“Need your weapons sharpened? You've come to the right place. Rune Giant enchants Troops closest to her, haing them deal Bonus Damage every third attack. Only two Troops can be enchanted at once.”
The Rune Giant is a Epic card that is unlocked from Jungle Arena (Arena 9). It spawns a slow, single-target, building-targeting, melee, ground troop with high hitpoints and low damage. After a slight delay, she will throw an enhancement to a maximum of 2 allied troops on the Arena, increasing their damage for every 3rd attack. She appears as a large humanoid creature with long orange hair which covers her eyes, a large nose, a brown dress and gloves, a team-colored belt, and carries a pair of hammers. A Rune Giant card costs 4 Elixir to deploy.
Strategy[]
For Battle Decks with this card, click here.
- Unlike the Royal Chef, the Rune Giant and her enhancement do not prioritize any specific troop and she will simply target the two closest troops within 8.5 tiles from her. Keep this in mind for which troops you want to receive the buff, especially if a previous troop with a buff is defeated or the buff expires after 5 seconds.
- The Rune Giant should not be used in X-Bow or Mortar decks, as her buff will ignore any building.
- The Rune Giant's enhancement has specific interactions with certain cards.
- Any troop that deals area damage will be able to deal the boosted damage to all enemy troops with their attack. Piercing attackers are more effective at this, with the Executioner being further boosted, as it will affect both the "send" and "return" phases of his third throw.
- The Electro Wizard's attack counts as two hits, which allows the boost to activate with each third hit instead of every third full attack. Against a singular troop, this will activate more frequently.
- The Electro Dragon's chain attack will be boosted with every third full attack, instead of each hit for each chain. However, this can effectively make the third attack get boosted for all three hits of the chain.
- Troops that have another troop attached to them, like the Goblin Giant and Goblin Machine, will only have the primary troop receive the boost and will not affect any secondary troop.
- The Hunter and Firecracker will have the boost split among all of their projectiles on their third shot, only dealing the bonus damage when all pellets hit. In order to make the best use of it, make sure that they are placed close to their target in order to deal maximum damage.
- Troops with charging/dashing/jumping effects will be able to be affected by the enhancement, and can result in the charge, dash, or jump to deal increased damage. Even if the attack itself does not get the boost, it contributes towards the regular cycle, allowing the second regular attack of those troops to deal increased damage instead of the third one.
- Interestingly, the enhancement also works with Golden Knight's Dashing Dash ability, allowing every third troop in the chain to get hit with boosted damage.
- Rune Giant's bonus damage is static and is dependent on the ally's attack speed. Troops that attack slowly with high damage such as the P.E.K.K.A, Mini P.E.K.K.A, Sparky, Prince, Mega Minion, Golem, Bowler, Evolved Battle Ram, Elite Barbarians, or Balloon will not benefit much from the extra damage, while rapid-hitting troops like Lumberjack, Dart Goblin, Monk, Mighty Miner, Inferno Dragon, Little Prince, Golden Knight, or Berserker will benefit a lot more, since they will attack more often. Casting Rage on troops enhanced by the Rune Giant is more recommended because of this.
- The Rune Giant has pretty good synergy with the Lava Hound. At first, she will let the Lava Hound deal bonus damage, which is really helpful because its damage is very low. Once the Lava Hound dies, the Rune Giant will tank for the Lava Pups and also let two of them deal bonus damage. However, this combo is quite expensive, costing 11 total Elixir, so it's recommended to use it at Double or Triple Elixir.
- The Rune Giant has great synergy with support cards that can easily damage the Crown Towers from a distance such as Magic Archer, Princess, Evolved Firecracker, or the Evolved Bomber. She will tank for them while giving them bonus damage every third hit, allowing them to chip a lot more damage from Crown Towers, especially if the opponent tries defending with cards close to their towers.
- Pairing the Rune Giant with troops that only attack once such as any Spirit or Wall Breakers is not recommended, as they won't be able to deal bonus damage.
