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“Two Barbarians holding a big log charge at the nearest building, dealing significant damage if they connect; then they go to town with their swords!”

The Battle Ram is a Rare card that is unlocked from Barbarian Bowl (Arena 3). It spawns a single-target, building-targeting, melee, ground troop with moderate hitpoints and high damage. After it travels 3 tiles, it will begin to charge towards its target, and deals double damage if it hits its target whilst charging. Once it reaches a building or it is destroyed, it will break and reveal the 2 Barbarians underneath. A Battle Ram card costs 4 Elixir to deploy.

Strategy[]

For Battle Decks with this card, click here

  • Due to its charging mechanic, the Battle Ram can push heavier and slower troops towards the Crown Tower faster. Likewise, the Battle Ram can be pushed by troops with at least a Fast movement speed before it begins to charge. With this knowledge, the Battle Ram can be paired with the Ice Golem. The Ice Golem's death damage will slow melee defenders and fully defeat Skeletons or Bats, giving the Battle Ram a higher chance to connect to the Tower, while a Valkyrie can deal with bulkier swarms very effectively.
  • Cards that have a stun effect or deal knockback are great supports to defend against a Battle Ram. The Bowler, Electro Wizard, and Electro Dragon in particular make great counters as they have attacks that can continually disrupt the Battle Ram's charge and they will also take care of the Barbarians that spawn upon the Battle Ram's destruction. They will have a majority of their health left for a counterpush.
  • The Ice Wizard's constant slow effect will make the Battle Ram take longer to charge up and reduce its speed once it does charge up, making it a good assist card in defense against it.
  • High DPS swarms like the Skeleton Army will obstruct the path of the Battle Ram and deal enough damage to shut it down before it reaches the Crown Tower.
  • High damage mini tanks are effective at stopping the Battle Ram by themselves. They will be able to destroy the Ram phase quickly, and have enough health to deal with the spawned Barbarians.
  • All buildings barring the Elixir Collector will shut down a Battle Ram. Tombstone and Cannon are positive Elixir trades, while spawners such as the Goblin Hut will rack up troop value. The player can force a Tombstone user to use another card to counter the Barbarians by timing a cheap spell to immediately defeat the Skeletons that spawn upon the Tombstone's destruction.
    • Unlike most other building targeting troops, a Battle Ram's sight range is shorter than usual, at 5.5 tiles. This means that certain defensive building placements will not pull the Battle Ram, such as a Cannon placed 4 tiles from the bridge and 3 tiles from the defending Crown Tower. This is useful as it hampers the amount of space the opponent can cover in both lanes.
  • Air troops with sufficient DPS such as Minions and Bats can prevent the Battle Ram from connecting to the Tower, but not troops like Baby Dragon. However, the Barbarians will get a few hits in, so only use them as a last resort if you can't afford to take damage.
  • The Battle Ram works like a shield for the Barbarians carrying it in the sense that if the Battle Ram is destroyed in one blow, the Barbarians will have taken no damage, similar to a Dark Prince's shield. However, since the Barbarians are separate entities from the Ram, the Lightning spell can hit both the Battle Ram and the Barbarians.
    • However, piercing-splash cards like The Log and Executioner will deal damage to the spawned Barbarians after dealing fatal damage to the Battle Ram itself. This is a neat feature for the latter, as it will preserve more health for a counterattack.
  • The Battle Ram itself can also be used to tank for units that don't survive a Lightning like a Musketeer or Witch, as it has more health than these units. However, keep in mind the opponent will have 2 more strikes, and the spawned Barbarians do not have more health than any of the above units. The defender should only do this if the unit they want to protect has lower health than the Barbarians, or if they know their opponent will attempt to clip the Crown Tower, allowing them to drop another tank in time. If the unit the player is trying to protect has less health than the Barbarians, like a Flying Machine, all 3 Lightning strikes can be absorbed by the Battle Ram and its Barbarians.
  • If the Battle Ram is destroyed while it is under the effects of Freeze, the spawned Barbarians will not be frozen, making Freeze slightly less effective against the card.
  • If the player doesn't have any other counters to a high damage troop heading for their Tower, they can use the Battle Ram as a last-resort distraction card as the Ram will soak up any powerful attacks, like a Sparky blast, and then spawn 2 Barbarians to help defend.
  • Since the Battle Ram by itself can do more damage to a Crown Tower than a Hog Rider when ignored, it may be a good idea to deploy this card in the other lane to pressure the opponent into spending Elixir to defend against it.
  • An effective strategy is to pair the Battle Ram with the Dark Prince because they both charge and therefore will be aligned with each other. The Dark Prince will also take out any swarms that would normally shut down the Battle Ram. A Minion Horde can shut down this combination, since the Dark Prince cannot attack air troops, so bring a spell to counter, such as Arrows.
  • The Battle Ram can be used on defense to kite non-building targeting melee units to the other lane, similar to an Ice Golem. Bear in mind that Battle Ram will start charging after 3.5 tiles however, so slower units such as P.E.K.K.A. will eventually lose sight of the Battle Ram and will not be kited the whole way.
  • A Battle Ram is a passable distraction card for an X-Bow. Since there is a slight time between the Battle Ram being destroyed and the Barbarians being spawned where neither unit exist, similar to Skeleton Barrel, the X-Bow will proceed to lock on to the Crown Tower if there is no other troop in sight, making it a bit inconsistent as it will require more support.
  • It can be used to delay the Mega Knight, increasing the time you have to defend against it by placing high-damage mini-tanks. The Mega Knight takes 3 hits to destroy the Battle Ram itself (2 if the Ram starts charging and the Mega Knight jumps) and another 2-3 to kill the Barbarians, buying you 5-6 more seconds to place assisting defenders.

