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“Deals high damage to a small area. Looks really awesome doing it. Reduced damage to Crown Towers.”

The Rocket is a Rare card that is unlocked from the Builder's Workshop (Arena 5). It is an area-damage, air-targeting spell with a small radius and very high damage that also inflicts knockback. A Rocket card costs 6 Elixir to deploy.


For Battle Decks with this card, click here

  • The Rocket has the highest damage per Elixir against Crown Towers, and is most effectively used offensively to finish off weakened ones, making it a great endgame spell to bring. The spell should be aimed at the bottom corner of the Crown Tower closest to the player's own King's Tower to minimize the lengthy travel time of the Rocket.
  • As a general rule of thumb, if there are or will be units around the Rocket's intended target, aim to hit them all at once. It is not worth it if the primary target isn't hit, so don't switch targets from the intended one unless a more important target is deployed.
  • It can take out medium health troops such as the Musketeer, Wizard or the Witch. However, since this is a negative Elixir trade, it is better to wait and see if the medium health unit is placed close to a Crown Tower or used with another unit, which would allow the Rocket user to get more value. Otherwise, using regular units along with the Crown Tower's damage or even other cards is more efficient.
    • It may be tempting to Rocket the opponent's medium health troop placed in the back at the start of the match, but a better strategy is to wait and explore the opponent's deck first. For example, countering a Lumberjack+Balloon push with a single Rocket is a greater Elixir trade than using a Rocket on a Witch placed in the back.
    • A similar principle can apply to the Archer Queen. Against her, it is better to use the Rocket on her after she activates her ability. This will even out the Elixir cost that would otherwise happen compared to using it on a lone Archer Queen.
  • It can completely counter Elite Barbarians up to 1 Level higher for a neutral Elixir trade. However, due to their fast move speed making it difficult to aim, this is a somewhat a risky play unless the place and the timing is correct.
  • The Rocket can also take out an equally leveled Mini P.E.K.K.A. While this is a negative Elixir trade, it might worth it since he almost always comes with low cost support troops that could balance the cost.
  • It is not recommended to use the Rocket against swarms of low hitpoint troops due to its small radius unless the player can get more value by hitting something else. Using spells like Arrows or Zap are usually better, but Rocket could be played in desperate circumstances to destroy expensive swarms such as the Minion Horde or Barbarians.
  • Use the Rocket to weaken or destroy buildings, such as the Barbarian Hut, to hinder the opponent and also make way for a push. Using Rocket the Barbarian Hut is also a neutral Elixir trade.
    • If not timed properly the Barbarian Hut will still spawn 2 out of 5 waves of Barbarians, but if timed just right, the Rocket will kill off an additional wave. Launch the Rocket when the first Barbarian has traveled 15 tiles. If they plant their hut in the back, launch the Rocket when the first Barbarian crosses the bridge. If it is not placed in the back, keep in mind that the Barbarian Hut takes 12.5 seconds to spawn a pair of Barbarians. Keep track of the time and send the Rocket after 7 to 9 seconds, depending on where it is placed. Memorizing these timings is important if the player is consistently facing spawner decks.
    • The player can aim the Rocket so that it lands on the very edge of the Barbarian Hut, damaging both the Barbarian Hut and nearby Barbarians. Hitting both the Barbarian Hut and Barbarians requires precise timing, as the explosion radius is fairly small.
    • A Rocket can deny all Elixir from being generated by an Elixir Collector up to 4 Levels higher than it, though the Elixir Collector will still generate one Elixir when it is destroyed. If the Elixir Collector is placed behind a Crown Tower, the user can also deal decent damage to the Tower. Most opponents will adapt to this and start placing their Elixir Collector in front of their King Tower, to prevent you from hitting both the Crown Tower and the Elixir Collector.
    • Other spawner buildings, like the Furnace, are cheaper than the Rocket, so they should generally not be targeted by the Rocket, unless another enemy like a Crown Tower is also hit. Make sure that the Rocket lands before a wave of troops spawns, or try to have that wave being defeated by the Rocket as well.
    • The Rocket is a fairly reliable counter to X-Bow. The Rocket will heavily damage it, or completely destroy it if the Rocket is at least 1 higher level than the X-Bow. Since it deals high area damage, it can also eliminate any support units played alongside the X-Bow, giving the player an Elixir advantage. However, an equivalently-leveled X-Bow will still deal around 15% of the player's Crown Tower's health so using a cheap unit to distract it for a bit longer is recommended.
    • Even though the Rocket is one of the best ways to destroy buildings, in most cases it is a negative Elixir trade. Therefore, it is important to know when it is a good time to fire a Rocket. This also applies to troops. If you are only hitting 1 or 2 troops, it usually results in a negative Elixir trade. If you purely want to destroy just buildings, you can consider bringing Earthquake, which costs half as much.
  • The Rocket is difficult to aim and target at fast moving troops, as the spell has a considerable cast time and small damage radius, but can be overcome by an experienced player.
