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“Slow but durable, only attacks buildings. A real one-man wrecking crew!”

The Giant is a Rare card that is unlocked from the Training Camp (Tutorial). It spawns a slow, single target, building-targeting, melee, ground troop with very high hitpoints and high damage. He wears a large, brown coat made of cloth and has ginger sideburns and bushy eyebrows with blue eyes. A Giant card costs 5 Elixir to deploy.

Strategy[]

For Battle Decks with this card, click here

  • The Giant costs only 5 Elixir, which is very cheap considering its massive health pool. This makes it more effective in decks that rely on the counterpush to gain damage, as the Giant will be able to be deployed more quickly as a tank for these pushes.
  • The Giant is very effective when used as a shield for other troops due to his great Elixir to health ratio. He can soak up the damage of enemy troops while other supporting units or the Crown Towers behind the Giant deal damage to them.
  • Dealing with an opposing Giant that is paired with a support troop can be difficult. The player must wait for the troops to cross the river, then counter them with an appropriate card. They must not forget to deal with the Giant right after, or distract him with a building to give their Crown Towers more time to take him out. On the contrary, a Giant without supporting units is very easy to take out due to him not targeting troops. This is unlike other building targeting units such as the Goblin Giant and the Electro Giant.
  • A Giant should almost never be ignored as he can single-handedly take down an Crown Tower for only 5 Elixir.
  • An effective way to counter the Giant is by using high damage troops like the Mini P.E.K.K.A or the Prince, or by using swarms of troops that output high damage per second, like the Skeleton Army, Minion Horde, Goblin Gang or sometimes Bats. If the support troops behind the Giant has low enough hitpoints, the player can use a spell to eliminate them, and then deploy any of the aforementioned cards.
    • While the Mini P.E.K.K.A is quite effective at stopping a lone Giant, due to its high DPS, it only has an average amount of health. Because of this, the player should consider using another troop to tank the damage from support units, so that the Mini P.E.K.K.A can finish off the Giant.
      • A P.E.K.K.A, however, is a quick and easy answer to the Giant. While this may seem like a negative Elixir trade, the Giant rarely comes alone, and most support troops can be easily defeated by her too. In addition, if the Giant does not have supporting units, the P.E.K.K.A will remain at full HP due to the Giant not fighting back, and can be used for a highly threatening counterpush.
    • Since the Giant moves slowly and cannot damage troops, swarms that can deal high damage per second can take him out quickly. However, be sure to bait out the opponent's spells first.
  • The Witch is a reliable counter to the Giant. While her damage is low, she continuously spawns Skeletons that can quickly accumulate and can hit everything behind the Giant with her splash. They can then be used in a counterpush, especially if paired with other troops such as another Giant or a Golem.
  • Similarly, any card that periodically spawns troops such as a Barbarian Hut or a Night Witch are also effective at stopping a Giant or supporting a Giant in offense. The former being a building means that it will distract the Giant, while the latter has high immediate damage and a quick spawn speed.
  • If a win is impossible, a defensive Giant can stall for time in Overtime until the match ends. This can also be used on the last seconds of a match when the player has a Crown lead, granting the victory to the player.
  • One of the most effective counters to the Giant is the Inferno Tower, as it will both distract the Giant and eliminate it in seconds with its ramp up damage. However, Bats and Minions can divert the Inferno Tower's attention for several seconds. They should be timed so that the Giant is tanking the opposing Crown Tower's arrows.
    • The Inferno Tower user should be aware of when the opponent has distraction troops in hand for their building. For example, the Inferno Tower could be placed to the side of the Arena if the opponent keeps playing swarms in the center of the arena to distract the building. This results in the Inferno Tower still targeting the Giant first, making the defense smoother. Another option is to simply spell down the swarm.
    • A good alternative to the Inferno Tower is the Inferno Dragon. The Inferno Dragon costs less Elixir than the Inferno Tower and can be used in a counterpush, but its damage is weaker and it is vulnerable to knockback, which will reset its charge. Most of the same strategies against a defending Inferno Tower will also work against the Inferno Dragon, but keep in mind that the Dragon flies and can counterattack after defending.
    • Zap will reset the charge of both Inferno cards, but if the player lacks other support units to take these cards out, the Giant will still be incinerated.
    • Other cards with stun effects like Freeze, Lightning or the Electro Wizard are good alternatives to reset the charge of both Inferno cards. However, the player can force the Giant player to defend in the other lane, preventing them from using these cards against the Inferno cards due to a lack of Elixir.
  • A very strong strategy is a Giant-Balloon combo. Although it costs a heavy 10 Elixir, it is very difficult to defend due to the combined health pool of both cards, and can catch the opponent off-guard, especially if they start a slow and high cost push in the other lane. The Giant should be played first so that it is the primary tank for the push.
    • It is most effective to play the Balloon on the side of the bridge closest to the edge of the arena, so as to allow the Balloon to bypass some defenses.
    • An Inferno Tower/Dragon + Zap combo is strong enough to defeat this attack.
    • The Minions, Minion Horde, and Mega Minion cards can decimate this push. However, the opponent can quickly deploy an appropriate spell like Arrows to counter the cards mentioned above. Also, the Balloon's death damage may eliminate the Minions while they are distracted by the Giant, so it is advised to be prepared with another card.
  • Depending on the situation, a Giant can be played similarly to an Ice Golem and kite troops to the opposite lane. The difference is that the Giant costs more, but is much more threatening than the Ice Golem on offense. However, this can allow the opponent to create a powerful split push, so be prepared to follow up if necessary.
  • If the player has nothing else to defend with, a Giant can counter a Giant Skeleton that has reached the Tower. Deploying the Giant in front of the Crown Tower pushes the Giant Skeleton, thus causing it to retarget, and since it is slow, it will lure the Giant Skeleton away from the Tower, taking away with it and saving the tower from the enormous death damage that the Giant Skeleton can deal.
  • A Sparky + Tornado combo is a very good answer to the Giant and anything that may be behind it. Wait until the enemy drops a Zap, Lightning or Electro Wizard, and once the Sparky has charged up two rings, use the Tornado to pull everything into one spot so that Sparky can obliterate it all.
  • The Giant can be easily distracted by placing a building in the center, such as the Tombstone, which will allow both Crown Towers to attack the Giant. The Tombstone is particularly useful because of its cheap Elixir cost, and once it's destroyed, the Skeletons spawned will aid in eliminating the Giant.
  • A Giant can be used to protect troops from spawners, like Spear Goblins from the Goblin Hut, allowing them to build up into a powerful offense. However, countering a spawner with a lone Giant is not a very good idea, as he will let the spawned troops build up and potentially overwhelm the player on the counterattack.
  • A Goblin Barrel can be timed after a Giant crosses the bridge so that the Goblins sneak past the Tower's targeting. This is potentially more threatening than other tank + Goblin Barrel combos, as the Giant has much more health per Elixir and will head straight for the Crown Tower.
  • Placing a Prince or a Dark Prince behind a Giant is a good idea since their charge speed will speed up the Giant. Remember to support them with a troop or spell that does air targeting splash damage, as both the Prince and the Giant are weak against swarms of troops and air troops.
  • If the player only has fragile cards to counter splash units, they can use the Giant to tank and distract the splash unit and then quick-drop the card directly behind the splash unit. If the unit in question is a Dark Prince or Valkyrie, an air troop like Minions should be used as they both can attack in a 360° radius.
  • Whenever a Giant is deployed in the very back, a player must prepare for a very big push such as a Sparky behind a Giant accompanied with a splash unit such as a Wizard. A good idea is to get the opponent to use Elixir by pushing on the other lane. This weakens their offensive potential as however much Elixir the opponent uses to counter this push is how much Elixir is denied from their Giant push.
  • If no other counter is available, the Giant can be used to absorb the damage of the opponent’s small pushes. If a troop is already locked onto the Tower, the player can play the Giant in front of them to push them out of range and force them to retarget onto him.
  • The Giant pairs well with the Graveyard. The Giant's high health to Elixir ratio allows him to reliably tank the Crown Tower's shots and other enemy units, allowing the Skeletons spawned by the Graveyard to do massive damage to the Tower, if not completely take it down. However, this combo costs a hefty 10 Elixir, and can easily backfire if the opponent has proper counters, such as swarms like Rascals.

