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

Troops are cards that can be placed on the battlefield. Troops when placed on the field are permanent until defeated and will move towards the opposing Crown Towers with varying speeds (Very Slow, Slow, Medium, Fast, and Very Fast). Troops have a sight range where they will target the closest enemy to them. Their attack range can vary between Melee and Ranged, with Melee troops being further classified into different ranges (Short, Medium, and Long). Troops can be either ground or air, with the latter being able to fly over buildings or the river, with some troops being able to target both ground and air troops. Certain troops cannot be distracted by other troops, meaning that buildings are required to distract them. Certain troops can spawn from other non-troop cards such as Goblins and Skeletons spawning from the Goblin Barrel and Tombstone respectively.

Strategy

  • As troops can move, it is sometimes worth to counter an opposing troop with a more expensive troop, assuming that your defending troop survives. It can then be used for a counterattack.
  • Slow-moving troops are great to be placed behind the King Tower in order to start a push with them. However, beware of spells that might be used against them and the Princess Tower.
    • In the presense of a player with buildings in their deck, it might be a good idea to switch their placement to the corner of the Arena, as it could result in them bypassing the enemy buildings or the opponent placing their buildings in a less optimal placement just to distract your troops.
  • A risky but effective tactic is to start the battle with a cheap but fast troop at the bridge. This will either force the opponent to respond with a counter which can allow the player to scout the opponent's deck or ignore the attack completely, generating early damage to the Princess Tower.
  • Swarm troops will spawn each individual troop with a slight delay from the previous one. Their deployment is from the left-most troop to the right-most troop and from front to back.
  • Be careful when sending lone building-targeting troops alone, as this is a good opportunity for the opponent to stack up multiple troops for a massive counterattack.
  • Certain troops are immune to all forms of knockback, with the exception of The Log and Monk. As such, spells like Fireball and Giant Snowball should not be used to knock them back. The Lava Hound is an exception to this, as he is also immune to the knockback of these cards, due to being an air troop.
  • Troops that spawn other troops after death are immune to the curse effect of the Mother Witch and do not count as souls for the Skeleton King's ability, making them more effective against them.
  • Troops cannot be placed on top of buildings. Because of this, the player should consider where to place their buildings or their troops for the right defense. Spells that spawn troops will have those troops spawn in the closest unoccupied tile.
    • Death bombs like those of the Giant Skeleton and Bomb Tower act similarly to buildings, preventing any player from placing troops on top of them.

History

2016

2017

2018

  • On 25/5/2018, the Rascals were added to the game. However, players could use the Rascals from as early as 11/5/2018 by completing the Rascals Draft Challenge.
  • On 20/6/2018, the Summer 2018 Update, added the Royal Hogs immediately. The update also added Royal Recruits over time.
  • On 5/9/2018, the September 2018 Update, added the Goblin Giant immediately.
  • On 9/11/2018, the Electro Dragon was added to the game. However, players could use the Electro Dragon from as early as 27/10/2018 by completing the Electro Dragon Challenge.
  • On 24/12/2018, the Ram Rider was added to the game. However, players could use the Ram Rider from as early as 21/12/2018 by completing the Ram Rider Draft Challenge.

2019

  • On 26/2/2019, the Wall Breakers were added to the game. However, players could use the Wall Breakers from as early as 14/2/2019 by completing the Wall Breakers Draft Challenge.
  • On 5/8/2019, the Fisherman was added to the game. However, players could use the Fisherman from as early as 4/7/2019 by completing the Fisherman Draft Challenge.
  • On 4/11/2019, the Elixir Golem was added to the game. However, players could use the Elixir Golem from as early as 10/10/2019 by completing the Elixir Golem Draft Challenge.

2020

  • On 6/1/2020, the Battle Healer was added to the game. However, players could use the Battle Healer from as early as 2/12/2019 by completing the Battle Healer Challenge and via Trophy Road rewards.
  • On 3/2/2020, the Firecracker was added to the game. However, players could use the Firecracker from as early as 6/1/2020 by completing the Firecracker Challenge and via Trophy Road rewards.
  • On 2/4/2020, a maintenance break, removed the Heal from the game, replacing it with the Heal Spirit.
  • On 6/7/2020, the Skeleton Dragons were added to the game. However, players could use the Skeleton Dragons from as early as 5/6/2020, by completing the Skeleton Dragons Challenge.
  • On 2/11/2020, the Electro Giant and the Electro Spirit were added to the game. However, players could use them from as early as 5/10/2020 and 14/10/2020 respectively by completing their related Challenges.

