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“Spawns a pair of leveled up Barbarians. They're like regular Barbarians, only harder, better, faster and stronger.”

The Elite Barbarians is a Common card that is unlocked from the Hog Mountain (Arena 10). It spawns two fast, single-target, ground-targeting, melee, ground troops with high hitpoints and very high damage. Their deployment is in a horizontal formation. An Elite Barbarians card costs 6 Elixir to deploy.


For Battle Decks with this card, click here

  • Compared to the regular Barbarians, they have higher stats and offensive capabilities. However, the count of Elite Barbarians are 2 and the Elixir cost is 6, while the Barbarians are 5 on count and Elixir cost. Therefore, they do less combined damage than regular Barbarians and are less effective on defense due to their lower numbers. However, Elite Barbarians are much less susceptible to splash damage (an equal level Fireball will not one-shot them) due to their comparatively higher individual hit points.
    • Because of the higher troop count of the Barbarians, they can shut down Elite Barbarians for a positive Elixir trade.
    • The Elite Barbarians are unlocked in a higher Arena (Hog Mountain), which means that the Barbarians can be obtained earlier and be leveled up more easily for use in ladder battles.
  • Elite Barbarians are outclassed by P.E.K.K.A in some respects, but unlike her, they spawn in pairs. A strategy would be to have 1 Elite Barbarian down each lane, giving your opponent pressure to defend both of them. Elite Barbarians are also cheaper than the P.E.K.K.A by 1 Elixir.
    • While defending split Elite Barbarians, place a troop or building in the middle so both Elite Barbarians will be pulled to the center due to their high sight range.
  • Elite Barbarians are most reliable as a defensive card turned into a threatening counterattack, especially against tanks and troops that are easily shredded by a pair of Elite Barbarians, like a Musketeer. This allows them to push for a lower cost than if they were just played at the bridge, with two nearly unscathed Elite Barbarians counterattacking.
  • If the opponent is low on Elixir or you know that the opponent's counter for the Elite Barbarians is out of rotation, you can rush a lane with Elite Barbarians. Their fast movement speed allows them to reach the Crown Tower quickly and gives little time for the opponent to react. However, it is advised to have a damaging spell ready since cheap swarms will make short work of the Elite Barbarians.
  • Due to their fast move speed, the Elite Barbarians be used to push slower troops like the Valkyrie, creating an excellent synergy; the Valkyrie eliminates the swarms while the Elite Barbarians annihilate the tankier troops.
  • Using Rage on Elite Barbarians can be even more deadly, as it amplifies their already fast movement speed, making them even harder to react to. Despite the benefits, this strategy can leave the player with a huge Elixir deficit, as this combo is still susceptible to swarms. Because of this, pairing the Lumberjack with the Elite Barbarians may be just as effective since the Lumberjack's fast hit speed will help the Elite Barbarians take care of small swarms, and when the Lumberjack dies, his Rage effect will make the Elite Barbarians far more dangerous. The Rage effect from the Lumberjack could also take out remaining swarms such as a Skeleton Army, which can be a threat to the Elite Barbarians. This can still be risky as it may leave the player at an even larger Elixir deficit of course, as Lumberjack costs 2 more Elixir.
  • A great combo is Elite Barbarians and Fire Spirit. The Fire Spirit deters opposing swarms, quickly clearing out any attempting to stop the Elite Barbarians. They also provide considerable Tower damage should they reach it. Since the Fire Spirit is faster than the Elite Barbarians, it should be placed behind the Elite Barbarians to push them and to ensure that it targets the same troops as the Elite Barbarians. The Fire Spirit can also be interchangeable with any other Spirit in this case too. However, it can still get shut down by a mini tank + swarm combo. This can also give the opponent decent spell value.
    • Heal Spirit could be a decent replacement, especially when they are severely damaged. However, it does not deal as much damage as the Fire Spirit, which leaves the Elite Barbarians still weak to swarms bulkier than Skeletons. Despite the downsides, Heal Spirit can come in to heal Elite Barbarians if they're critically low on health, causing massive damage to a player's troops or Crown towers.
  • If timed perfectly Elite Barbarians can completely counter a Mega Knight and leave with 1 Elite Barbarian at full health. To do this, the Elite Barbarians should be spawned directly on top of the Mega Knight so that they split apart, negating the Mega Knight's area damage, and they should be spawned before he initiates a jump. To perform this, place the Elite Barbarians 1 tile ahead of the Mega Knight. Due to the 1 second server delay, the Elite Barbarians will spawn and split right on top of the Mega Knight as he walks to your designated tile. For an almost-jumping Mega Knight, play elite Barbarians right on top of the Mega Knight just as he starts to jump. However, the Mega Knight may already be midair while your Elite Barbarians are placed, causing you to take damage to something else.
  • The P.E.K.K.A, Royal Recruits and Mega Knight are good counters to Elite Barbarians. They can reliably chop them down by themselves using their powerful damage and health, even without a Crown Tower helping, with the counter alive, albeit heavily damaged to counterpush for the negative Elixir trade. Sparky can act similarly for a neutral Elixir trade, but it will only one shot them if they are one Level lower and thus require assistance from Crown Towers.
  • Although Elite Barbarians have high damage per second, their health is mediocre, so almost all swarms can counter it for a positive Elixir trade. An Ice Golem with any other high damage support card (e.g. Minions) can easily take down the Elite Barbarians. Despite this, their mediocre hit points and high damage make them decent tanks for other troops, like Archers.
  • Splash units like the Bomber, Valkyrie and Dark Prince are amazing at countering Elite Barbarians when paired with Skeletons or Ice Spirit, diverting damage from your counter. The same can be said for powerful glass cannons like the Mini P.E.K.K.A and the Lumberjack. Those small troops can be protected by the Ice Golem, as well.
  • A Rocket can completely destroy Elite Barbarians up to 1 level higher for a neutral Elixir trade. However, due to their fast movement speed along with the Rocket's slow travel time, it can be difficult and risky to use it successfully. Alternatively, you can use Lightning to cripple the Elite Barbarians and 1 supporting card, if possible, however you may need additional support, since the Elite Barbarians will have some health left and may get some hits on the Tower.
  • Mini tanks such as Knight, Ice Golem, and Valkyrie can pull the Elite Barbarians to the center, allowing both Towers to whittle them down for a positive Elixir trade.
  • Pulling the Elite Barbarians with a Tombstone is a great way of stalling the Elite Barbarians especially with the Skeletons that it continually spawns. If your opponent defends against your Elite Barbarians with a Tombstone, hover a small spell, like Zap, over the Tombstone and cast it right as the Tombstone is destroyed. The four spawned Skeletons will be destroyed, and the Elite Barbarians will quickly head for the Crown Tower without a distraction.
  • The Elite Barbarians are one of the most effective counters to the Elixir Golem and Battle Healer combo, as their high individual damage and moderately high hitpoints are able to take care of the Battle Healer easily and destroy the Elixir Golem, as they have a relatively high hit speed and will destroy all forms of the Elixir Golem very quickly, also having enough damage to destroy each Elixir Blob in one hit. Beware, as the opponent may place a swarm card like the Skeleton Army to distract the Elite Barbarians, so having spells in hand will help out a great deal. Try to defeat the Battle Healer before the Elixir Golem so that the Elite Barbarians save more of their hitpoints for a counterattack.


