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“Together they charge through the Arena; snaring enemies, knocking down towers... and chewing grass!?”

The Ram Rider is a Legendary card that is unlocked from the Electro Valley (Arena 11). It spawns a single-target, building-targeting, melee, ground troop with high hitpoints and high damage. After she travels 2 tiles, she will begin to charge towards its target, and deals double damage if it hits its target whilst charging. She is able to jump over the river. She carries a Rider on her back, that can attack independently of the Ram. The Rider's attacks only affect troops, but it can snare them, slowing down their movement speed by 70%. A Ram Rider card costs 5 Elixir to deploy.

Strategy[]

For Battle Decks with this card, click here

  • The Ram Rider herself has a snare which reduces movement speed by 70%. It will slow wind-ups and charges such as Bandit and Prince. However, the snare does not stun, so the Sparky and Inferno Dragon will still harm her.
    • Ram Rider's snare does not prevent troops from attacking. This makes ranged troops that have slowing, stun, or knockback effects like the Electro Wizard strong counters to Ram Rider. However, short-range troops like Minions will not attack Ram Rider until she runs into range, or until they slowly reach her. Snared melee troops can still attack her, although she can easily run past them after charging. This can be prevented by placing the troop near the Ram Rider's destination.
      • The snare does not affect attack speed like the Ice Wizard's attack, so if she is in the range of an enemy unit, they will attack at full speed. It also does not affect the spawn speed of the Witch and Night Witch.
      • When using the Hunter to counter the Ram Rider, he should be placed similar to a melee troop. This will prevent more damage to the Crown Tower than if he was placed like a ranged troop.
    • It also does not completely stop units from moving, so melee units with a high movement speed like the Lumberjack or the Fire Spirit can still inch closer to her as she attacks.
  • A Ram Rider is extremely good at kiting troops. Wait for the enemy to cross the bridge and place the Ram Rider near the river. The Ram Rider will jump across the river, pulling the enemy while snaring them. The Crown Tower will also chip away at the enemy while it is snared.
    • Against Elite Barbarians, it is best to kite them without her jumping over the river. This will keep her in range for longer, doing more damage and snaring them for longer. This is enough to stop them for a +1 Elixir trade.
  • Just like any other ranged unit, the Ram Rider will target the nearest valid target. However, she is unique in that she will prioritize non-snared troops over snared ones; even if they are on low health.
  • Due to the Ram Rider's 5.5 tile range, any ranged troop with a higher range than that can easily attack without being attacked in return. Try to use such ranged units from a high distance so that they take no damage from her, while attacking her, saving all of their hitpoints for a counterpush.
  • Ram Rider can easily shut down slow, tanky troops such as P.E.K.K.A. The Rider snares them, rendering them almost completely immobile. This also works very well when these troops are placed in the back, as they will not be able to reach her in time to defend against her.
  • Buildings are a great way to stop the Ram Rider from charging. With the help of the Crown Towers, they can stop her for a positive or neutral Elixir trade.
    • Active buildings should be placed in a similar way to how they are used against other building-targeting troops. This will allow them to utilize their ranged attacks, as well as lure the Ram Rider deep enough for the second Crown Tower to attack her. The Furnace and Goblin Hut can be placed in a similar way, due to them spawning ranged troops that would still be in range even if she snares her way past them.
    • Passive buildings that spawn melee troops like the Tombstone and Goblin Cage are better to be placed in front of the Crown Tower. This will prevent the Ram Rider from keeping their spawned troops out of range, allowing them to reach her and defeat her for a positive Elixir trade.
    • She can be used alongside another building-targeting card in the same deck. One of them baits buildings, for the other to be able to attack afterwards without resistance. This works especially well with the Balloon, as the Ram Rider can also attack air troops used to counter the Balloon.
    • Unlike the Hog Rider, the sight range of the Ram Rider is shorter. This means that an Elixir Collector placed in front of the King's Tower will not distract her, and as such she should not be used with the intention to destroy the Elixir Collector.
  • In a pinch, spells with knockback or stun effects like the Giant Snowball and Zap can be used to stop the Ram Rider's charge, preventing a lot of would-be damage from being dealt to the Crown Tower. However, only use them as a last resort.
    • While the Rocket has the same attributes as these spells, its damage is high enough to completely prevent the Ram Rider from connecting to the Crown Tower. However, this is still a negative Elixir trade.
