Clash Royale Wiki

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


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.


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.

All items (32)