Hit Speed
Damage Speed
Deploy Time
Deploy Time
Troop Count
6 1.4 sec Fast (90) 1 sec Melee: Medium (1.2) Ground x2 Ground Troop Common
Damage per second
1 524 150 107
2 576 165 117
3 634 181 129
4 696 199 142
5 765 219 156
6 838 240 171
7 922 264 188
8 1,011 289 206
9 1,110 318 227
10 1,220 349 249
11 1,341 384 274
12 1,472 421 300
13 1,619 463 330
14 1,776 508 362
15 1,949 558 398

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 205,000 Damage to enemy Troops or buildings 200 Elite Barbarians cards
25 XP
2 Deal a total of 610,000 Damage to enemy Troops or buildings 2,000 Gold
25 XP
3 Deal a total of 1,020,000 Damage to enemy Troops or buildings 150 Gem
25 XP
Arena Destroyer
Arena Destroyer
1 Destroy 350 enemy Troops or buildings 3,000 Gold
100 XP
2 Destroy 1,000 enemy Troops or buildings 200 Common Wild Card
100 XP
3 Destroy 1,750 enemy Troops or buildings 5,000 Gold
100 XP



  • The Elite Barbarians card was added to the game on 25/11/2016.
  • On 15/12/2016, a Balance Update, increased the Elite Barbarians' hitpoints by 19%, their damage by 14% and decreased their attack time interval to 1.4 seconds (from 1.5 seconds).


  • On 23/1/2017, a Balance Update, decreased the Elite Barbarians' hitpoints by 4.4%, damage by 4% and increased their attack time interval to 1.5 seconds (from 1.4 seconds).
  • On 19/4/2017, a Balance Update, decreased the Elite Barbarians' hitpoints by 4%, and increased their first attack time interval to 0.5 seconds (from 0.4 seconds).


  • On 20/6/2018, the Summer 2018 Update, moved the Arena to unlock the Elite Barbarians from Royal Arena to Hog Mountain.


  • On 3/6/2019, a Balance Update, increased the Elite Barbarians' damage by 18%, but increased their attack time interval to 1.7 seconds (from 1.5 seconds), and their first attack time interval to 0.7 seconds (from 0.5 seconds).
  • On 1/7/2019, the July 2019 Update, increased the Elite Barbarians' range to 1.2 tiles (from 1 tile), now classified as Melee: Medium.


  • On 2/6/2020, a Balance Update, gave the Elite Barbarians a new 0.1 seconds deploy stagger from each other.
  • On 3/11/2020, a Balance Update, decreased the Elite Barbarians' speed to 90 (from 120), now classified as Fast, decreased their attack time interval to 1.5 seconds (from 1.7 seconds), increased their hitpoints by 14%, and increased their damage by 5.5%. Their first attack time interval was also decreased to 0.5 seconds (from 0.7 seconds).


  • On 30/3/2021, the 2021 Quarter 1 Update, decreased the Elite Barbarians' attack time interval to 1.4 seconds (from 1.5 seconds) and their first attack time interval to 0.4 seconds (from 0.5 seconds).
  • On 7/4/2021, a maintenance break, increased the Elite Barbarians' first attack time interval to 0.5 seconds (from 0.4 seconds).
  • On 7/6/2021, the Summer 2021 Update, increased the Elite Barbarians' sight range to 6 tiles (from 5.5 tiles).
  • On 2/9/2021, a maintenance break, added a card render to the Elite Barbarians' card info screen.
  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).