For key information about all cards in the game, see Card Overviews.
Common is a card rarity in Clash Royale. It consists of 30 cards so far. Like all other cards, Common cards can be obtained through the Trophy Road, starting from Training Camp.
Summary
- Common cards start at Level 1.
- Common cards do not have any special characteristics.
- Common Wild Cards and the Common Book of Cards can be used to upgrade them.
- Players can trade up to 250 Common cards with a Common Trade Token.
Troops
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.
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!
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!
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.
Spells
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!
Buildings
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.
Tower Troops
All items (48)