For key information about all cards in the game, see Card Overviews.
Rare is a card rarity in Clash Royale. It consists of 30 cards so far. Like all other cards, Rare cards can be obtained through the Trophy Road, starting from Training Camp.
Summary
- Rare cards start at Level 3.
- Rare cards do not have any special characteristics.
- Rare Wild Cards and the Rare Book of Cards can be used to upgrade them.
- Players can trade up to 50 Rare cards with a Rare Trade Token.
Troops
Mini P.E.K.K.A.

The classic glass cannon — a mighty punch packed within a moderate health, for a cost of 4 Elixir. He's a fast single-targeting troop who can delete the majority of support troops or devastate tanks and towers alike with only a few strikes, but is weak against swarms. Deliver him some pancakes, and you'll see his sweet and cute side!
Musketeer

A consistent 4 Elixir single-target shot attacking both air and ground with fairly average stats — she is a reliable support or defense unit with a trusty boomstick that deals enough damage to take out small tanks but enough speed to quickly handle small swarms, though she's vulnerable to spells. For 2 Cycles, if her Evolution is active, she'll gain a scope, that'll let her shoot enemies INFINITELY away from her vertically. Those Sniper Shots can kill all entities vulnerable to Arrows, while all shots will take down the Archer Queen herself! She only has three Sniper Shots, though, and they can easily go to waste, so use her accordingly! Her shots also don't work against Crown Towers.
Valkyrie

A 4 Elixir powerhouse with high health. This tough mini-tank swings her axe 360º to take out swarms and support troops alike. Despite this, she can't reach air troops and her slow movement speed leaves her susceptible to ranged attacks. For 2 Cycles, if her Evolution is active, every time she attacks, her axe spins also summon a whirlwind, pulling both ground and air units alike, dealing an additional damage value. You can't run, don't even hide!
Mega Minion

A 3 Elixir flying armored gargoyle with below-average health and high damage. What makes him different from other aerial units? He is spell resistant, so not even a lone Fireball can take him out! Plus, his high damage output will allow him to intimidate anyone with his mighty and scary swipes! His only weaknesses? Swarms, ranged units, and cupcakes.
Battle Ram

A fast but fragile 4 Elixir surprise to smash into buildings and disrupt the defense. Once it gets charging, it must be taken out before it rams into a tower, or the target will take double damage! Two Barbarians also pop out after the ram is destroyed or crashed, making this card is reliable for both defense and offense. For 2 cycles, if its Evolution is active, it adds the ram some nice, shiny details and a scary ram head with massive horns appears on the front of the ram, granting the card a new mighty power; the Super Charge. The Battle Ram will smash through all buildings without crashing and breaking a sweat, meaning that it can only be taken down if its HP reaches 0! Plus, it will damage all troops that dare to get nearby it, as well as push back weaklings (small and medium-sized troops) aside! The Barbarians will also be Evolved and show up for extra rage-filled madness and destruction!
Wizard

For 5 Elixir, the Wizard burns foes on the ground and in the air with heavy-hitting fireballs that deal splash damage. He only has moderate health so protect him to maximize his damage potential. The Wizard excels against groups of enemies, but not so much against tanks, and poetically a Fireball. For 1 cycle, if his Evolution is active, the Wizard exchanges his stylish hair in order to become studious of the arcane art of a spell shield, giving him extra protection from all sources of damage, and also explodes to blow you away, dealing damage and knocking back foes!
Flying Machine

A 4 Elixir flying card with moderately-low hitpoints. Its long range and moderate damage allow it to attack from afar, often out-ranging its target, making it a great support card. Although it is quite frail, it can easily pressure the opponent and force a bad trade due to being decently afar from foes!
Hog Rider

A reliable card against towers. Zoom past troops with his moderate-high health and blazing fast speed and landing a hit or two on towers — all for a measely Elixir. Also, his hog will jump over the river! However, good building placements easily draw him away, and he is seriously helpless against swarms and tank busters.
Royal Hogs

For 5 Elixir, four moderate health, low damage pigs that rush the enemy tower are conjured, jumping over rivers if they have to. Be warned, their speed and numbers make them difficult to stop, although area damaging units or spells can take them out easily. Despite everything, one question still get left unanswered... who let the hogs out?
Battle Healer

Selflessly, the Battle Healer has relatively high hitpoints and medium damage for her 4 Elixir cost. Whenever she hits something, she heals herself and all troops around herself. Even though she has wings, she cannot attack air units. Although her damage and healing effect may initially seem weak, her healing will eventually snowball enough so that allied troops survive opposing pushes, creating a deadly pressure strategy.
Dart Goblin

A 3 Elixir card with a fast fire rate, long range, and high speed, making him a great unit for sniping buildings on enemy territory or rush attacks. Despite this, he does have very low hitpoints so be sure to protect him from moderate damage troops, which can defeat him in a few shots. For 2 cycles, if his Evolution is active, he adds some poison on his darts and professionally annoys the opponent even further by attacking with poisonous darts, which can ramp up to a stage 2 poison after 4 darts, and a stage 3 poison after 7 darts. This resets when the Dart Goblin targets another troop instead, but the poison will stay until the targeted troop's eventual demise! The poison also has a wide area of effect, meaning it would also affect nearby troops and easily wipe them out! Making big pushes vanish away!
Zappies

If it moves, then it won’t for much longer. This 4 Elixir trio of menaces will stun a target until it is destroyed, making them exceptionally effective on defense or as support. However, be sure to protect them against swarms and splash damage due to their slow hit speed and moderately-low hitpoints. They also won't stun for forever.
Goblin Demolisher

