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“Three fast, unarmored flying attackers. Roses are red, minions are blue, they can fly, and will crush you!”

The Minions is a Common card that is unlocked from the Training Camp (Tutorial). It spawns three fast, single-target, air-targeting, melee, air troops with low hitpoints and low damage. Their deployment is in a triangle formation. Their appearance is that of a bluish-purple gargoyle with large horns, stubby wings, and large hands with vicious-looking claws. They are the same as those spawned by the Minion Horde. A Minions card costs 3 Elixir to deploy.


For Battle Decks with this card, click here

  • Minions can be used to support high-hitpoint troops or distract air-targeting charge cards like Inferno Tower.
  • Minions with no support present minimal threat on attack due to their low hitpoints. However, if they manage to get to the Tower without losing members, they can still do severe damage. If the player's Minions are unscathed after a defense, they can play a tank in front of them for a much more threatening counterpush.
    • The Miner pairs well with Minions, as he will reach the Crown Tower directly and provide a decent health pool, which deny the opponent assistance from the Crown Tower against Minions while not being vulnerable to spells or splash units. Even if just one Minion is still alive after a defense, tanking for it with a Miner will force the opponent to address both. It is a decent punishment play when ahead on Elixir or when the opponent's counter for Minions is out of hand.
    • It is considerable to use a Freeze to disable the Crown Tower and any nearby cards for 4 seconds when attacking with Minions. This is especially punishing when the opponent is caught off-guard, for example, if they rely on a Zap to counter them. This is risky however, as Minions are weak to stronger spells, and without the surprise factor, follow-up attempts may not be as successful.
    • 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.
  • Spells are a great way to counter Minions, due to their low hitpoints.
    • Arrows are able to defeat Minions for a neutral Elixir trade. However, the opponent can take advantage of this and bait out the Arrows, before dropping more damaging swarms that can be defeated with Arrows, such as the Minion Horde.
    • The Royal Delivery can also counter the Minions for a neutral Elixir trade, and also spawns a Royal Recruit to assist with additional defense. This is most recommended to be used when the Minions are assisting another card.
    • 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 the latter also being a neutral Elixir trade.
    • While it cannot hit them at all, a Barbarian Barrel will be able to spawn a Barbarian and distract the Minions long enough to allow the Crown Tower to defeat them. However, this should only be used if the Barbarian Barrel is also distracting another troop.
  • Due to their low Elixir cost, cheap distraction cards is the most logical way to counter Minions, while also saving stronger counters for other cards.
    • Skeletons or any Spirit card can be deployed in the center to stall them long enough for the Crown Towers to take them out.
    • Similarly, an Ice Golem can distract them enough to allow the Crown Tower to take them out. The Ice Golem's death nova will also weaken them further, and slow them down as well, further decreasing any chances for the Minions to deal additional damage.
    • Multi-troops ranged units like Archers and Spear Goblins are effective in countering lone Minions. Place them at a distance to conserve their hitpoints.
    • Other cheap anti-air ranged units like Princess and Dart Goblin are able to handle Minions well. The Princess deals splash damage, allowing her to hit multiple Minions at once and the Dart Goblin has a fast attack speed and retarget speed, being able to kill them quickly, while both can 2HKO them. Take advantage of their range to save their hitpoints for a counterattack.
  • Minions are effective when countering ground troops, and are not as risky to use as Minion Horde due to their lower cost. In return, they deal half the damage, meaning they are not nearly as threatening as Minion Horde when abusing the lack of counter.
  • A mini tank combined with Minions can defeat many non-building targeting troops. The mini tank provide splash protection and ground distraction, while Minions provide considerable damage output and are not hindered by ground troops, providing more options in terms of placement.
  • Minions are usually able to neutralize non-building targeting air troops with the help of a Crown Tower. Against melee troops, they should be played at a short distance to allow their deploy timer to finish. Against ranged troops, they should be deployed on top of them to negate the range advantage. Against air-splash troops such as the Baby Dragon, the player should attempt to surround the splasher with Minions or wait until it locks onto another unit first.
    • Against the Baby Dragon, it is possible for one Minion to dodge an attack from the Baby Dragon, allowing it to deal extra damage to it. Placing the Minions 6 tiles from the bridge and 4 tiles from the Crown Tower after the Baby Dragon crosses 2 tiles from the bridge will allow this to happen. This way, the Minions can stop the Baby Dragon for a +1 Elixir trade.
  • Minions are effective at countering Balloons, as Minions can obstruct the Balloon's path and the Balloon will never target them as it only targets buildings. On the contrary, they synergize well with the Balloon. Not only do they 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.
  • Against a Skeleton Barrel, place the Minions on top of it. After destroying it, the Minions will fly away from it, avoiding it death damage, only to return back afterwards to defeat the Skeletons that spawn. This is a good way to counter the Skeleton Barrel for a neutral Elixir trade, while also saving most of the Minion's hitpoints for a counterattack.
  • Minions can negate a great portion of damage from Graveyard due to their quick attack speed and not being hindered by the Crown Tower. However, they are vulnerable to certain spells such as Arrows, so one should not be overly reliant on them.
  • The Wizard will take out Minions with a single attack, which can come in handy when Minions are behind a tank. However, he is a negative Elixir trade, and thus should be used whenever the player lacks cheaper counters or if the Minions are used with another card. Nevertheless, you will then have an unscathed Wizard to use for a counterpush.
  • Even though Minions are weak to Fire Spirits, when split, a singular Minion can absorb 2 Fire Spirits spawned from a Furnace. This is a good way to save other troops from the damage caused by 2 Fire Spirits, while also attacking the other lane.
  • Bats can be used as a replacement for Minions. However, they have significantly lower hitpoints, slightly lower damage and thus can be defeated in one shot by many air-targeting troops like the Witch or the Crown Tower, or spells like Zap. They also pose much less of a threat when used for attacking. In exchange, the Bats move faster, have a lower Elixir cost, spawn more individual troops, and they are resistant to the Monk's ability.


