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“Six fast, unarmored flying attackers. Three's a crowd, six is a horde!”

The Minion Horde is a Common card that is unlocked from the Hog Mountain (Arena 10). It spawns six Minions in a hexagon formation. A Minion Horde card costs 5 Elixir to deploy.


For Battle Decks with this card, click here

  • The Minion Horde is a high risk, high reward card. It is a powerful defensive card and can easily be turned into a threatening counterpush. However, area damage cards such as the Wizard or Arrows will easily destroy the Minions, so placing them at the bridge alone to attack is not recommended.
  • Despite their massive damage, a Minion Horde can't always destroy a unit before it reaches the player's Tower. For example, the Giant Skeleton and Hog Rider will both reach the Tower because of their combination of high hitpoints and fast speed. The player should keep this in mind when facing similar threats and respond accordingly by placing a ground unit like Skeletons or a building to distract them.
  • Slower troops like the P.E.K.K.A. and Giant are enough for the Minion Horde to fully destroy them. If they are supported by single-target cards that can target air troops, place the Minion Horde in such a way that they target the support troop. This will save more of the Minions for the tank.
  • The Miner pairs well with any surviving Minions. Even if just one is still alive after a defense, tanking for it with a Miner will force the opponent to address both. It can also be played as a fast and lethal push when at an Elixir advantage or when the opponent's best counter is not in hand.
    • On a similar idea, it may be worth casting a Freeze to allow the Minion Horde to deal severe damage to the Crown Tower. This is especially punishing when the opponent is caught off-guard, for example, if they counter them with a Zap. One thing to remember is that the surprise factor is what makes this effective, so follow-up attempts may not be as successful.
    • Another deadly but fragile combo is the Minion Horde and Clone. When their spell or splash damage troops are baited out, a Cloned Minion Horde could destroy almost anything.
    • The Tower Princess is able to 2HKO them if she is is 1 Level higher. Because of this, leveling them up is a high priority, otherwise offensive attempts with them will be less effective.
  • The Minion Horde is extremely vulnerable to splash damage; most area damage troops that target air and spells can eliminate it efficiently for a positive or neutral Elixir trade.
    • All area-damage spells will be able to counter a Minion Horde when played correctly. Arrows's large area, fast travel time, and cheap cost makes it the most reliable counter by far. Fireball and Poison will quickly defeat a Minion Horde, but the Fireball has a smaller radius and Poison deals damage over time. The Rocket can counter them as well, but its slow travel speed, tiny area-of-effect and high Elixir cost makes the Rocket both unreliable and a negative Elixir trade unless other troops are caught in the explosion.
    • Zap or Giant Snowball can weaken Minions enough to allow your Tower Princess to OHKO them. The additional effects of these spells also buys them more time in case the opponent decides to support them. However, if those spells are 2 Levels higher than the Minions, they will be able to defeat them without any additional support.
      • You can combine these two spells with an Ice Golem or a Spirit card to defeat them in offense, with both options being a positive Elixir trade.
    • The Royal Delivery can also counter the Minion Horde for a positive Elixir trade, and also spawns a Royal Recruit to assist with additional defense. This is most recommended to be used when the Minion Horde are assisting another card.
    • Troops are reliable counters and are an active presence in the Arena, meaning they can be counterpushed with after defending the Minion Horde. Wizard and Executioner can defeat the Minion Horde with one attack and threaten any enemy units nearby, while the Witch has a fast attack speed and can stall the Minion Horde with her spawned Skeletons. Hunter can also be a great counter as his spread-out bullets will easily decimate the entire Minion Horde in only two shots, if played well. The Magic Archer and Firecracker can work in a similar way.
    • An Electro Wizard can spawn on top of the Minion Horde and along with the Tower Princess stop the Minion Horde for a positive Elixir trade, however he will be defeated in the process.
  • Cheap ranged cards like Archers, Spear Goblins, and Dart Goblin are not enough to stop the Minion Horde from defeating these units. When using these cards, it is better to combine them with other cheap cards like Spirit cards or Zap in order to defeat the Minion Horde.
  • The Dagger Duchess is the most effective tower troop against the Minion Horde. Unloading all 8 of her daggers is enough to destroy 4 of the Minions, leaving enough time for the player to handle the remaining Minions.
  • Due to its high DPS and low hitpoints, the Minion Horde is an excellent bait card for Fireball, Arrows, and in some cases, Zap or Giant Snowball. Therefore, it is often used in Fireball and Zap bait decks.
  • The Minions on the Minion Horde have a slight spread upon deployment. Because of this, they can effectively surround air area-damage troops like the Baby Dragon. With this method, they can counter these types of troops with minimal damage dealt to the Minions.
  • The Minion Horde is very effective at taking out Balloons because of their large numbers getting in the way of the Balloon and also having high damage per second. Since the Balloon’s death bomb takes 3 seconds to explode, they will usually escape it and create the opportunity for a counterpush. They also cost as much as the Balloon, making it a neutral Elixir trade. However, these are fairly vulnerable to spells and area damage troops like Arrows or Baby Dragons.
    • On the contrary, the Minion Horde synergizes well with the Balloon. Not only do the Minions deny specific defensive approaches like Bats and Mega Minion, but their fast movement speed can also push the Balloon towards the Crown Tower more quickly.
  • The Minion Horde can negate a great portion of damage from Graveyard due to their quick attack speed and not being hindered by the Crown Tower. However, it is vulnerable to certain spells such as Arrows, so one should not be overly reliant on it.
  • The player can hide a fast moving troop (eg. Mini P.E.K.K.A.) underneath a Minion Horde so that when the opponent defeats the Minion Horde, the troop beneath might take them by surprise.


