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This page is about what cards exactly are in general. To read more about the individual cards in Clash Royale, click here.
Cards

Cards are the only method of deploying troops, spells, and buildings onto the battlefield. A certain category of troops, those being Tower Troops, aren't deployed, but are chosen before battle. Deploying cards costs Elixir, which is gradually gained during the battle. Cards are primarily obtained through buying them with Gold or Gems in the Shop, or through finding them or Wild Cards, which are used to upgrade cards, in different Chests. Cards can also be received through trading or through clan members donating cards to your requests. Duplicate cards obtained will fill up an upgrade meter. Once the meter is full, you can upgrade the card with Gold. All health and damage statistics are increased by roughly 10% per level. Cards that are able to spawn troops, such as the Goblin Hut and Graveyard, will have their spawned troop level increased by 1 per level. Once a card is upgraded to the highest Level, finding extras in Chests or buying them from the Shop will result in extra Star Points and Elite Wild Cards. Some cards have the ability to evolve into a stronger version of themselves from Card Evolution.

Types of Cards

There are four main types of cards: troops, spells, buildings and tower troops. Generally, spells are temporary and can be cast anywhere in the battlefield (with the exception of The Log, Barbarian Barrel, and Royal Delivery), while buildings (which are stationary and decay over time) and troops (which can move) can only be spawned on the player's territory (with the exception of the Miner and Goblin Drill). Tower Troops stay on the user's Crown Towers and attack opposing troops. There are also 5 card rarities: Common (signified by grey or pale blue), Rare (signified by orange), Epic (signified by purple), Legendary (signified by a rainbow gradient) and Champion (signified by a bright yellow). Each rarity has a different number of levels.

  • Common cards have 15 different Levels, ranging from Level 1 to Level 15.
  • Rare cards have 13 different Levels, ranging from Level 3 to Level 15.
  • Epic cards have 10 different Levels, ranging from Level 6 to Level 15.
  • Legendary cards have 7 different Levels, ranging from Level 9 to Level 15.
  • Champion cards have 5 different Levels, ranging from Level 11 to Level 15.

Champion Cards

Champion cards share functions which are unique to their rarity.

  • All Champion cards are troops, and when they are deployed, an ability icon will appear at the righthand side of the player's screen. At any time, the player can tap the icon in order to activate their Champion's unique ability. Activating an ability costs a certain amount of Elixir. The abilities adhere to the server's 1 second deployment delay. After the ability's duration concludes, the abilities will go on a cooldown, which prevents them from being used for some time. The cooldown will instantly reset if the player's Champion dies.
  • Additionally, Champions do not adhere to the regular card cycle rules. While the player's Champion is present on the Arena, the Champion's card will be kept out from the cycle until the Champion dies. Thus, it is impossible for there to be more than 1 player-aligned Champion to be active at any time. Once the Champion dies, the Champion will be added back to the card cycle. They will return to the player's hand after 3 cards are played.
  • Only 1 Champion card can be present in a deck at any time.
  • Champions cannot be spawned by the Mirror. If the player's last played card was a Champion, the Mirror will be grayed out and become unusable until another card is played.
  • Cloned Champions cannot use abilities. Activating an ability while a cloned Champion is on the arena will only trigger it for the original troop.

Ranges

Each troop and defensive building in Clash Royale has a range, specified in tiles.

  • Cards that have a range of 0.8 tiles or less are classified as "Melee: Short". Should a card have less than 0.8 tiles of range, the table below will specify the exact numbers.
  • Cards that have a range of 1.2 tiles are classified as "Melee: Medium".
  • Cards that have a range of 1.6 tiles are classified as "Melee: Long".
  • Cards with a range of 2 or more tiles are simply classified as being ranged.

Movement Speeds

Each troop in Clash Royale has a movement speed.