2021

2022

2023

2024

List of Troops

Common

Minions

MinionsCard

Three fast, moderate-damage single-target near-melee air troops. Unarmored but targeting both ground and air, they can be a high-damage support card or a quick defense against glass cannons at the cost of 3 Elixir. A bit vulnerable to splash damage, but it'll do the trick.

Archers

ArchersCard

Two low-damage yet medium-ranged single-target troops. Targeting both ground and air, and lightly armored, they are inexpensive support troops or a quick defense against small pushes while costing only 3 Elixir. They're weak to decent splash damage like spells and such, though. For 2 Cycles, if their Evolution is active, then they become upgraded, proven from training with the Archer Queen, dishing out double damage for units, but only those far away! They're still weak to the same decent splash damage, but they're still tough!

Knight

KnightCard

A moderate-damage single-target melee troop. Despite only targeting ground, this jack-of-most-trades card can act as a great mini-tank and a fair defense against small troops with his moderate-high hitpoints and decent damage output. All for only 3 Elixir; good stats for his cost if you ask anyone! For 2 Cycles, if his Evolution is active, his mustache and now glorious purple armor will be upgraded. While walking, he recieves 60% less damage from EVERY damage source, so make sure to tackle him when he is still with another mini-tank instead of walking to a ranged troop.

Spear Goblins

SpearGoblinsCard

Three very fast, low-damage single-target ranged troops. Unarmored and targeting both ground and air, they are excellent against small single-target ground and air pushes like Minions and are dirt-cheap support units costing only 2 Elixir.

Goblins

GoblinsCard

Four very fast, moderate damage, single-target melee troops. Unarmored and only targeting ground, they are nevertheless an excellent defense against glass cannons like the Mini P.E.K.K.A., and not to be ignored with a tank or mini-tank. All for only 2 Elixir!

Bomber

BomberCard

A 2 Elixir high-damage and medium-ranged splash troop. While fragile and only targeting ground, it is decent against medium to large swarms and can deal great damage behind a tank for its price. For 2 Cycles, if his Evolution is active, the Bomber's bomb bounces twice after the initial throw! Dealing heavy amounts of splash damage and greatly increasing its chances of hitting the Crown Towers! Talk about value!

Skeletons

SkeletonsCard

Three fast, low-damage single-target melee troops. They only target ground and are completely unarmored, but are very useful. They can distract enemies when timed right or just exist to cycle your deck for the dirt-cheap price of 1 Elixir! Think about the amount of value! For 2 Cycles, if their Evolution comes active, they evolve. When they attack, another evolved skeleton with a fresh ushanka gets summoned through the arena, and so forth, meaning you need to tackle them before their numbers snowball significantly, even if it's a maximum of 8 evolved skeletons! Speaking of Snowballs...

Barbarians

BarbariansCard

Five single-target melee troops with thoroughly average stats. Despite only targeting ground, they are a mighty collective force and can swiftly deal with a great variety of threats for 5 Elixir, but keep them away from powerful splash cards. For the low price of ONE cycle, if their Evolution comes active, they gain a base stat increase, meaning it'd be tougher to counter them with powerful splash cards. And you'll better wish you don't hurt 'em, 'cause if you do, they get ENRAGED; emotionally and potionally!

Electro Spirit

ElectroSpiritCard

Completing the quartet of 1 Elixir spirits, it boasts the same cost, hitpoints, and move speed as them while also bringing a killer mustache to the table. Although its damage and stun duration don't match that of the Ice Spirit, its attack will chain onto up to nine units within four tiles of each other, allowing for some truly shocking effects that can stretch far across the arena, even all the way to your opponent's King's Tower!

Skeleton Dragons

SkeletonDragonsCard

These smaller, skeletal cousins of the Baby Dragon move just as fast while packing almost double the punch! However, their bones seem to be a bit brittle, as they have much less health, and their belches don't cover as wide of an area. Their 4 Elixir cost also hasn't changed, meaning most of their utility comes down to how long they can avoid having their bones scattered. But there are two of them, so they can help defend in both lanes simultaneously.

Fire Spirit

FireSpiritCard

One very fast, near-melee splash troop that packs a flaming hot punch for only 1 Elixir! It is an excellent defense against tightly-packed swarms and glass cannons, and adds a second layer of offense to even the smallest pushes. However, it can be easily snuffed out due to its low hitpoints, so constantly look for opportunities to sneak it onto enemy troops, preferably melee troops.

