Clash Royale Wiki
Advertisement

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

Spells are cards that can be placed on the battlefield. Spells will deploy immediately on the battlefield and can have various temporary effects. These effects can vary from dealing damage immediately, to spawning troops, to applying certain effects to troops. Unlike troops and buildings, they can be placed on top of buildings, including Crown Towers, and all spells can be placed on the river, with the exception of the Goblin Barrel. Most spells can be placed on both player's sides, with a few exceptions. Spells that can reach Crown Towers will do reduced damage to them.

Strategy

  • Generally, spells should be cast next to as many units as possible to maximize their effect, whether that is damage in enemy units, or a boost on friendly units.
  • Spells that require to travel to reach their target tile are launched from the King's Tower. This means that placing them closer to the King's Tower will result in them arriving at their destination quicker. This is important in situations like when both players are racing to finish off each other's Princess Towers.
  • Spells synergize well with each other, due to their nature as quick damage dealers and their general lack of placement restrictions. One spell can weaken a unit enough for the second spell to finish it off.
  • While offensive spells can deal damage to Crown Towers, it is generally a bad idea to use spells on them, as they have low damage compared to the hitpoints of the Crown Towers. The King's Tower will also activate, allowing himself to attack incoming troops, which further discourages players from using spells on him.
    • However, if the Crown Tower is frail enough that a spell can finish it off, it is acceptable to use a spell on it, especially during Overtime.
  • If the player anticipates their opponent using units that can be defeated by the spells, the player can place their spell earlier so that when it arrives, it defeats them without their attacking unit being harmed. This is refered to as a "prediction" spell and is an effective way for their attacking unit to deal damage on offense.

History

2016

2017

2018

2019

2020

2023

  • Starting from 27/3/2023, new temporary spell cards appear in Special Challenges.

2024

List of Spells

Common

Arrows

Shoot into the sky with a 3 Elixir rain of Arrows. Its moderate damage and large radius makes clearing swarms and weak enemies a breeze, but is lackluster against higher health units like the Knight.

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!


Rare

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).


Epic

Goblin Barrel

3 Goblins for 3 Elixir that fly in a barrel that can be thrown 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 activate, the Goblin Barrel will spawn 2 identical Barrels (besides a purple glow from the fake one). One has 3 Goblins, while the other has 3... Decoys! These decoys dish the same amount of damage, but are super fragile. Together, 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.

Lightning

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

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 beware, as it buys time for your opponent to create an even bigger push by amassing new troops on the frozen ones, which will make defending even harder.

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.

Poison

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.

Goblin Curse

Who is the witch who sent a green, Goblin-turning spell to the Arena? 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! You better not become a Goblin yourself if you don't want to face bureaucracy, however.

Rage

Pump up your troops with a 2 Elixir boost! The Rage 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. It also deals some damage for that extra support! However, when used in the wrong place or time, it can just be a waste of Elixir.

Clone

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 before its building state) nor Skeletons summoned by the almighty Skeleton King.

Tornado

The weather forecast signals a big tornado coming after you! 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.

Mirror

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 a high reward, but results in a huge Elixir disadvantage if not used well, meaning that it's also a high risk. it can also be used to play the same card again after the original gets countered by a spell. Mirror will not appear in your starting hand, and cannot mirror Champions.

Void

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 huge damage to troops inside its 3 evil strikes, dealing more damage the fewer troops there are inside of it. This will cripple single units, but be worse against 2-4 units, and even worse with 5+ units.


Legendary

The Log

It rolls. It crushes. It knocks back. It makes those heads roll. 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 low health support troops, charging enemies, and every ground swarm. It can't hit air units, so don't get too comfortable! It seeks the Lumberjack with all its rage, their history go way back…

Graveyard

This portable 5 Elixir ritual starts a 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 later in the game.

All items (26)

Advertisement