For 4 Elixir, this Goblin is packed with explosions and dynamite, throwing them from 5 tiles away! However when he's at half health, he keeps his priorities STRAIGHT, rushing through the nearest building quickly. Once he falls to his demise, he goes out with a BANG; literally! His death explosion gives out high damage and pushback to every enemy in its large radius.
Heal Spirit

This little guy runs, jumps, and splashes just like his Spirit siblings, all for the same 1 Elixir cost. The difference? When he jumps onto your opponent's troops or buildings, he'll deal damage to them while healing your troops that are around him. However, he's weaker than his siblings when he doesn't have anything to heal.
Suspicious Bush

For 2 Elixir, this totally normal bush crawls towards the nearest building, being completely invisible to every troop and building that comes by it. However, once it reaches the nearest building or is destroyed by a spell, 2 Bush Goblins with low hitpoints and moderate damage jump out of the absolutely real and stationary bush and attack whatever they see! Although it instantly folds to spells and splash damage since its true health is super low, it's still a deceptive tacti- I mean, a completely ordinary bush!!
Elixir Golem

A hefty mound of Elixir, dividing into two Elixir Golemites with half his stats that, in turn, divide into two sentient Elixir Blobs with half of their stats each, the Elixir Golem provides formidable tanking and damaging ability for the very low price of 3 Elixir. Do be warned - when your opponent manages to divide him into his lesser stages, they get 1 Elixir from the Golem and 0.5 Elixir per Golemite/Blob destroyed - totalling 4 Elixir! This kind gift is enough to turn the tides against you, so make sure this 4 Elixir is spent the worst way possible!
Spells
Fireball

It's a bird! It's a plane! It's a… meteor? No! A Fireball! A fiery rock pummels the Arena and anything else in its small radius, dealing significant damage to all enemy troops and buildings, air or ground, all for 4 Elixir. It can even knock back some ground troops! It easily destroys low hitpoint troops and cripples medium hitpoint units.
Rocket

For a hefty 6 Elixir you can destroy a push, a building, or... your Elixir. The ridiculously high damage comes with a ridiculously small area of effect and a long delay, so be sure not to miss. Recommended targets include support troops, expensive buildings, and Crown Towers — bingo if you hit all three!
Earthquake

Rocking the ground for 3 Elixir, this spell is perfect for clearing small swarms, slowing units down, and doing even BIGGER damage to buildings! Even if there are no buildings in the opponent's deck, this spell can still deal decent damage to Crown Towers. However, it doesn't damage flying units (it is an EARTHquake, after all).
Buildings
Goblin Cage

For 4 Elixir, you can drop a building containing a Goblin Brawler on the arena, pulling Hogs, Giants, and Golems alike. That cage won't hold for long though, as after a little while if it's not broken, the Goblin Brawler inside does the job himself! When released, he gets his revenge for being captured on every enemy in his sight, dishing out impressive damage while having moderate health! For 1 Cycle, if his Evolution is active, the Goblin Brawler will be so angry from getting imprisoned time after time, that he decides to release that anger on every troop. He gives them a massive beatdown by pulling ground units in the cage; dealing damage while making the troop untargetable. Power Punch!
Goblin Hut

Here come the Spear Goblins! For 4 Elixir, the building will take a nap when there is no action, but once a unit gets at least 6 tiles close to this tribal-looking building, a Spear Goblin will come out of it every 1.7 seconds! This can happen for as long as there is a troop in the Goblin Hut's activation range. And just when you think they'll stop coming, another Spear Goblin pops out upon the hut's death! They can be amazing on defense, while easily building up behind a tank to cause even more damage on a counterpush, but are still weak to splash damage. The Goblin Hut lasts 30 seconds, so make half a minute count!
Tombstone

A cheap spawner with moderate hitpoints at the cost of only 3 Elixir that spawns two Skeletons every 3.5 seconds. When destroyed, 4 more spooky scary Skeletons pop up to take down the destroyer. The spawned Skeletons and the death spawn ones can easily distract and take out single-target units, making this building very versatile.
Bomb Tower

Bombs away! This ground-only building throws bombs dealing moderate splash damage at a decent rate, making it perfect against swarms. Combined with its medium hitpoints, its cost of 4 Elixir, and a death bomb, this building is one of the most effective against ground units in the game. It attacks quite slowly for its damage though, so tankier units will only take a few scratches from the explosives.
Barbarian Hut

This crude but high-hitpoint barrack spawns a trio of Barbarians every 15 seconds, who deal quite a bit of damage when ignored. These Barbarians can be valuable as support, granting a significant Elixir advantage. Its death results in an additional Barbarian spawned for extra destruction. However, this hut is expensive, costing a whole 6 Elixir, and the Barbarians can be easily taken out if handled correctly.
Furnace

Where do these Fire Spirits come from? This 4 Elixir magic oven has moderate health and the ability to spawn waves of a Fire Spirit every 5 seconds, efficiently countering swarms and chipping down other troops while putting the opponent under pressure offensively. As the icing on the cake, this destructive stove also cooks up one extra Fire Spirit when the whole stove melts. However, beware of spells and splash damage, as they will put out the ongoing fire! Also the Mini P.E.K.K.A.'s fan favorite, as it can fry pancakes for him.
Elixir Collector

You gotta spend Elixir to make Elixir! For 6 Elixir, this passive building has moderate health along with the ability to produce bonus Elixir, giving you a total of 8 Elixir while alive. This will make large pushes much easier to play, although this building comes with significant risk due to its vulnerability to spells and high cost. Elixir Collector will not appear in your starting cards.
All items (37)