Statistics

Battle Ram Attributes

Cost
Elixir
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
4 Medium (60) 1 sec Melee: Short (0.5) Buildings x1 Ground Troop Rare

Charge Attributes

Speed
Speed
Charge Range
Radius
Target
Targets
Transport
Transport
Very Fast (120) 3.5 Buildings Ground

Barbarian Attributes

Hit Speed
Damage Speed
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
1.3 sec Medium (60) 1 sec Melee: Short (0.7) Ground x2 Ground

Card Statistics

Level
Level
Battle Ram Hitpoints
Hitpoint
Battle Ram Damage
Damage
Battle Ram Charge Damage
Boost
Barbarian Hitpoints
Hitpoint
Barbarian Damage
Damage
Barbarian Damage per second
DPS
3 456 135 270 317 90 69
4 501 148 297 348 99 76
5 551 163 326 382 109 83
6 606 179 359 419 120 92
7 665 197 394 461 132 101
8 729 216 432 505 144 110
9 802 237 475 555 159 122
10 880 260 521 610 174 133
11 966 286 572 670 192 147
12 1,062 314 629 736 210 161
13 1,167 345 691 809 231 177
14 1,281 379 758 888 254 195
15 1,409 417 834 974 279 214

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 85,000 Damage to enemy Troops or buildings 100 Battle Ram cards
50 XP
2 Deal a total of 255,000 Damage to enemy Troops or Buildings 4,000 Gold
50 XP
3 Deal a total of 425,000 Damage to enemy Troops or Buildings 150 Gem
50 XP
Tower Tapper
Tower Tapper
1 Hit enemy Crown Towers a total of 490 times 6,000 Gold
125 XP
2 Hit enemy Crown Towers a total of 1,400 times 100 Rare Wild Card
125 XP
3 Hit enemy Crown Towers a total of 2,450 times 9,000 Gold
125 XP
CHARGE!!!
CHARGE!!!
1 Hit a total of 500 Troops or buildings with the Charge ability 100 Banner Token
175 XP
2 Hit a total of ? Troops or buildings with the Charge ability 125 Banner Token
175 XP
3 Hit a total of ? Troops or buildings with the Charge ability 150 Banner Token
175 XP


History[]

2017

  • The Battle Ram was once available in the Battle Ram Challenge, which started on 3/2/2017. In this challenge, the player would build a deck which included the Battle Ram. If the player achieved at least 5 wins, they obtained the Battle Ram early, in addition to the normal prizes.
  • The Battle Ram card was generally released on 10/2/2017. On the same day, a maintenance break, fixed an issue where the Battle Ram offer was missing from the Shop.
  • On 11/8/2017, a Balance Update, increased the distance required for charging to 4 tiles (from 3 tiles) and increased the Barbarian's spawn time to 1 second (from 0.8 seconds).