  • Cards that have a speed of 30 are classified as "Very Slow".
  • Cards that have a speed of 45 are classified as "Slow".
  • Cards that have a speed of 60 are classified as "Medium".
  • Cards that have a speed of 90 are classified as "Fast".
  • Cards that have a speed of 120 are classified as "Very Fast".

Card Comparison

Note: the levels of the cards in the tables below are currently those of the Tournament Standard Rules (11).

Troops

Card
Rarity
Cost (Ability)
Elixir
Health (+Shield)
Hitpoint
Damage
Damage
Hit Speed (seconds)
Damage Speed
Damage per Second
DPS
Spawn/Death Damage
Death Damage
Range
Range
Count
Count
Archers 3 304 107 0.9 118 0 5 2
Archer Queen 5 (1) 1,000 225 1.2 187 0 5 1
Baby Dragon 4 1,152 160 1.5 106 0 3.5 1
Balloon 5 1,680 640 2 320 240 (Death) 0.1 (Melee: Short) 1
Bandit 3 907 193 1 193 0 0.75 (Melee: Short) 1
Barbarians 5 670 192 1.3 147 0 0.7 (Melee: Short) 5
Bats 2 81 81 1.3 62 0 1.2 (Melee: Medium) 5
Battle Healer 4 1,717 148 1.5 98 0 1.6 (Melee: Long) 1
Battle Ram 4 966 286 N/A N/A 0 0.5 (Melee: Short) 1
Bomber 2 332 230 1.8 128 0 4.5 1
Bowler 5 2,080 288 2.5 115 0 4 1
Cannon Cart 5 1712 (820+892) 212 1 212 0 5.5 1
Cursed Hog N/A 629 53 1.2 44 0 0.75 (Melee: Short) 1
Dark Prince 4 1440 (1,200+240) 248 1.3 190 0 1.2 (Melee: Medium) 1
Dart Goblin 3 260 131 0.7 187 0 6.5 1
Electro Dragon 5 950 192 (x3) 2.1 91 (x3) 0 3.5 1
Electro Giant 7 3,856 163 2.1 77 0 1.2 (Melee: Medium) 1
Electro Spirit 1 230 99 N/A N/A 0 2.5 1
Electro Wizard 4 713 110(x2) 1.8 122 192 (Spawn) 5 1
Elite Barbarians 6 1,341 384 1.4 274 0 1.2 (Melee: Medium) 2
Elixir Blob N/A 360 63 1.1 57 0 0.8 (Melee: Short) 4
Elixir Golem 3 1,568 254 1.1 230 0 0.8 (Melee: Short) 1
Elixir Golemite N/A 763 127 1.1 115 0 0.8 (Melee: Short) 2
Executioner 5 1,280 169 (x2) 2.4 140 0 4.5 (Projectile 7.5) 1
Firecracker 3 304 64 (x5) 3 106 0 6 (Projectile 10) 1
Fire Spirit 1 230 207 N/A N/A 0 2 1
Fisherman 3 871 193 1.3 148 0 1.2 (Melee: Medium) 1
Flying Machine 4 614 171 1.1 155 0 6 1
Giant 5 4,091 254 1.5 169 0 1.6 (Melee: Long) 1
Giant Skeleton 6 3,616 267 1.4 190 534 (Death, x2 to towers) 0.8 (Melee: Short) 1
Goblin Brawler 4 1,081 337 1.1 306 0 0.8 (Melee: Short) 1
Goblin Gang 3 202/133 120/81 1.1/1.7 109/47 0/0 0.5 (Melee: Short)/5.5 3/3
Goblin Giant 6 3,232 176 1.5 117 0 1.2 (Melee: Medium) 1
Goblins 2 202 120 1.1 109 0 0.5 (Melee: Short) 4
Golden Knight 4 (1) 1,800 160 0.9 177 0 1.2 (Melee: Medium) 1
Golem 8 5,120 312 2.5 124 224 (Death) 0.75 (Melee: Short) 1