Statistics

Cost![]() |
Hit Speed![]() |
First Hit Speed![]() |
Speed![]() |
Deploy Time![]() |
Range![]() |
Target![]() |
Count![]() |
Transport![]() |
Type![]() |
Rarity![]() |
---|---|---|---|---|---|---|---|---|---|---|
4 | 1.5 sec | 0.5 sec | Medium (60) | 1 sec | Melee: Medium (1.2) | Building | x1 | Ground | Troop | Epic |
Enchant
Enchant Speed![]() |
Enchant Range![]() |
Enchant Limit![]() |
Enchant Shot![]() |
Enchant duration after she dies![]() |
---|---|---|---|---|
? | 8.5 tiles | x2 | Every 3rd Attack | 5 sec |
Level![]() |
Hitpoints![]() |
Damage![]() |
Damage per Second![]() |
Bonus Damage![]() |
---|---|---|---|---|
6 | 1,568 | 75 | 50 | 137 |
7 | 1,724 | 82 | 54 | 151 |
8 | 1,891 | 90 | 60 | 165 |
9 | 2,077 | 99 | 66 | 182 |
10 | 2,283 | 109 | 72 | 200 |
11 | 2,508 | 120 | 80 | 220 |
12 | 2,753 | 132 | 88 | 241 |
13 | 3,028 | 145 | 96 | 265 |
14 | 3,322 | 159 | 106 | 291 |
15 | 3,645 | 174 | 116 | 319 |
Card Mastery
Type | Level/Tier | Objective | Reward |
---|---|---|---|
Tower Tapper ![]() |
1 | Hit enemy Crown Towers a total of 360 times | 20 Rune Giant cards 75 ![]() |
2 | Hit enemy Crown Towers a total of 1,100 times | 6,000 ![]() 75 ![]() | |
3 | Hit enemy Crown Towers a total of 2,000 times | 150 ![]() 75 ![]() | |
Punching Bag ![]() |
1 | Receive a total of 3,500 hits from enemy Troops | 9,000 ![]() 125 ![]() |
2 | Receive a total of 10,000 hits from enemy Troops | 20 ![]() 125 ![]() | |
3 | Receive a total of 17,500 hits from enemy Troops | 15,000 ![]() 125 ![]() |
History[]
2025
- The Rune Giant was added to the game on 6/1/2025, in the January 2025 Update.
- On 21/1/2025, a maintenance break, made it so the enchantment stays on troops even after Rune Giant is defeated instead of going away.
- On 30/1/2025, a maintenance break, made it so that damage boost from the Rune Giant would be split on troops with attacks with multiple projectiles instead of being granted to each projectile. It also made it so that troops that have another troop attached would no longer recieve the damage boost on the attached troop.
- On 31/3/2025, the Quarter 1 Update changed the effect of the enchantment on the Electro Dragon Evolution. Instead of dealing extra damage every third lightning bounce, every third attack deals extra damage every hit for its entire lifetime, more similar to a regular enchanted Electro Dragon's.
- On 4/3/2025, a Balance Update, decreased the Rune Giant's hitpoints by 11% and made it so the enchantment expires 5 seconds after she is defeated.
Gallery[]
Trivia[]
- The word "Rune" comes from the Old German "rūnō", meaning 'secret' or 'mystery'.
- The Rune Giant is 1 of 6 troops that cannot deal damage to other troops whatsoever, the others being the Royal Giant, Giant, Hog Rider, Royal Hogs, and Elixir Golem.
- The card image shows 2 Fire Spirits on the background.
- If a Rune Giant throws her enhancement at a Berserker, the Berserker will perform her enhanced attack with both weapons at once instead of only one of them. This is merely a visual indicator; her attack does not hit twice or deal double damage.
- The Rune Giant is the subject of 3 Emotes.
- It is possible for a Rune Giant to enhance herself. This can happen if she throws her enhancement to a troop beside a Monk, who will deflect it back to the Rune Giant and enhance herself.