Hit Speed
Damage Speed
Deploy Time
Deploy Time
Projectile Speed
Troop Count
3 1 sec Fast (90) 1 sec Melee: Long (1.6) 1000 Air & Ground x3 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 105,000 damage to enemy Troops or buildings 200 Minions cards
25 XP
2 Deal a total of 310,000 damage to enemy Troops or buildings 2,000 Gold
25 XP
3 Deal a total of 520,000 damage to enemy Troops or buildings 150 Gem
25 XP
Hit Maker
Hit Maker
1 Hit enemy Troops a total of 1,400 times 3,000 Gold
100 XP
2 Hit enemy Troops a total of 4,000 times 200 Common Wild Card
100 XP
3 Hit enemy Troops a total of 7,000 times 5,000 Gold
100 XP



  • The Minions 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). The update also fixed the "range bug", which decreased the Minions' range to 2 tiles (from 2.5 tiles) but their effective range was unchanged.


  • On 20/6/2018, the Summer 2018 Update, gave the Minions a new 0.15 seconds deploy stagger from each other. It also moved the Arena to unlock this card from Bone Pit to Training Camp.


  • 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 Minions' card info screen.


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





  • 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 Minions' name translates to "Gargoyles". In the Chinese and Thai language settings of the game, the Minions' name translates to "Undead" and "Drones" respectively.
  • The Minions are 1 of 19 troops which first existed in Clash of Clans, the others being Archers, Goblins, Skeletons, Barbarians, Giant, Valkyrie, Wizard, Hog Rider, Witch, P.E.K.K.A., Balloon, Golem, Wall Breakers, Bowler, Cannon Cart, Phoenix, Lava Hound, and the Archer Queen.
    • The Minions resemble the Level 1 Minion from Clash of Clans. Their Star Level 3 skin resembles the Level 7-8 Minion in Clash of Clans.
    • Minions in Clash Royale share an attack sound effect with their Clash of Clans counterpart's.
    • In Clash of Clans, their 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.
  • The Minions are 1 of 7 cards that is already unlocked for the player when they start playing the game, the others being Archers, Knight, Arrows, Tower Princess, Giant, and Fireball.
  • In the card's description, the "Roses are red, Minions are blue" line is from the classic love poem starting "Roses are red, Violets are blue".
    • In the Spanish, Japanese, Portuguese language setting of the game, the Minions' card description says "It is a bird? It is a plane? No, it's a super minion!", which is a reference to Superman.
    • In the Korean language setting of the game, the Minions' card description says "fly like butterflies, sting like bees", which is a reference to a quote mentioned by Muhammad Ali.
  • The Minion Horde's description describes 3 Minions as a crowd.
  • The Minions' description says that the regular Minions are "unarmored", which hinted the addition of the "armored" Mega Minion.
    • According to a Clash-A-Rama comic strip, a Minion is the Mega Minion's child.
  • They appear to have an underbite, similar to the Guards, Giant Skeleton, Lava Hound, and Super Lava Hound.
  • The Minions in the card picture of the Minion are darker in skin color compared to the Minion Horde. They also appear to be wearing indigo gloves, as opposed to the pale reddish-purple gloves worn by the Minion Horde. They also seem to have team-colored eyes in battle, instead of purple eyes like on their card.
  • 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.
  • It is 1 of 20 cards that is unavailable in Mirror mode, the others being Cannon, Mortar, Tesla, Goblin Hut, Tombstone, Bomb Tower, Inferno Tower, Barbarian Hut, Furnace, Elixir Collector, Freeze, Clone, X-Bow, Golden Knight, Skeleton King, Archer Queen, Mighty Miner, Little Prince, and the Monk.
  • The Minions are the subject of an Emote.
  • Their range was shown as 2 before the July 2019 Update.
  • The Minions were featured in the winning deck of the Crown Championship Global Series Tournament, by a player called Sergioramos:).
  • Before the Minions' card release, the Minions' hitpoints were increased by 5%.