Clash Royale Wiki

For key information about all cards in the game, see Card Overviews.




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.



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!

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/air pushes like Minions and are dirt-cheap support units costing only 2 Elixir.



Three 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.



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!



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.

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.

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.

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.

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.

Goblin Gang


Five fast though weak Goblins for 3 Elixir. Three have knives for powerful ground melee combat deployed in front, and two 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


Double the Minions for only 5 Elixir! This card has ridiculously high DPS, 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.

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 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!



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.



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!




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.

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 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!




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.



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.

All items (30)