Bats

BatsCard

Five single-target melee units that offer good defensive and offensive value despite their very weak stats. Fragile but fast flying units, Bats can attack both ground and air units and can easily deal with solo mini-tanks. At just 2 Elixir, Bats can fortify and cheapen your deck. For 2 Cycles, if their Evolution comes acive, then they become VAMPIRE bats, healing themselves whenever they attack. But what's healing when they're literally as fragile as skeletons? Well, they get a small stat buff, and they can increase their health past their maximum!

Royal Recruits

RoyalRecruitsCard

Six fairly tough melee ground troops spread out in a horizontal formation across the arena. With the addition of a shield to absorb otherwise devastating strikes, they can distract and repel most enemies and act as a capable shield for other units across both lanes, though this is for a hefty 7 Elixir, so use them wisely, for they come weak to huge splash damage. For 1 Cycle, if their Evolution is active, they close their eyes and pretend they're riding ponies and having metal buckets. When they walk enough tiles (without that heavy shield) they will charge with double speed and hit for almost double damage

Royal Giant

RoyalGiantCard

An infamous, hulking beast of a man. Costs 6 Elixir for a great single-target damage to buildings. High in health with somewhat good range, his powerful cannonballs plough through any building he decides to shoot. He's vulnerable to high damage dealers, but he doesn't care. He'll still land a few smacks anyways. For 1 Cycle, if his Evolution is there, he upgrades his weapon to giant golden cannon balls! It's so awesome, everytime he fires one of those giant balls, he emits a shockwave around himself that knocks back everyone near him.

Ice Spirit

IceSpiritCard

This fast, 1 Elixir snowball has excellent defensive and offensive capabilities due to its freeze, which can reset channeled abilities, force enemies to retarget, or even freeze the opposition as potent support in a push. Its cheap cost also makes it great to quickly shuffle through a player's deck, and it's got enough health to survive one attack from most units while it deploys, allowing it to get the jump on them. But what if 1 isn't enough? Well for 2 Cycles, if its Evolution is active, it will blast a total of 3 times! Leaving plenty of time to defend the unit is jumped on.

Skeleton Barrel

SkeletonBarrelCard

A 3 Elixir barrel packed with bones that drifts through the air looking for towers and trouble. It's a bit on the fragile side, but it soars quickly through the arena. When it makes contact with a building, or when the barrel balloons get popped, it explodes and drops seven sword-swinging Skeletons ready to party!

Goblin Gang

GoblinGangCard

Six fast though weak Goblins for 3 Elixir. Three have knives for powerful ground melee combat deployed in front, and three have spears for ranged attacks on both ground and air at the rear. Together, they can clear a multitude of units, but be wary of splash cards when using this Goblin Value Pack!

Elite Barbarians

EliteBarbariansCard

A pair of upgraded Barbarians for 6 Elixir, notorious for their sheer combined speed and melee power. Together, they can wreck tanks, evaporate glass cannons and shred down building-targeting units, though they're easily distracted and are especially weak against large swarms. Brain? How about some brawn instead!

Minion Horde

MinionHordeCard

Gulp! A horde of 6 Minions for only 5 Elixir! This card has ridiculously high damage per second, allowing it to defeat tanks and pushes in the blink of an eye. But keep caution using them, otherwise you may lose everything... in the blink of an eye.

Firecracker

FirecrackerCard

This former Archer has turned rebellious, bringing a firework to cause havoc in the arena. While frail for 3 Elixir, she'll push herself back with every attack, making it harder for enemy troops to reach her. Whenever her rocket hits a target, it will split into smaller sparks that deal damage to troops or buildings behind it. But be careful; a smart opponent can use her shrapnel to activate their King's Tower! For 2 Cycles, if her Evolution is fired up, she gets fired up too. Both her initial attack and her shrapnel fires lands sparks which deal damage around an area, and even slows down the movement speed of opposing troops!

Rascals

RascalsCard

A 5 Elixir value pack of a trio of trouble, with one boy and two girls. The boy absorbs damage from the front as mini-tank and melee attacker, while the high damage but low health girls fire from behind! With big health and big damage combined, this card is a complete wombo combo of a push by theirselves, but it's less wombo if one of their gum-slinging or sword-swinging engine(s) get(s) chopped off.


Rare

Mini P.E.K.K.A.

MiniPEKKACard

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

MusketeerCard

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

GiantCard

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

ValkyrieCard

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. For 2 Cycles, if her Evolution is active, every time she attacks, she summons a mini Tornado, pulling both ground and air units. Good for pulling building targetable troops away from the Crown Towers.

