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“He drifts invisibly through the Arena until he's startled by an enemy... then he attacks! Then he's invisible again! Zzzz.”

The Royal Ghost is a Legendary card that is unlocked from the Spooky Town (Arena 12). It spawns a fast, area-damage, ground-targeting, melee, ground troop with high hitpoints and high damage. Upon deployment, he will spawn invisible, and will only turn visible once he attacks. If he is in his invisible state, he will not be targeted by opposing units, but can still be hit by area damage or spells. When he is not fighting any unit for 1.8 seconds, he will become invisible again. The Royal Ghost hovers, meaning he is targeted as a ground unit, but travels similar to air units. The Royal Ghost wears a team-colored robe and team-colored sandals. A Royal Ghost card costs 3 Elixir to deploy.


For Battle Decks with this card, click here

  • The Royal Ghost will always attack first thanks to his invisibility mechanic. However, spells and area damage attacks can still affect the Royal Ghost. An Electro Dragon or Electro Spirit's attack can also chain onto him. In addition, any projectiles that have already been fired to target him will deal damage to him.
  • Due to his invisibility, the Royal Ghost is ineffective at tanking since the Crown Tower will attack the troop behind him. This can be an advantage, though, since he will be more effective to do surprise attacks, and you can deploy other cards after he's visible.
  • The Royal Ghost is a powerful offensive troop since his speed allows him to reach targets quickly without taking unnecessary damage. The ability to pick off ranged support troops like this is incredibly disruptive, sometimes forcing the opposing player to use a card that they might not have wanted to.
    • Even if the mini tank is placed behind the Royal Ghost, the mini tank will still tank for the Royal Ghost unless the opponent distracts the Royal Ghost. This makes the Royal Ghost great for quick pushes at the bridge, alongside mini tanks like an Ice Golem. However, it is usually better to place the mini tank in front of the Royal Ghost, as the Royal Ghosts speed and mass will push the mini tank closer to its target.
  • The Royal Ghost is an effective way of taking out ranged support troops placed close to the river thanks to his aforementioned invisibility and his hover ability. His damage is enough to OHKO units like the Princess and Dart Goblin, 2HKO units like the Archers and Firecracker, and 3HKO units like the Musketeer or Wizard. This can be a powerful alternative to using a spell like Fireball, allowing the player to instead save it for another opposing troop or for their next offense as he's cheaper.
    • On defense, he can be placed earlier against ranged troops. His invisibility allows him to always get the first strike against them. This saves more hitpoints on him that it would for other melee defenders, setting up for a better counterpush.
    • This can also be useful against the charges of the Mega Knight, Bandit, and Fisherman. The Royal Ghost's invisibility allows him to engage these troops without taking the charge directly. Because of this, he can counter these troops on his own, or stall them enough to gain more Elixir to counter them more properly.
  • The Royal Ghost's area damage is large enough to effectively take out small swarms like the Goblin Gang, but he will rarely be able to hit other troops if the unit he is attacking is large, like a Giant. Despite this, the defending player should take note of this and not play their counter unit too close to their Crown Tower to avoid unnecessary damage. In addition, his slow attack speed will make him very weak against cards like the Skeleton Army and will need the help of a Crown Tower to take it out.
  • When the enemy deploys a Goblin Drill beside your Crown Tower, you can deploy Royal Ghost because he has area damage and can wipe out the Goblins.
  • He is great at disarming enemy Spirit cards, as his stealth ensures he gets the first attack in and OHKO them. This is especially useful against the Heal Spirit, as it will not heal any nearby troops this way.
  • The Royal Ghost has great synergy with fast offensive cards like the Hog Rider and Battle Ram. His fast speed allows him to stay caught up with them, while his splash damage eliminates swarms that would threaten the offensive unit. However, such pushes can be easily stopped with heavy defenders like the P.E.K.K.A.
  • The Royal Ghost is a situational defensive troop. He is difficult to play reactively due to his invisibility making tanking for troops on reaction harder. The Royal Ghost also cannot kite troops since he spawns invisible, and whenever he's not attacking, he enters stealth again, meaning enemy troops will stop chasing him.
  • The Royal Ghost will ignore an opposing Royal Ghost, a hidden Tesla, or an invisible Archer Queen and bypass them. Therefore, the player may want to deploy a cheap troop to force the opposing unit to make themselves visible, so that their own unit can get the first strike.
    • Unlike other mini tanks, air troops are ineffective against him despite him being unable to attack them. This is because he will become invisible and thus untargetable from them, and since he cannot attack them, he will not become visible again. The player should use a ground distraction alongside the air troops if they want to counter the Royal Ghost in this way.
  • If the player would like to deploy the Royal Ghost to wait for Elixir to accumulate, he should be placed at the back corner of the Arena rather than behind the King's Tower. This makes it more difficult for the opponent to kite the Royal Ghost to the center and for the opponent to activate their King's Tower by using a Tornado spell.
  • The Royal Ghost has an unimpressive damage per second ratio. Because of this, units with high hitpoints like the Knight or Prince can effectively stop him on defense without taking too much damage. Make sure that they are placed close to the Tower, but not close enough that the Tower takes area damage.
  • A good way to counter the Royal Ghost is to surround him with swarms like Goblins and Guards. His small area will only allow him to hit one troop at a time, which will leave the other troops attack him and eliminate him. These swarms can defeat him for at worst a neutral Elixir trade.
  • Because the Royal Ghost can move across the river, he can be used to snipe a defensive building such as a Bomb Tower. This can be helpful to be used in conjunction with a tank that would be lured by the building such as a Giant.
  • You may predict the opponent's Princess at the bridge with the Royal Ghost, leading to no shots from the Princess since the Royal Ghost will kill her in just one hit.
  • A Rocket will OHKO the Royal Ghost, completely eliminating him, but for a negative Elixir trade. His high movement speed also makes it risky to use the spell, so only do this if you lack better counters.
  • Against an Electro Giant, the Royal Ghost can be paired with the Electro Wizard to counter him. If timed right, the Electro Wizard's attacks will stun the Electro Giant on the same time span that the Royal Ghost attacks him, causing him to take no damage from the Electro Giant's reflection.
  • Dark Prince can be used as a replacement for the Royal Ghost in certain deck. The Dark Prince has a slightly higher area, a shield for more spell resistance, and a charge mechanic for making him faster and dealing a lot of damage. However, the Royal Ghost's immediate speed and damage are slightly higher, and his invisibility grants him a better matchup against ranged units.