Statistics

Cost
Elixir
Hit Speed
Damage Speed
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
5 1.5 sec Slow (45) 1 sec Melee: Medium (1.2) Buildings x1 Ground Troop Rare
Level
Level
Hitpoints
Hitpoint
Damage
Damage
Damage per second
DPS
3 1,930 120 80
4 2,123 132 88
5 2,335 145 96
6 2,566 159 106
7 2,817 175 116
8 3,088 192 128
9 3,396 211 140
10 3,724 231 154
11 4,091 254 169
12 4,496 279 186
13 4,940 307 204
14 5,423 337 224
15 5,963 370 246

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 57,500 Damage to enemy Troops or buildings 100 Giant cards
50 XP
2 Deal a total of 175,000 Damage to enemy Troops or buildings 4,000 Gold
50 XP
3 Deal a total of 290,000 Damage to enemy Troops or buildings 150 Gem
50 XP
Tower Tapper
Tower Tapper
1 Hit enemy Crown Towers a total of 490 times 6,000 Gold
125 XP
2 Hit enemy Crown Towers a total of 1,400 times 100 Rare Wild Card
125 XP
3 Hit enemy Crown Towers a total of 2,450 times 9,000 Gold
125 XP

History[]

2016

  • The Giant card was added with Clash Royale's game launch on 4/1/2016.
  • On 9/2/2016, the Chest Rewards & Card Balance Update, increased the Giant's hitpoints by 5%.
  • On 29/2/2016, the March 2016 Update, decreased the Giant's sight range to 7.5 tiles (from 8 tiles).
  • On 23/3/2016, a Balance Update, increased the Giant's damage by 5%.
  • On 3/5/2016, the May 2016 Update, increased the Rare card Level cap to 11 (from 10). The update also fixed the “range bug”, which decreased the Giant's range to 1.25 tiles (from 2 tiles), but his effective range was unchanged.
  • On 19/9/2016, the September 2016 Update, decreased the Giant's damage by 5%.
  • On 20/10/2016, a Balance Update, decreased the Giant's hitpoints by 5%.

2018

2019

  • On 1/7/2019, the July 2019 Update, decreased the Giant's range to 1.2 tiles (from 1.25 tiles), now classified as Melee: Medium.
  • On 2/9/2019, a Balance Update, fixed a bug where the Giant was incorrectly shown as a Melee: Long troop in his card info screen. He is now shown correctly as a Melee: Medium troop.
  • On 26/11/2019, the End of November 2019 Update, added a card render to the Giant's card info screen.

2021

  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).

2022

2023

  • On 19/6/2023, the Card Evolution Update, increased the Level cap of all cards to 15 (from 14).
  • On 3/10/2023, a Balance Update, increased the Giant's range to 1.6 tiles (from 1.2 tiles), now classified as Melee: Long.
  • On 17/6/2024, a Balance Update, decreased the Giant's range to 1.2 tiles (from 1.6 tiles), now classified as Melee: Medium.

Gallery[]

Trivia[]

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