    • Because of this, Rocket pairs very nicely with Tornado. The Tornado will drag most, if not all, desired targets into the Rocket's blast radius, allowing for the annihilating of large groups of medium sized troops while also heavily damaging larger ones. Make sure that the Rocket is launched before the Tornado, and the Tornado's center overlaps with the Rocket's radius. Remember that certain units resist a Tornado more than others, including charging units such as Prince and heavy units such as Giant, so this tactic may not always work. It also costs a hefty 9 Elixir, leaving you very defenseless, though it may be worth it if you are against a large push as it will nuke the push completely.
      • Aim the Rocket considerably in front of the target or at the shadow in order to hit them properly.
      • The combination is most recommended to be used when the troops that are being targeted move at different movement speeds. A good example is against a Lumberjack and Balloon combination, where the Tornado will prevent the faster Lumberjack from moving away from the slower Balloon, allowing the Rocket to hit both.
      • The player can also use the Lightning as an alternative, as it has a larger range and can hit up to three targets, along with doing instant damage. The tradeoff is that Lightning does considerably less damage, can only hit a maximum of three targets, and targets based on hitpoints.
    • It can similarly pair well with cards that can inflict knockback, such as The Log, Giant Snowball, or an incoming Skeleton Barrel. Place them right so that these cards will knock back troops towards the Rocket's radius.
  • If the opponent uses a Rocket, depending on what they hit, it may be a good idea to send an attack down either lane as long as it is not too expensive, due to the fact that they will have to replenish up from 4 Elixir unless they have Elixir Collectors down. Alternatively, the player can utilize the lack of a Rocket in the opponent's hand, and place down cards that would thrive from its absence, such as an Elixir Collector.
  • If the opponent places a Sparky, a Rocket with the same Level can completely destroy it for a neutral Elixir trade. If they placed their Sparky in the back, the Rocket can also deal decent damage to their Crown Tower.
  • This can be used as an alternative to the powerful Fireball and Zap combination, as that combo can only defeat a minimum of 9 cards of equivalent level that a lone Fireball cannot (Hunter, Fisherman, Witch, Musketeer, Wizard, Royal Hogs, Three Musketeers, Electro Wizard and Mega Minion), while the Rocket can defeat at least 14 other cards of equivalent Level (e.g. Executioner, Night Witch, Sparky, Baby Dragon, Electro Dragon, Mini P.E.K.K.A, Bandit, Royal Ghost, Ice Golem, Miner, Elite Barbarians, Lumberjack, Archer Queen, and Inferno Dragon), as well as the cards that are taken out by the Fireball and Zap combo, while using one less deck slot.
  • A Rocket is a decent counter to the Cannon Cart, turning it into a useless defensive building which despawns after 30 seconds, which is beneficial as long as the player does not need to push into its lane any time soon. This becomes an even more effective trade if other units like a Crown Tower can be caught in the Rocket's blast, as the Cannon Cart costs one less Elixir than the Rocket.
  • In a pinch, it can be used to stop a lone Balloon or Ram Rider, however that is a negative Elixir trade, so it is recommended to only use it if they are accompanied with other troops.
  • Do not use a Rocket on a lone Battle Healer. Not only is it a negative Elixir trade, but she will survive it and then heal back up with her passive healing, which will then force you to spend additional Elixir to defeat her.
    • If the opponent places down the Elixir Golem and Battle Healer combination and for some reason you have to Rocket it, have another spell such as Arrows or The Log ready. Deploy the small spell when the Rocket hits the Battle Healer so that the combined damage will defeat her immediately and with no time for passive healing. Alternatively, you can distract the Battle Healer with a cheap distraction like Skeletons, which will cancel the passive healing entirely.
    • As the Elixir Golem and Battle Healer combo is often placed with support troops such as the Night Witch, Electro Dragon, or Elite Barbarians, the Rocket is arguably one of the best counters to these troops. Try to utilize a Tornado in order to hit all of them.
  • If you can predict the opponent using a Rocket, you can place down a Monk and use his ability to deflect it back to their Crown Tower and save any units from being defeated from said Rocket. However, this will not work as a reactive move, due to the ability's casting time and the Monk's 1-second deploy time.
  • The Rocket can be casted alongside the Goblin Barrel, for a threatening last resort attack. The Goblin Barrel's physical body would be obstructed by the Rocket's, and it would result in the opponent not noticing the Goblin Barrel, and as such, the Goblins would deal damage unharmed. However, this is a heavy Elixir investement, so this should be only done if the player wants to finish off a Crown Tower but is not enough for a lone Rocket to do so.
    • Alternatively, the player can cast the Rocket slightly before the Goblin Barrel, to allow it to destroy moderate-health counters to the Goblin Barrel, such as the Hunter and Witch. It can also be placed slightly after the Goblin Barrel, which may discourage the opponent from placing these counters until after it lands, allowing the Goblins to deal more damage to the Crown Tower.