  • Her charge can be utilized with other troops in order to push them to the Tower faster. This works well with slow mini tanks like the Valkyrie, creating a great synergy; Ram Rider pushes them closer to the Tower while protecting them from air troops, and the mini tank distracts the Crown Tower and troops used to counter the Ram Rider.
  • The Skeleton Army and Minion Horde can completely stop a Ram Rider with quick reaction time. The P.E.K.K.A. and Mega Knight are also great counters because of their high health and high damage, with the latter also knocking the Ram Rider back when he spawns, giving more time to destroy them. Place them near the Ram Rider, or she'll snare them, immobilizing them and dealing massive damage to the Tower.
  • The Barbarians and Elite Barbarians occupy large space when placed down. Their high mass will obstruct the Ram Rider, forcing her to take a longer path, which will allow them to defeat her. Since they are swarm cards, the damage caused by the Rider on them will also be split, meaning that they have taken pretty minimal damage from her, setting up for a counterattack.
  • The Bowler and Zappies are very effective counters to the Ram Rider. The Bowler will take minimal damage from the Rider, while the Zappies will have her damage split into all three of them. In addition, their stuns and knockback will prevent her from charging and doing heavy damage to the Crown Tower, as well as lower any damage that the troops themselves would take. Note that the latter can be weakened or outright destroyed with spells like Fireball and Poison.
  • When placing the Ram Rider at the bridge, it is most recommended to place her two tiles to the side of the bridge instead of directly at the center of the bridge. This will allow her to jump over the river, similar to the Hog Rider. Not only will she be further away from building distractions, allowing her to bypass them more easily, but it will also let her connect to the Crown Tower faster compared to the center bridge placement.
  • The Ram Rider is very viable on defense, given the situation. She can almost completely immobilize single troops, such as a Golem or Mini P.E.K.K.A.. This makes her a great counter to most building-targeting units, especially the Hog Rider, Balloon, and herself since she can slow them down heavily and prevent a lot of damage from being dealt. She won't move fast enough to allow the unit to be freed until it has taken a lot of damage. It is a good idea to combine her with cheap swarms like Goblins or Spear Goblins to stop these troops completely, while also setting up for a counterpush.
    • Deploying her in front of the building-targeting unit will cause her to collides with them and obstruct their pathing, keeping them from reaching the Tower for slightly longer.
  • She is quite decent against X-Bow and Mortar setups. The Ram Rider will be attacking the building, while the Rider attacks troops that are used to protect the building.
    • On the contrary, the player can also use the Mortar to lure her to the center of the river. The Crown Tower will keep attacking her while the Mortar will deal damage to the Crown Tower.
  • The Ram Rider can be used with Minions or Bats. These air troops can help protect the Ram Rider from counters like Goblins or Goblin Gang.
  • The Giant Snowball pairs very well with the Ram Rider, especially on offense. The Giant Snowball will knock melee defenders away from her, while her snare will keep them where they are for the most part. Against certain swarms like Minions, the spell will bring their health low enough to be one shot by the Rider's attack.
  • The Ram Rider in conjunction with the Freeze can surprise the opponent and allow the Ram Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to her. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by the Ram Rider.
    • Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Ram Rider + Freeze push when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible.
  • The Ram Rider can easily stop a Cannon Cart. Her attack will slowly kill the first form while her charge will deal massive damage to the second form of the Cannon Cart.
  • She is good when used against a Princess at the bridge. Whether she distracts the Princess or not, she will deal damage to her and immediately start a push on top of that, forcing the opponent to spend additional Elixir on her.
  • If the player has a building already placed down in the center of the Arena, and the opponent tries to bypass it with a Ram Rider at the edge of the Arena, they can use certain air troops to push the Ram Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique.
  • The Ram Rider can be countered with the Monk for a slight negative Elixir trade. Activating the ability will cause the Ram Rider's snare to be used against her. Even after the ability ends, his combo attack will knockback the Ram Rider, stopping her charge completely.
  • A Fisherman can pull the Ram Rider towards the King's Tower and cause an activation, further weakening future pushes. However, the charge will still hit the Crown Tower, so try to stop it first with a card that can inflict a stun or knockback first before the Fisherman pulls her.
  • The Ram Rider pairs well with the Graveyard. Both cards will deal damage to the Crown Towers in two different positions, and the Ram Rider will assist against Graveyard counters. However, this is an expensive push so do this as a counterattack.