Golemite N/A 1,040 49 2.5 19.6 99 (Death) 0.25 (Melee: Short) 2
Guardienne N/A 1,600 200 1.2 166 0 1.2 (Melee: Medium) 1
Guards 3 337 (81 + 256) 121 1 121 0 1.6 (Melee: Long) 3
Hog Rider 4 1,696 318 1.6 198 0 0.8 (Melee: Short) 1
Hunter 4 838 84(x10) 2.2 381 0 4 1
Heal Spirit 1 231 110 N/A N/A 0 2.5 1
Ice Golem 2 1,197 84 2.5 33 84 (Death) 0.75 (Melee: Short) 1
Ice Spirit 1 230 110 N/A N/A 0 2.5 1
Ice Wizard 3 688 90 1.7 52 83 (Spawn) 5.5 1
Inferno Dragon 4 1,294 36-423 0.4 90-1,057 0 3.5 1
Knight 3 1,766 202 1.2 168 0 1.2 (Melee: Medium) 1
Lava Hound 7 3,581 54 1.3 41 0 3.5 1
Lava Pup N/A 216 90 1.7 52 0 1.6 (Melee: Long) 6
Little Prince 3 (3) 700 100 1.2/0.8/0.4 91 400 (Royal Rescue) 5.5 1
Lumberjack 4 1,282 242 0.8 302 192 (Death) 0.7 (Melee: Short) 1
Magic Archer 4 532 134 1.1 121 0 7 (Projectile 11) 1
Mega Knight 7 3,993 268 1.7 157 429 (Spawn) 1.2 (Melee: Medium) 1
Mega Minion 3 837 311 1.5 207 0 1.6 (Melee: Long) 1
Mighty Miner 4 (1) 2,250 40/200/400 0.4 100/500/1000 334 (Explosive Escape) 1.6 (Melee: Long) 1
Miner 3 1,210 193 (48 to towers) 1.2 160 (40 to towers) 0 1.2 (Melee: Medium) 1
Mini P.E.K.K.A. 4 1,361 720 1.8 450 0 0.8 (Melee: Short) 1
Minions 3 230 117 1 117 0 1.6 (Melee: Long) 3
Monk 5 (1) 2,150 140/420 0.8 175 0 1.2 (Melee: Medium) 1
Mother Witch 4 532 133 1 133 0 5.5 1
Musketeer 4 720 218 1 218 0 6 1
Night Witch 4 907 314 1.3 241 0 1.6 (Melee: Long) 1
P.E.K.K.A. 7 3,760 816 1.8 453 0 1.6 (Melee: Long) 1
Phoenix 4 1,052 217 1 217 163 (48 to towers) 1.6 (Melee: Long) 1
Reborn Phoenix 4 842 174 1 174 0 1.6 (Melee: Long) 1
Prince 5 1,920 392 1.4 280 0 1.6 (Melee: Long) 1
Princess 3 261 169 3 56 0 9 1
Ram Rider 5 1,767 266/104 1.8/1.1 147/94 0 0.8 (Melee: Short)/5.5 1
Rascal Boy 5 1,940 133 1.5 88 0 0.8 (Melee: Short) 1
Rascal Girl 5 261 133 1 133 0 5 2
Royal Ghost 3 1,210 261 1.8 145 0 1.2 (Melee: Medium) 1
Royal Giant 6 3,072 307 1.7 180 0 5 1
Royal Hogs 5 837 74 1.2 61 0 0.7 (Melee: Short) 4
Royal Recruits 7 772 (532+240) 133 1.3 102 0 1.6 (Melee: Long) 6
Skeletons 1 81 81 1 81 0 0.5 (Melee: Short) 3
Skeleton Barrel 3 532 133 N/A N/A 133 (Death) 0.35 (Melee: Short) 1
Skeleton Dragons 4 563 161 1.9 84 0 3.5 2
Skeleton King 4 (2) 2,300 205 1.6 128 0 1.2 (Melee: Medium) 1
Sparky 6 1,452 1,331 4 332 0 5 1
Spear Goblins 2 133 81 1.7 47 0 5.5 3
Three Musketeers 9 720 218 1 218 0 6 3
Valkyrie 4 1,908 267 1.6 178 0 1.2 (Melee: Medium) 1
Wall Breakers 2 331 392 N/A N/A 0 0.5 (Melee: Short) 2
Witch 5 838 134 1.1 121 0 5.5 1
Wizard 5 720 281 1.4 200 0 5.5 1
Zappies 4 530 116 2.1 55 0 4.5 3