Mega Minion

MegaMinionCard

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

BattleRamCard

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 the Evolution is activated, it will add a nice Ram head to its ram. This will not only deal damage and pushback small to medium units in its path to the side, but also bounce off its target until it’s destroyed! As a bonus, the Barbarians are also evolved, for more rage-filled madness! Stuns and knock back are still good enough to stop it before it goes on a RAMpage right to your buildings.

Wizard

WizardCard

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, but not so much against tanks, and poetically a Fireball. For 1 cycle, if his Evolution is active, the Wizard comes up studious of the arcane art of a spell shield, that when explodes will blow you away, dealing damage and knocking back foes!

Flying Machine

FlyingMachineCard

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.

Hog Rider

HogRiderCard

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.

Royal Hogs

RoyalHogsCard

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

ThreeMusketeersCard

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!

Battle Healer

BattleHealerCard

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.

Ice Golem

IceGolemCard

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

DartGoblinCard

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. Guh! 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

ZappiesCard

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

HealSpiritCard

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

ElixirGolemCard

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 manages to divide it into its lesser stages, they get 1 Elixir from the Golem and 0.5 Elixir per Golemite/Blob destroyed - be careful with the 4 Elixir this card gives your opponent!

Goblin Demolisher

GoblinDemolisherCard

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.

Suspicious Bush

SuspiciousBushCard

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 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 totally normal bush!!


Epic

Guards

GuardsCard

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

BabyDragonCard

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

SkeletonArmyCard

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.

Witch

WitchCard

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.

P.E.K.K.A.

PEKKACard

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. For 1 Cycle, if the Evolution is active, the sword will become enchanted. This causes a butterfly to spawn after she deals the final blow to an enemy unit, healing some of her health back! This can even go past her regular health, giving her higher health than a Golem at max overheal!

Dark Prince

DarkPrinceCard

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.

Prince

PrinceCard

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.

Balloon

BalloonCard

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

GiantSkeletonCard

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

GoblinGiantCard

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.

Hunter

HunterCard

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.

Golem

GolemCard

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

ElectroDragonCard

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, but even more with the evolution. Cause after just 1 cycles, (if the Evolution is active), its attack will chain UNLIMITED troops, dealing with any kind of swarm with ease. It can even bounce between 2 different units (luckily not the tower), wrecking up massive damage. However, the chain will shockingly move slower, and not stun, after the first 3 targets

Wall Breakers

WallBreakersCard

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. After 2 cycles, if their Evolution is active, they'll begin to roll on the barrels, while holding dynamites in their now free hands. When the barrels they're running on explodes, it'll go off with a bang! And the best part? The wall breakers themselve survive, ready to explodonate buildings with their dynamites!

Electro Giant

ElectroGiantCard

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.

Bowler

BowlerCard

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.

Executioner

ExecutionerCard

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

CannonCartCard

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.


Legendary

Mega Knight

MegaKnightCard

And on the other side of the arena, we have the one and only Mega Knight. This super soldier will land with a BOOM, dealing massive area damage to all of these ground opponents around him. Then he will jump to the next target in range, landing with another powerful BOOM! And if he's not jumping, he'll do a powerful smack, dealing splash damage to melee units! He has very high hitpoints for 7 Elixir, but can still be defeated by high damage units due to his slow attack. But wait cause after just 1 Cycle (if the Evolution is active), he will have learned a new mighty technique called the uppercut. This technique will knock back ANY opponent (one at a time) much closer to the Crown Tower, making units like P.E.K.K.A or Golem a jump in the park. Know his power!

Ram Rider

RamRiderCard

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

ElectroWizardCard

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

InfernoDragonCard

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.

Sparky

SparkyCard

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.

Miner

MinerCard

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.

Princess

PrincessCard

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).

Phoenix

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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

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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

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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

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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.

Bandit

BanditCard

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

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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

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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.

Lumberjack

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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

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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!

Fisherman

FishermanCard

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

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We don't know if something so puny as a Goblin built this mech, but we do know that this machine is anything but puny! 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 3.5 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.


Champion

Golden Knight

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The Golden Knight makes a force through the Arena, slashing enemies through the power of his moderate damaging sword and absorbing through his very healthy golden bodyplate, all for 4 Elixir. Like all champions, as long as he's staying alive on the battlefield, you can pay an extra 1 Elixir. For him, it's a dashingly Dashing Dash, causing him to run around until he approaches an enemy, instantly dashing through a foe through another for up to 10 times, and delivering mean swings afterwards! On top of everything else, very much like his former associate, the Bandit, he is completely invulnerable to anything while dashing! Combine that with his constant dashing without a skip, and you get a juggernaut who's literally and figuratively gold.