Hit Speed
Damage Speed
Deploy Time
Deploy Time
Invisibility Time
Deploy Time
Troop Count
3 1.8 sec Fast (90) 1 sec 1.8 sec Melee: Medium (1.2) Ground x1 Ground Troop Legendary
Area Damage
Area Damage
Damage per second
9 1,000 216 120
10 1,100 237 131
11 1,210 261 145
12 1,330 287 159
13 1,460 315 175
14 1,600 345 191
15 1,760 380 211

Card Mastery

Type Level/Tier Objective Rewards
Damage Dealer
Damage Dealer
1 Deal a total of 130,000 Damage to enemy Troops or buildings 2 Royal Ghost cards
100 XP
2 Deal a total of 395,000 Damage to enemy Troops or buildings 8,000 Gold
100 XP
3 Deal a total of 660,000 Damage to enemy Troops or buildings 150 Gem
100 XP
Such Stealth!
Such Stealth!
1 Hit Troops a total of 350 times whilst invisible 12,000 Gold
150 XP
2 Hit Troops a total of 1,000 times whilst invisible 2 Legendary Wild Card
150 XP
3 Hit Troops a total of 1,750 times whilst invisible 18,000 Gold
150 XP



  • The Royal Ghost was once available in the Royal Ghost Mirror Challenge which started on 22/12/2017. In this challenge, gameplay was similar to a regular Mirror Challenge, except that the players has the Royal Ghost in their decks. If the player achieved 12 wins, they obtained the Royal Ghost early.


  • The Royal Ghost card was generally released on 4/1/2018.
  • On 24/1/2018, a Balance Update, decreased the Royal Ghost's damage by 6%, increased his attack time interval to 1.8 seconds (from 1.7 seconds), increased his first attack time interval to 0.6 seconds (from 0.5 seconds), and increased the time required for turning invisible to 1.2 seconds (from 0.7 seconds). There was also an unannounced change to the Royal Ghost, an increase to its sight range to 5.5 tiles (from 5 tiles).
  • On 25/4/2018, the Clan Wars Update, added the Royal Ghost to Touchdown Draft.
  • On 4/6/2018, a Balance Update, increased the time required for turning invisible to 1.6 seconds (from 1.2 seconds).
  • On 20/6/2018, the Summer 2018 Update, moved the Arena to unlock the Royal Ghost from Hog Mountain to Royal Arena.
  • On 5/9/2018, the September 2018 Update, changed it so that Legendary cards start at Level 9 and end at Level 13 (from 1 to 5).
  • On 5/11/2018, a Balance Update, decreased the Royal Ghost's hitpoints by 9%.


  • On 28/1/2019, the January 2019 Update, moved the Arena to unlock the Royal Ghost from Royal Arena to Spooky Town.
  • On 2/9/2019, a Balance Update, increased the Royal Ghost's area radius to 1 tile (from 0.8 tiles).
  • On 26/11/2019, the End of November 2019 Update, added a card render to the Royal Ghost's card info screen.


  • On 6/10/2020, a Balance Update, allowed the Royal Ghost to hover, meaning it can cross the river and will collide with air troops instead of ground troops.
  • On 3/11/2020, a Balance Update, changed the Royal Ghost's card render.
  • On 18/11/2020, the Clan Wars Improvement Update, changed the hover mechanic. The Royal Ghost would no longer pass through buildings, push back air troops, or bounce off the river when knocked back.


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


  • On 8/4/2022, a maintenance break, fixed an issue where an invisible Royal Ghost was not receiving splash damage.
  • On 7/6/2022, a Balance Update, increased the time required for turning invisible to 1.8 seconds (from 1.6 seconds).