Defensive Buildings

Card
Rarity
Cost
Elixir
Health
Hitpoint
Lifetime
Time
Damage
Damage
Hit Speed
Damage Speed
Damage per Second
DPS
Range
Range
Bomb Tower 4 1,356 30 222 1.8 138 6
Cannon 3 824 30 212 0.9 235 5.5
Cannon Cart (broken) 5 820 30 212 0.9 235 5.5
Inferno Tower 5 1,749 30 42-848 0.4 105-2,120 6
Mortar 4 1,369 30 266 5 53 3-11.5
Tesla 4 1,152 30 230 1.1 209 5.5
X-Bow 6 1,600 30 41 0.3 136 11.5

Passive Buildings

Card
Rarity
Cost
Elixir
Health
Hitpoint
Lifetime
Time
Barbarian Hut 6 1,166 30
Elixir Collector 6 1,070 65
Furnace 4 848 28
Goblin Cage 4 742 20
Goblin Drill 4 1,312 10
Goblin Hut 5 848 29
Phoenix Egg N/A 239 4.3
Tombstone 3 530 30

Damaging Spells

Card
Rarity
Cost
Elixir
Damage
Damage
Crown Tower Damage
Tower Damage
Radius
Radius
Arrows 3 122 x3 37 x3 4
Barbarian Barrel 2 241 N/A 4.5 Range, 2.6 Width
Earthquake 3 82 x3 (287 to Buildings) 54 x3 3.5
Fireball 4 689 207 2.5
Freeze 4 115 35 3
Giant Snowball 2 179 54 2.5
Lightning 6 1,056 317 3.5
Poison 4 91 x8 28 x8 3.5
Rage 2 192 58 3
Rocket 6 1,484 371 2
Royal Delivery 3 437 N/A 3
The Log 2 290 58 10.1 Range, 3.9 Width
Tornado 3 168 58 5.5
Zap 2 192 58 2.5

Spawners

Card
Rarity
Type
Type
Cost (+ability)
Elixir
Troop Spawned
Troop
Spawn Speed
Time
Maximum Spawned
Count
Barbarian Barrel Spell 2 Barbarians Upon breaking 1
Barbarian Hut Building 6 Barbarians 3 every 15 seconds and 1 upon death 7
Battle Ram Troop 4 Barbarians Upon breaking or death 2
Elixir Golem Troop 3 Elixir Golemites Upon death 2
Elixir Golemite Troop N/A Elixir Blobs Upon death 2
Furnace Building 4 Fire Spirits Every 5 seconds and 1 upon death 7
Goblin Barrel Spell 3 Goblins Upon impact 3
Goblin Cage Building 4 Goblin Brawler Upon death 1
Goblin Drill Building 4 Goblins Every 3 seconds and 2 upon death 6
Goblin Giant Troop 6 Spear Goblins Upon death 2
Goblin Hut Building 5 Spear Goblins Every 10 seconds and 1 upon death 10
Golem Troop 8 Golemites Upon death 2
Graveyard Spell 5 Skeletons Every 0.5 seconds 13
Lava Hound Troop 7 Lava Pups Upon death 6
Little Prince Troop 6 (3+3) Guardienne After Ability 1 per ability
Night Witch Troop 4 Bats Every 5 seconds and 1 upon death N/A
Phoenix Egg Troop N/A Phoenix Upon death due to lifetime 1
Royal Delivery Spell 3 Royal Recruits Upon breaking 1
Skeleton Barrel Troop 3 Skeletons Upon death 7
Skeleton King Troop 6 (4+2) Skeletons After Ability 16 per ability
Tombstone Building 3 Skeletons 2 Every 4 seconds and 4 upon death 20
Witch Troop 5 Skeletons 4 Every 7 seconds N/A

