A

Goblin Giant 6 1 12 N/A

Hunter 4 2 12 N/A

Ice Spirit 1 2 3 +0.5 tiles Splash Radius

Inferno Dragon 4 2 12 N/A

Knight 3 2 9 N/A

Lumberjack 4 2 12 N/A

Mega Knight 7 1 14 N/A

Mortar 4 2 12 -1 second Attack Period

Musketeer 4 2 12 N/A

P.E.K.K.A. 7 1 14 N/A

Royal Ghost 3 2 9 N/A

Royal Giant 6 1 12 N/A

Royal Hogs 5 2 15 N/A

Royal Recruits 7 1 14 N/A

Skeleton Army 3 2 9 +1 Skeleton

Skeleton Barrel 3 2 9 +1 Barrel
+25% Hitpoints
+64% Death Damage

Skeletons 1 2 3 N/A

Tesla 4 2 12 N/A

Valkyrie 4 2 12 N/A

Wall Breakers 2 2 6 N/A

Witch 5 1 10 N/A

Wizard 5 1 10 N/A

Zap 2 2 6 N/A

Merge Tactics

Cards in Merge Tactics have different stats from their regular counterparts to accommodate for the mode.

Card Comparison

Note: the levels of the cards in the tables below are currently those of the Tournament Standard Rules (11) and account for 1-Star troops.

Cards

Card
Rarity
Cost
Elixir
Hitpoints
Hitpoint
Damage
Damage
Attack Period (seconds)
Damage Speed
Range
Damage Speed
Archer Queen 5 849 90 1.25 4
Bandit 4 828 82 1.11 1
Barbarian 2 840 96 1 1
Dart Goblin 3 634 80 0.83 5
Electro Giant 3 1,309 87 1.42 4
Elixir Collector 0 800 0 0 0
Executioner 3 763 120 x2 (240) 2 4
Goblin 2 420 108 0.66 1
Goblin Machine 4 1,137 82 1 1
Golden Knight 5 1,200 140 1.25 1
Inferno Tower 0 800 20 0.5 3
Mega Knight 4 1,499 99 1.66 1
Mini P.E.K.K.A. 2 577 207 1.66 1
Monk 5 1,500 80 0.9 1
Mortar 0 600 240 2.5 6
Musketeer 3 922 138 1.66 3
P.E.K.K.A. 3 1,309 360 2.5 1
Prince 3 872 163 1.42 1
Princess 4 620 123 2 6
Royal Ghost 4 828 114 0.83 1
Royal Giant 2 1,062 96 1.66 4
Skeleton 0 600 or 177 72 or 28 1.43 1
Skeleton Dragon 2 420 96 1.25 4
Skeleton King 5 1,400 180 2 1
Spear Goblin 2 360 180 1.66 3
Tesla 0 800 60 0.71 2
Valkyrie 3 1,269 127 1.66 1
Witch 4 818 130 2 4
Wizard 2 462 92 1.25 4
X-Bow 0 600 200 0.3 8

History

2016

2017

2018

2019

2020

2021

  • On 12/6/2021, the Goblin Drill was added to the game as part of the Goblin Drill Draft Challenge's final reward. This update also renamed the Fire Spirits card to Fire Spirit.
  • On 27/10/2021, the Champions Update added the Champion rarity alongside 3 Champion cards: Golden Knight, Archer Queen, and Skeleton King. The update also changed cards' the maximum Level to 14 (from 13), as well as the Tournament Standard Level to 11 (from 9). The card and Gold requirements to upgrade cards past Level 11 was also decreased. All players that had already collected their cards past Level 11 received card refunds for every card at that Level, depending on the card rarity and Level.

2022

2023

2024

2025

Trivia

  • The idea of card games originated from China during the ninth century AD, as a result of the usage of woodblock printing technology. Later, it passed towards the Middle East and Europe and took many forms.
  • Epic Cards can only be requested once every Sunday; Legendary and Champion Cards cannot be donated or requested.
  • In the Japanese language setting, Epic Cards are called Super Rare Cards while Legendary Cards are called Ultra Rare Cards, the terms often used in card collection games. In the Korean language setting, Epic Cards are called Heroic Cards.
  • Despite Epic Chests only being able to give Epic Cards, an Epic Chest may not give any Epic Cards. This can happen if the player does not have any Epic Cards unlocked and this Chest is opened in Arenas where no Epic Cards can be unlocked. It can also happen with Legendary Chests.
  • Even though a deck can only have 1 Champion Card at a time, there have been cases of multiple Champion Cards within a deck. In these scenarios, using the ability would use it for both Champion Cards.

Statistics

Card Level
Level
Number of Cards Required for Upgrade^
Common Rare Epic Legendary Champion
1 1 N/A N/A N/A N/A
2 2 N/A N/A N/A N/A
3 4 1 N/A N/A N/A
4 10 2 N/A N/A N/A
5 20 4 N/A N/A N/A
6 50 10 1 N/A N/A
7 100 20 2 N/A N/A
8 200 50 4 N/A N/A
9 400 100 10 1 N/A
10 800 200 20 2 N/A
11 1,000 300 30 4 1
12 1,500 400 50 6 2
13 2,500 550 70 9 5
14 3,500 750 100 12 8
15 5,500 1,000 130 14 11
16 7,500 1,400 180 20 15
Total 23,087 4787 597 68 42
Card Level
Level
Gold Required for Upgrade
Common Rare Epic Legendary Champion
1 N/A N/A N/A N/A N/A
2 5 N/A N/A N/A N/A
3 20 N/A N/A N/A N/A
4 50 50 N/A N/A N/A
5 150 150 N/A N/A N/A
6 400 400 N/A N/A N/A
7 1,000 1,000 400 N/A N/A
8 2,000 2,000 2,000 N/A N/A
9 4,000 4,000 4,000 N/A N/A
10 8,000 8,000 8,000 5,000 N/A
11 15,000 15,000 15,000 15,000 N/A
12 25,000 25,000 25,000 25,000 25,000
13 40,000 40,000 40,000 40,000 40,000
14 60,000 60,000 60,000 60,000 60,000
15 90,000 90,000 90,000 90,000 90,000
16 120,000 120,000 120,000 120,000 120,000
Total 365,625 365,600 364,400 355,000 335,000
Card Level
Level
XP Gained from Upgrade
Common Rare Epic Legendary Champion
1 N/A N/A N/A N/A N/A
2 4 N/A N/A N/A N/A
3 5 N/A N/A N/A N/A
4 6 6 N/A N/A N/A
5 10 10 N/A N/A N/A
6 25 25 N/A N/A N/A
7 50 50 25 N/A N/A
8 100 100 100 N/A N/A
9 200 200 200 N/A N/A
10 400 400 400 250 N/A
11 600 600 600 600 N/A
12 800 800 800 800 800
13 1,600 1,600 1,600 1,600 1,600
14 2,000 2,000 2,000 2,000 2,000
15 50,000 50,000 50,000 50,000 50,000
16 200,000 200,000 200,000 200,000 200,000
Total 255,800 255,791 255,725 255,250 254,400
^ The Total count of cards includes the Unlock cards as they can be used to upgrade a card to the next level. You can even donate or trade away the only non-Champion card to unlock it and still be able to use the card at the lowest level.