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

Troops

Mini P.E.K.K.A.

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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.

Musketeer

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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 enough damage to take out small tanks but enough speed to quickly handle small swarms.

Giant

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The "original tank", the Giant is a 5 Elixir meat shield with high health and moderate melee damage. He ignores all enemy troops and slowly makes his way towards buildings, soaking up damage to protect any troops behind him. Once he gets there, he’ll start breaking it!

Valkyrie

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A 4 Elixir powerhouse with high health. She swings into a 360º attack to take out swarms and support troops alike and is a strong mini-tank. Despite this, she can't reach air troops and her slow movement speed leaves her susceptible to ranged attacks.

Mega Minion

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A 3 Elixir flying armored minion with below-average health and high damage. Think of it as a glass cannon, but in the air where the glass can't be easily broken! Has slightly less damage than three Minions combined, but its moderate-high health which gives it high resistance to attacks makes it a strong force against towers and medium-health units. Its only weakness? Swarms, ranged units, and cupcakes.

Battle Ram

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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.

Wizard

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For 5 Elixir he blasts 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, not so much against tanks, and poetically a Fireball.

Hog Rider

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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 — for 4 Elixir. Also, his hog will jump over the river! However, good building placements easily draw him away, and he is seriously helpless against swarms.

Flying Machine

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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 deal with minor swarms and can rack up damage when left ignored.

Royal Hogs

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For 5 Elixir, you get four moderate health, low damage troops that rush the enemy tower, 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?

Three Musketeers

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Three independent, very powerful markswomen with high damage, moderate hitpoints and long range. They can stop almost anything with their powerful guns, from solo tanks to moderate swarms. But watch out: they're very expensive at 9 Elixir and really vulnerable to spells!

Ice Golem

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A cheap yet versatile mini-tank, the Ice Golem provides a wide range of uses for only 2 Elixir. It's slow enough for a non-committal opening in the back, useful for kiting & distracting, flexible in a push, and deals slowing death damage that can destroy low-health enemy units.

Dart Goblin

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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.

Zappies

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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.

Heal Spirit

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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.

Elixir Golem

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A hefty mound of Elixir, dividing into two Elixir Golemites with half its 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 does finally divide it all the way down to and destroy the Elixir Blobs, they get 1 Elixir per blob destroyed - be careful with the 4 Elixir this card gives your opponent!

Battle Healer

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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. When not attacking for five seconds, she begins healing herself. Even though she has wings, she cannot attack air units (she can hover like them though). Although her damage and healing effect may initially seem weak, she can quickly heal up support troops out of range of a lethal attack, making her very effective at snowballing the opponent.

Spells

Fireball

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Aaaanndd… 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, for 4 Elixir. It can even knock back some ground troops! It easily destroys low hitpoint troops and cripples medium hitpoint units.

Rocket

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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

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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 their deck, it packs a larger damage/cost ratio to Crown Towers than other spells. However, it doesn't damage flying units (it is an EARTHquake, after all).

Buildings

Goblin Cage

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For 4 Elixir, you can drop a building containing a Goblin Brawler on the arena, pulling Hogs 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!

Tombstone

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

Inferno Tower

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Things get really hot with this building. For 5 Elixir, this incinerator will roast even massive tanks and powerful support units in an instant for a neutral, if not, positive elixir trade. However, beware of swarms and the power of electrickery, as this building will be overwhelmed and paralyzed.

Goblin Hut

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Here come the Spear Goblins! Every 4 seconds a Spear Goblin will spawn and chip some damage off the enemy's towers in this 5 Elixir ancient looking building, creating a passive Elixir advantage all the while. And just when you think they'll stop coming, more Spear Goblins pop out upon the hut's death! They can easily build up behind a tank to cause even more damage to towers, but are still weak to splash damage.

Furnace

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Where do these Fire Spirits come from? This 4 Elixir magic oven has moderate health and the ability to spawn waves of Fire Spirits, efficiently countering swarms and other troops, also puts the opponent under pressure offensively, and also cooks up one more when the whole stove melts. However, beware of spells and splash damage, as they will put out the ongoing fire!

Bomb Tower

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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 Death Damage, this building is one of the most effective against ground units in the game.

Elixir Collector

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You gotta spend Elixir to make Elixir! For 6 Elixir, this passive building has moderate health along with the ability to produce bonus Elixir. 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.

Barbarian Hut

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This crude but high-hitpoint barracks spawns a pair of Barbarians every 10 seconds, who deal quite a bit of damage when ignored. These Barbarians can be valuable as support, granting a significant Elixir advantage. And, just like the Goblin Hut, more units spawn after the building's destruction. Despite this, the hut is expensive (7 Elixir) and the spawned Barbarians can be easily taken out if handled correctly.

All items (29)

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