Tower Troops

Card
Rarity
Health
Hitpoint
Damage
Damage
Hit Speed (seconds)
Damage Speed
Damage per Second
DPS
Cannoneer 2,616 422 2.4 176
Tower Princess 3,052 109 0.8 136

Please note that some cards have been omitted from these tables due to their unique abilities that would make it difficult to compare them to other cards.

Card Evolution

Card Evolution is a feature that allows specific Cards to become a more powerful version of themselves after a certain number of Cycles. Cycles are the amount of times the original card must be in your hand to obtain the Card Evolution. If a card requires 2 Cycles to evolve, every 3rd of that card would be its Card Evolution. This can be easily tracked as once you deploy the card, a diamond above the card art will be filled in the next time it comes into your hand. Every card with an Evolution takes 6 Evolution Shards or Wild Shards to be able to use it in battle. When a Card Evolution is deployed, a special deploy sound will play while a purple light temporarily shines down on them. When you obtain a Card Evolution in a match, a guitar rift will play. All Card Evolutions have a special ability that the original card doesn't have. In addition to the ability, some have increased stats to compensate for their low appearance in matches.

Evolution Comparison

For each Evolution's ability, check out their individual pages.

Evolutions

Card
Rarity
Cost
Elixir
Cycles
Cycles
Overall Cost
Elixir
Stat Boosts
Boost
Archers/Evolution 3 2 9 +25% Hitpoints
+1 tile Range
Barbarians/Evolution 5 1 10 +25% Hitpoints
Bats/Evolution 2 2 6 +50% Hitpoints
-0.4 seconds First Hit Speed
Bomber/Evolution 2 1 4 N/A
Firecracker/Evolution 3 2 9 +30% Hitpoints
Ice Spirit/Evolution 1 2 3 +0.5 tiles Splash Radius
Knight/Evolution 3 2 9 +20% Hitpoints
Mortar/Evolution 4 2 12 +20% Hitpoints
-1 second Hit Speed
Royal Giant/Evolution 6 1 12 +10% Hitpoints
Royal Recruits/Evolution 7 1 14 +11% Hitpoints
Skeletons/Evolution 1 2 3 +1 Count
-0.1 seconds First Hit Speed
Tesla/Evolution 4 2 12 +20% Hitpoints
Valkyrie/Evolution 4 2 12 +15% Hitpoints
Wall Breakers/Evolution 2 2 6 +50% Damage
Zap/Evolution 2 2 6 N/A

History

2016

2017

2018

  • On 25/5/2018, the Rascals were added to the game. However, players could use the Rascals from as early as 11/5/2018 by completing the Rascals Draft Challenge.
  • On 20/6/2018, the Summer 2018 Update, added 2 new cards immediately. They are Royal Hogs and Giant Snowball. The update also added Royal Recruits over time.
  • On 3/9/2018, a Balance Update, increased the number of cards players can hold after maxing it out (or collecting enough to max it out) in anticipation of the Trade Tokens that will be added with the following update.
  • On 5/9/2018, the September 2018 Update, added the Goblin Giant immediately. The update also changed how cards' Levels were numbered, such that all cards of equal Level have similar Levels of strength: Rare, Epic, and Legendary cards are now unlocked at Level 3, 6 and 9 respectively, and all three max out at Level 13 just like Common cards.
  • On 9/11/2018, the Electro Dragon was added to the game. However, players could use the Electro Dragon from as early as 27/10/2018 by completing the Electro Dragon Challenge.
  • On 24/12/2018, the Ram Rider was added to the game. However, players could use the Ram Rider from as early as 21/12/2018 by completing the Ram Rider Draft Challenge.

