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Wild Shard

“A tough melee fighter. The Barbarian's handsome, cultured cousin. Rumor has it that he was knighted based on the sheer awesomeness of his mustache alone.”

The Knight is a Common card that is unlocked from the Training Camp (Tutorial). It spawns a single-target, ground-targeting. melee, ground troop with high hitpoints and moderate damage. The Knight has a blond-colored mustache and eyebrows, and wears chain mail and a chestplate along with a team-colored scarf while holding a sabre. A Knight card costs 3 Elixir to deploy.


For Battle Decks with this card, click here

  • Bearing high health, Knight has a good statline for his cost, and being able to survive 1 hit from all damaging spells at equal levels. He is able to act as a Lightning rod to protect weaker troops on defense, like a Musketeer or an Electro Dragon.
  • The Knight is quite weak to air troops, as he is unable to target them and does not move quickly. For example, Bats and Minions can easily defend against a Knight for a low Elixir investment.
  • The Electro Wizard works well with the Knight because the Electro Wizard can stun and reset attackers to cause them to re-target onto the Knight instead. However, this combination is weak against large swarms like the Skeleton Army, so it is recommended to supplement this push with spells or area damage troops.
  • The Knight has a great synergy in particular with Goblin Barrel decks. His low cost and relatively high hitpoints allow him to easily be used to attack with the Goblin Barrel, making the Goblins much harder to take down if a Zap or Giant Snowball is their only spell. On defense, he is the primary tank in the deck which helps against larger pushes. However, The Log or Barbarian Barrel will still counter the Goblin Barrel even if the Knight is tanking for them, so it is not recommended to use him in a combo when these cards are in the opponent's hand.
    • The Knight is also a decent counter to a Goblin Barrel if the player has no other counters, because he one-shots Goblins. He should be placed on the side of the player's Crown Tower closest to the edge of the Arena so he can take out the Goblin the tower isn't targeting; this allows for more effective damage distribution between the player's units and often results in less damage taken.
    • Using this similar strategy, you can pair him with Graveyard too, although this is a more costly synergy at 8 Elixir.
  • If he is paired with fast moving units like a Hog Rider or Wall Breakers, the Knight will be pushed closer to the Crown Tower for extra damage or towards a defending unit, allowing him to attack the defending unit earlier.
  • The Knight's average hit speed and his inability to hit multiple targets makes him somewhat weak to swarms. However, since his damage per hit is high enough to one shot Goblins, swarms with a lower troop count should be placed further away from him so that less of them get eliminated during their deployment.
  • The Knight has enough health and damage along with a low enough cost to counter low hitpoint or low damage support troops like a Musketeer or an Executioner. With the help of a Crown Tower, the Knight can neutralize several 1-on-1, like a Prince or even a Giant Skeleton.
  • A Knight can be used to bait the enemy's swarms or tank counter, allowing a more threatening tank like a Giant to have an easier time on offense.
  • He can be supported with Skeletons, Goblins, or Spear Goblins to quickly deal high damage on offense or defense. If the opponent tries to eliminate one of the two units, the overall cheap cost of the combo often gives the player enough time to back up the other one. When defending against this push, area damage and air troops are the most efficient way to clean it up.
  • A lone Knight will deal great damage to a Crown Tower by himself, taking around half of its health before being defeated. However, this is usually not a recommended play as an unsupported Knight can be defeated rather easily on the opponent’s side of the arena. Tanks like the Valkyrie or cheap troops like the Skeletons can pull him towards the center and negate most, if not all, of his damage.
  • The Knight can be used as a cheap tank for an enemy X-Bow. If the player knows the X-Bow user cannot block him in time, he will do a fair amount of damage to it for 3 Elixir. However, if the X-Bow user does have enough resources to back it up, it is more effective to place him further back and to rely on another troop to deal damage to the building, as he will otherwise be in range of the opponent's Crown Tower and take extra damage. On the contrary, he can be used as a tank for your X-Bow or Mortar due to his low upfront cost and high hitpoints. He will act as a shield for enemy attacks that would be used against the building, while also doing damage to them.
  • In terms of his role as a tank, the Knight can be substituted with the Mini P.E.K.K.A, Valkyrie, Prince, Dark Prince, or Ice Golem. The main advantages of the Knight compared to the rest of those cards is his low Elixir cost for the amount of hitpoints that he has and his decent damage per second.
  • The Knight can also counter a lone Sparky that has crossed the bridge for a positive Elixir Trade. This is because at the same level, the Knight can survive one Sparky blast, and with the help of a tower, destroy her before she can attack again.
  • The Knight paired with Archers can replicate the effect of the Rascals for a slightly more expensive cost. However, the Archers have more hitpoints than the Rascal Girls, allowing them to survive an equal level Log, and their lower individual costs allow the player to defend more efficiently to several attacks (i.e, they are not forced to overcommit with 6 Elixir to a single attack, like with the Rascals' 5 Elixir cost).


Hit Speed
Damage Speed
Deploy Time
Deploy Time
Troop Count
3 1.2 sec Medium (60) 1 sec Melee: Medium (1.2) Ground x1 Ground Troop Common
Damage per second
1 690 79 65
2 759 86 71
3 834 95 79
4 917 105 87
5 1,007 115 95
6 1,104 126 105
7 1,214 139 115
8 1,331 152 126
9 1,462 167 139
10 1,607 184 153
11 1,766 202 168
12 1,938 221 184
13 2,132 244 203
14 2,339 267 222
15 2,566 293 244

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 77,500 Damage to enemy Troops or buildings 200 Knight cards
25 XP
2 Deal a total of 230,000 Damage to enemy Troops or buildings 2,000 Gold
25 XP
3 Deal a total of 385,000 Damage to enemy Troops or buildings 150 Gem
25 XP
Punching Bag
Punching Bag
1 Receive a total of 2,800 hits from enemy Troops 3,000 Gold
100 XP
2 Receive a total of 8,000 hits from enemy Troops 200 Common Wild Card
100 XP
3 Receive a total of 14,000 hits from enemy Troops 5,000 Gold
100 XP



  • The Knight card was added with Clash Royale's game launch on 4/1/2016.
  • On 29/2/2016, the March 2016 Update, decreased the Knight's sight range to 5.5 tiles (from 6 tiles). It also changed the Knight's card image and the Knight's appearance by removing the team-colored shoulder pads.
  • On 3/5/2016, the May 2016 Update, increased the Common card Level cap to 13 (from 12). The update also fixed the “range bug”, which decreased the Knight's range to 1 tile (from 1.5 tiles), but his effective range was unchanged.
  • On 18/5/2016, a Balance Update, increased the Knight's hitpoints by 10%.


  • On 12/12/2017, the Electrifying Update, increased the Knight’s attack time interval to 1.2 seconds (from 1.1 seconds), and his first attack time interval to 0.5 seconds (from 0.4 seconds).