Clash Royale Wiki

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




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.


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!




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



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.

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