Skeleton King

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For 4 Elixir, the almighty dynast of the dead rises through the Arena, clubbing everything through his way with a moderate damage melee splash attack! While he stays in the Arena, any form of life destroyed in the entire battlefield, whether it be friend or foe, will make a fine addition to his Soul Counter, albeit with a limit of 14 souls. Then, for 2 Elixir, you can use his Soul Summoning ability right above your hand. It will release all of the souls he kept for battle in form of Skeletons around a royal Graveyard aura around him, and adds in 6 more Skeletons among the skeleton squad! Be a bit cautious, as some splash damage dealers will shrug off his reincarnated henchmen and kill a royal entity not even he could revive.

Archer Queen

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The queen of all Archers. A powerful glass cannon rocks the Arena with her crossbow and its mean bolts that she constantly fires rapidly for 5 Elixir. However, an extra dirt-cheap 1 Elixir can be spent for her Cloaking Cape ability, mitigating the glass part of her by turning herself invisible à la the Royal Ghost; unable to be targeted for a while! For the cherry on top, she also increases her fire output for herself significantly while under her invisibility cape, dishing out more impressive loads of damage onto her foes while still being safe inside her hidden cloak! She's vulnerable to heavy spells, large swarms and such, and walks slower under her maybe heavy cape, but with great power comes great responsibility, so be careful!

Mighty Miner

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You don't need a shovel to mine skillfully! One big, strong, drilling punch-packer is spawned for 4 Elixir! He packs high health, weak damage that ramps up over time to significant measures, similar to the Inferno Dragon. He can take out large, tanky troops (or your tower) with just a drill, but struggles with swarms! But wait, there's more! In hectic times, you can pay 1 Elixir to activate Explosive Escape, which makes him drill underground and cross over to its other side! Before digging, he will leave a big bomb à la Balloon, dealing moderate damage to troops, and annihilating swarms (aka the reason he's heading out in the first place). So when you face this mega mine muncher, prepare for climax, and expect the unexpected!

Little Prince

LittlePrinceCard

Now which one of you let your nephew to the arena? This mischevious brat loads in his crossbow and fires them at, well, enemies. His crossbow attack ramps up in DPS the longer he stays still, and unlike the Inferno Dragon, he doesn't stop his crossbow's ramping up when he destroys an enemy. He does stop when he moves an inch, though, making knockback like a Giant Snowball handy. Kids without parental figure supervision, right? Wrong! For 3 Elixir, you'll activate Royal Rescue to meet his guardian; Guardienne, creating the most mischevious tank + glass cannon combo since the Rascals. She dashes her way from her King's Tower and on the way to the Little Prince himself, damaging and knocking back enemies, and hopefully letting said Prince stay a little longer to charge his crossbow.

Monk

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Make the opponents wish they've never fought in the first place with this peacemaking powerhouse! With 5 Elixir, a tank is spawned, attacking through foes through melee attacks, with the third one dealing triple the damage of said attack AND pushing the victim a few tiles back. Most of his power lies in Pensive Protection, a 1 Elixir ability you can spend to cast a zen shield around itself. When a projectile approaches it, he'll throw hands, nullifying AND deflecting it to the nearest Crown Tower. It can deflect a lot from fire to ice. And yes, it can deflect projectile SPELLS. That includes Rockets. It can deflect as long as it is travelling in the air with velocity not too high, meaning it cannot deflect stuff like Inferno Beams, stunning electricity, or a sword.

Goblinstein

GoblinsteinCard

IT'S ALI-I-I-I-VE! Doctor Goblinstein is a mad scientist ready to drop in the arena with his mad inventions, such as his trusty Goblinstein's Monster, delicately crafted with high health and a vendetta for buildings, although Goblinstein forgot that his creation's a bit vulnerable to tank killers when the doctor's not in. He holds a remote that shoots some lightning, stunning enemies for a split second, while being safely protected by the green hunky creation of a mastermind. These 2 can attack and/or defend one or two lanes, all for only 5 Elixir. Guh! Think that's all for the duo? Nope! For only 2 Elixir, you can activate his magnum opus, the shockingly effective Lightning Link. Goblinstein will link through the monster's antenna, creating an electrical passage between them, dealing a shocking amount of damage to anything brave enough to stand near the electricity for a while. If his monster dies, he'll drop his antenna. The zap will still go on!


All items (113)

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