6 2 Air & Ground Spell Rare
Area Damage
Area Damage
Crown Tower Damage
Tower Damage
3 700 175
4 770 193
5 847 212
6 931 233
7 1,022 256
8 1,120 280
9 1,232 308
10 1,351 338
11 1,484 371
12 1,631 408
13 1,792 448
14 1,967 492
15 2,163 541

Card Mastery

Type Level/Tier Objective Rewards
Damage Dealer
Damage Dealer
1 Deal a total of 55,000 damage to enemy Troops or buildings 100 Rocket cards
50 XP
2 Deal a total of 170,000 damage to enemy Troops or buildings 4,000 Gold
50 XP
3 Deal a total of 280,000 damage to enemy Troops or buildings 150 Gem
50 XP
Arena Destroyer
Arena Destroyer
1 Destroy 140 enemy Troops or buildings 6,000 Gold
125 XP
2 Destroy 400 enemy Troops or buildings 100 Rare Wild Card
125 XP
3 Destroy 700 enemy Troops or buildings 9,000 Gold
125 XP



  • The Rocket card was added with Clash Royale's game launch on 4/1/2016.
  • On 19/2/2016, a Balance Update, decreased the Rocket's Crown Tower damage to 40% of the full damage (from 50%).
  • On 3/5/2016, the May 2016 Update, increased the Rare card Level cap to 11 (from 10).


  • On 13/3/2017, the March 2017 Update, fixed a bug when using a Rocket on 2 Ice Golems would result in the Rocket dealing double damage.
  • On 12/12/2017, the Electrifying Update, decreased the Rocket’s Crown Tower damage to 35% of the full damage (from 40%).


  • On 25/4/2018, the Clan Wars Update, allowed the Rocket to be placed on the river.
  • On 20/6/2018, the Summer 2018 Update, moved the Arena to unlock the Rocket from Barbarian Bowl (Arena 3) to Builder's Workshop (Arena 6).
  • On 5/9/2018, the September 2018 Update, changed it so that Rare cards start at Level 3 and end at Level 13 (from 1 to 11).
  • On 1/10/2018, a Balance Update, fixed a bug where troops that were spawned after their parent troops died would be immune to spell damage.



  • On 4/8/2020, a Balance Update, decreased the Rocket’s Crown Tower damage to 30% of the full damage (from 35%).


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


  • On 7/2/2023, a Balance Update, decreased the Rocket's Crown Tower damage to 25% of the full damage (from 30%).
  • On 19/6/2023, the Card Evolution Update, increased the Level cap of all cards to 15 (from 14).