Hit Speed
Damage Speed
Deploy Time
Deploy Time
Projectile Speed
Troop Count
5 1 sec Fast (90) 1 sec Melee: Long (1.6) 1000 Air & Ground x6 Air Troop Common
Damage per second
1 90 46 46
2 99 50 50
3 108 55 55
4 119 61 61
5 131 67 67
6 144 73 73
7 158 80 80
8 173 88 88
9 190 97 97
10 209 107 107
11 230 117 117
12 252 129 129
13 278 142 142
14 305 155 155
15 334 171 171

Card Mastery

Type Level/Tier Objective Rewards
Damage Dealer
Damage Dealer
1 Deal a total of 140,000 Damage to enemy Troops or buildings 200 Minion Horde cards
25 XP
2 Deal a total of 420,000 Damage to enemy Troops or buildings 2,000 Gold
25 XP
3 Deal a total of 700,000 Damage to enemy Troops or buildings 150 Gem
25 XP
Troop Destroyer
Troop Destroyer
1 Destroy 420 enemy Troops 3,000 Gold
100 XP
2 Destroy 1,200 enemy Troops 200 Common Wild Card
100 XP
3 Destroy 2,100 enemy Troops 5,000 Gold
100 XP



  • The Minion Horde card was added with Clash Royale's game launch on 4/1/2016.
  • On 29/2/2016, the March 2016 Update, decreased the Minions' sight range to 5.5 tiles (from 6 tiles).
  • On 3/5/2016, the May 2016 Update, increased the Common card Level cap to 13 (from 12), and fixed the “range bug” and decreased the Minions' range to 2 tiles (from 2.5 tiles), but their effective range is unchanged.


  • On 20/6/2018, the Summer 2018 Update, gave the Minion Horde a new 0.15 seconds deploy stagger from each other.


  • On 1/7/2019, the July 2019 Update, decreased the Minions' range to 1.6 tiles (from 2 tiles), now classified as Melee: Long.


  • On 2/6/2020, a Balance Update, decreased the deploy stagger for each Minion to 0.1 seconds (from 0.15 seconds).
  • On 3/11/2020, a Balance Update, added a card render to the Minion Horde's card info screen.


  • On 7/6/2021, the Summer 2021 Update, moved the Arena to unlock the Minion Horde from P.E.K.K.A's Playhouse to Hog Mountain.
  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).


  • On 7/12/2022, a Balance Update, increased the Minions' damage by 15%. It also increased the distance between the Minions upon deployment.




  • The design of the Minions resembles gargoyles. The gargoyle is a fantasy and horror monster inspired by the gargoyle architectural element. While they were believed in mythology to frighten away evil spirits, the idea of such statues physically coming to life is a more recent notion. They are usually made of magically animated or transformed stone, but have animal or chimera traits and are often guardians of a place such as a cathedral or castle. They can also be depicted as vessels for demonic possession or as a living species resembling statues.
    • In the French and Japanese language settings of the game, the Minion Horde's name translates to "Gargoyle Horde" and "Group of Gargoyles" respectively. In the Turkish, Korean, Arabic, Persian, Indonesian, Finnish, and Vietanmese language settings of the game, the Minion Horde's name translates to "Herd of Minions", "Minion Gang", "Minion Crowd", "Minion Herd", "Horde of Minions", "Swarm of Minions", and "Minion Swarm" respectively. In the Chinese and Thai language settings of the game, the Minion Horde's name translates to "Army of the Undead", and "Flock of Drones" respectively.
  • The Minion Horde is 1 of 17 troops that inspired a troop in Clash of Clans, the others being Spear Goblins, Bomber, Bats, Skeleton Barrel, Firecracker, Battle Ram, Ice Golem, Zappies, Baby Dragon, Giant Skeleton, Ram Rider, Inferno Dragon, Miner, Royal Ghost, Ice Wizard, and Night Witch.
    • The Minion Horde in Clash of Clans shares the same render with Minions' card render in Clash Royale, despite the fact that Minion Horde has its own card render in Clash Royale.
    • The Minion Horde's description in Clash of Clans is identical to its description in Clash Royale.
    • Its Star Level 3 skin resembles the Level 3 Minion in Clash of Clans.
    • In Clash of Clans, the Minions' projectile comes from their mouths, however, in Clash Royale, it comes from their fists instead.
      • This is confirmed by the Clash Royale trailers Trophies and Landscaper, where the Minions seem to build up Dark Elixir from their hands and throw it at their enemies once the ball is big enough.
  • In the card's description, the "three's a crowd, six is a horde!" line is a reference to the proverbtwo's company, three's a crowd”.
  • The Minion Horde's description says that the regular Minions are "unarmored", which hinted the addition of the "armored" Mega Minion.
  • The Minions on the Minion Horde appear to have an underbite, similar to the Guards, Giant Skeleton, Lava Hound, and Super Lava Hound.
  • The Minions in the card picture of Minion Horde are paler in skin color compared to the regular Minions, most likely due to the lighting of the area they are in. They also appear to be wearing pale reddish-purple fingerless gloves, as opposed to the indigo gloves worn by the regular Minions. They also seem to have team-colored eyes in battle, instead of purple eyes like on their card. However, the Minions of the Minion Horde are visually identical to the regular Minions in battle.
  • Using the Minions card to summon 6 Minions would cost 6 Elixir, whereas using the Minion Horde card to summon 6 Minions costs 5 Elixir.
  • The Minions' range was shown as 2 before the July 2019 Update.
  • The Minion Horde was featured in the winning deck of the Clash Royale Helsinki Tournament, by a player called Jason.
  • Before the Minion Horde's card release, the Minions' hitpoints were increased by 5%.