2018

  • On 4/6/2018, a Balance Update, decreased the Barbarians' attack time interval to 1.4 seconds (from 1.5 seconds) and made the Battle Ram affected by all forms of pushback.
  • On 20/6/2018, the Summer 2018 Update, decreased the distance required for charging to 3.5 tiles (from 4 tiles). It also moved the Arena to unlock this card from Builder's Workshop to Barbarian Bowl.
  • 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).

2019

  • On 7/1/2019, a Balance Update, decreased the Battle Ram's damage and charge damage by 11%.
  • On 4/3/2019, a Balance Update, decreased the Barbarians' hitpoints by 13%.

2020

  • On 28/5/2020, a maintenance break, added a card render to the Battle Ram's card info screen.

2021

  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).
  • On 7/12/2021, the 2021 Quarter 4 Update, increased the Battle Ram's damage and charge damage by 8%.

2022

  • On 7/6/2022, a Balance Update, decreased the Barbarians‘ attack time interval to 1.3 seconds (from 1.4 seconds).

2023

  • On 19/6/2023, the Card Evolution Update, increased the Level cap of all cards to 15 (from 14). It also added the CHARGE!!! Card Mastery task for the Battle Ram.
  • On 8/8/2023, a Balance Update, increased the Battle Ram's hitpoints by 6% and decreased the distance required for charging to 3 tiles (from 3.5 tiles).

Gallery[]

Trivia[]

  • A battering ram is a siege engine that originated in ancient times and was designed to break open the masonry walls of fortifications or splinter their wooden gates. In its simplest form, a battering ram is just a large, heavy log carried by several people and propelled with force against an obstacle; the ram would be sufficient to damage the target if the log were massive enough and/or it were moved quickly enough. The earliest depiction of a possible battering ram is from the tomb of the 11th Dynasty noble Khety, where a pair of soldiers advance towards a fortress under the protection of a mobile roofed structure, carrying a long pole that may represent a simple battering ram.
    • In the German, Norwegian, Turkish, Indonesian and Finnish language settings of the game, the Battle Ram's name translates to "Battering Ram". In the Japanese, Chinese, Persian, Malaysian, Thai, and Vietnamese language settings of the game, the Battle Ram's name translates to "Siege Barbarian", "Barbarian Battering Ram", "Battle Tower", "Crasher", "Fight Bumper", and "Castle Breaking Weapon" respectively.
  • The Battle Ram is 1 of 16 troops that inspired a troop in Clash of Clans, the others being Spear Goblins, Bomber, Bats, Skeleton Barrel, Minion Horde, Ice Golem, Zappies, Baby Dragon, Giant Skeleton, Ram Rider, Inferno Dragon, Miner, Royal Ghost, Ice Wizard, and Night Witch.
    • Unlike its counterpart in Clash of Clans, the Battle Ram in Clash Royale spawns 2 Barbarians upon death, instead of 4, and it does not prioritize any specific building.
  • The Battle Ram is 1 of 6 cards associated with Barbarians, with the others being Elite Barbarians, Barbarian Launcher, Barbarian Hut, Barbarian Barrel, and of course, Barbarians.
    • It is the only Barbarian-related card to not have the word “Barbarian” in its name.
    • According to a Clash-A-Rama comic strip, the Barbarians follow a career path, with the ones on the Battle Ram being the second lowest ranking ones.
  • It is 1 of 5 troops that have a charge, the others being Dark Prince, Prince, Raging Prince, and Ram Rider.
    • It is also the only one that cannot jump over the river.
  • The Battle Ram is 1 of 7 troops to die as a part of their attack, the others being the Electro Spirit, Fire Spirit, Ice Spirit, Skeleton Barrel, Heal Spirit, and Wall Breakers.
  • Despite the CHARGE!!! Card Mastery task mentioning that the Battle Ram can hit troops or buildings with its charge, it cannot progress the task by hitting troops with its charge.
  • On 12/6/2017, the Battle Ram was supposed to receive a change where fatal damage to the Battle Ram would not deal damage to the Barbarians as well, but this change was pulled back last minute.
  • Before the Battle Ram's card release, the Battle Ram was affected by pushback. This was changed in a maintenance break on 2/2/2017, to prepare for the Battle Ram Challenge.
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