Statistics

Ram Attributes

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 1.8 sec Medium (60) 1 sec Melee: Short (0.8) Buildings x1 Ground Troop Legendary

Charge Attributes

Speed
Speed
Charge Range
Radius
Target
Targets
Transport
Transport
Very Fast (120) 2 Buildings Ground

Rider Attributes

Hit Speed
Damage Speed
Snare Duration
Deploy Time
Slowdown
Freeze
Range
Range
Projectile Speed
Speed
Target
Targets
Count
Troop Count
1.1 sec 2 sec -70% 5.5 600 Air & Ground (Troops only) x1

Card Statistics

Level
Level
Hitpoints
Hitpoint
Ram Damage
Damage
Ram Charge Damage
Boost
Ram Damage per second
DPS
Rider Damage
Damage
Rider Damage per second
DPS
9 1,461 220 440 122 86 78
10 1,607 242 484 134 94 85
11 1,767 266 532 147 104 94
12 1,943 292 585 162 114 103
13 2,133 321 642 178 125 113
14 2,337 352 704 195 137 124
15 2,571 387 774 215 151 137

Card Mastery

Type Level/Tier Objective Rewards
Damage Dealer
Damage Dealer
1 Deal a total of 170,000 Damage to enemy Troops or buildings 2 Ram Rider cards
100 XP
2 Deal a total of 510,000 Damage to enemy Troops or buildings 8,000 Gold
100 XP
3 Deal a total of 850,000 Damage to enemy Troops or buildings 150 Gem
100 XP
CHARGE!!!
CHARGE!!!
1 Hit a total of 195 Troops or buildings with the Charge ability 12,000 Gold
150 XP
2 Hit a total of 560 Troops or buildings with the Charge ability 2 Legendary Wild Card
150 XP
3 Hit a total of 980 Troops or buildings with the Charge ability 18,000 Gold
150 XP

History[]

2018

  • The Ram Rider was once available in the Ram Rider Draft Challenge which started on 21/12/2018. In this challenge, gameplay was similar to a regular Draft Challenge, except that one of the players was able to choose who would use the Ram Rider. If the player achieved at least 10 wins, they obtained the Ram Rider early.
  • The Ram Rider card was generally released on 24/12/2018.

2019

  • On 28/1/2019, the January 2019 Update, changed the Ram Rider's card description. It used to read “Her bola snares enemy troops while Ram heads for the nearest building! Rams and Hogs don't mingle at parties…
  • On 1/4/2019, a Balance Update, decreased the Ram Rider's snare movement speed reduction to 85% (from 100%).
  • On 17/5/2019, the Ram Rider's card image was changed. The new image replaces the old image upon a new install; keeping the app installed prior to the update retains the old card image, even if the app is updated.
  • On 26/11/2019, the End of November 2019 Update, removed the Ram Rider from Mega Deck Touchdown. It also added a card render to the Ram Rider's card info screen.

2021

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

2022

  • On 3/2/2022, a Balance Update, made it so that the Ram Rider's snare ability would no longer affect the troop spawning of the Witch and Night Witch.
  • On 4/4/2022, the April 2022 Update, decreased the Ram Rider's snare movement speed reduction to 70% (from 85%).
  • On 2/8/2022, a Balance Update, decreased the distance required for charging to 3 tiles (from 3.5 tiles).
  • On 26/10/2022, the 2022 Quarter 3 Update, moved the Arena to unlock the Ram Rider from Hog Mountain to Electro Valley.

2023

2024

  • On 17/6/2024, a Balance Update, decreased the distance required for charging to 1.5 tiles (from 3 tiles).
  • On 2/7/2024, a Balance Update, increased the distance required for charging to 2 tiles (from 1.5 tiles).

Gallery[]

Trivia[]

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