2019

  • On 26/2/2019, the Wall Breakers were added to the game. However, players could use the Wall Breakers from as early as 14/2/2019 by completing the Wall Breakers Draft Challenge.
  • On 15/4/2019, the April 2019 Update, added the Earthquake immediately. The update also added the Goblin Cage over time.
  • On 5/8/2019, the Fisherman was added to the game. However, players could use the Fisherman from as early as 4/7/2019 by completing the Fisherman Draft Challenge.
  • On 4/11/2019, the Elixir Golem was added to the game. However, players could use the Elixir Golem from as early as 10/10/2019 by completing the Elixir Golem Draft Challenge.
  • On 26/11/2019, the End of November 2019 Update, revamped the card info screens, with a video of the card in action being shown.

2020

  • On 6/1/2020, the Battle Healer was added to the game. However, players could use the Battle Healer from as early as 2/12/2019 by completing the Battle Healer Challenge and via Trophy Road rewards.
  • On 3/2/2020, the Firecracker was added to the game. However, players could use the Firecracker from as early as 6/1/2020 by completing the Firecracker Challenge and via Trophy Road rewards.
  • On 2/4/2020, a maintenance break, removed the Heal from the game, replacing it with the Heal Spirit.
  • On 6/4/2020, the Royal Delivery was added to the game. However, players could use the Royal Delivery from as early as 2/3/2020 by completing the Classic Royale Challenge.
  • On 6/7/2020, the Skeleton Dragons were added to the game. However, players could use the Skeleton Dragons from as early as 5/6/2020, by completing the Skeleton Dragons Challenge.
  • On 2/11/2020, the Electro Giant and the Electro Spirit were added to the game. However, players could use them from as early as 5/10/2020 and 14/10/2020 respectively by completing their related Challenges.

2021

  • On 4/1/2021, the Mother Witch was added to the game. However, players could use the Mother Witch from as early as 7/12/2020 by completing the Mother Witch Draft Challenge.
  • On 11/7/2021, the Goblin Drill was added to the game. However, players could use the Goblin Drill from as early as 12/6/2021 by completing the Goblin Drill Draft Challenge.
  • On 27/10/2021, the Champions Update, added the Champion rarity, as well as 3 new Champion cards: the Golden Knight, Archer Queen and the Skeleton King.
    • The update also changed the maximum Levels for King's Tower and cards to Level 14 (from 13).
    • This also changed the Level cap for Friendly Battles and Tournaments to Level 11 (from 9).
    • The card and Gold requirements to upgrade their cards past Level 11 was also decreased. All the players that had already collected their cards past Level 11 received some card refunds, for every card at that Level, depending on the card rarity and Level.

2022

2023

2024

Trivia

  • The idea of card games originated from China during the ninth century AD, as a result of the usage of woodblock printing technology. Later, it passed towards the Middle East and Europe, and took many forms.
  • The Chest you get is based on the Arena in which you battle in, not your current one. You will always fight in the higher Arena (Example: if a player from Arena 5 is matched with a player from Arena 4, then they will fight in Builder's Workshop, which is Arena 5). This means that you can get Cards from an Arena that you have not reached yet.
  • Training Camp, Hog Mountain, Electro Valley, and Spooky Town unlock the most Cards, with 8 cards each, Dragon Spa and Legendary Arena unlock the fewest cards, with 0 each.
  • Epic Cards can only be requested once every Sunday; Legendary and Champion Cards cannot be donated or requested.
  • In the Japanese language setting, Epic Cards are called Super Rare Cards while Legendary Cards are called Ultra Rare Cards, the terms often used in card collection games. In the Korean language setting, Epic Cards are called Heroic Cards.
  • Despite Epic Chests only being able to give Epic Cards, an Epic Chest may not give any Epic Cards. This can happen if the player does not have any Epic Cards unlocked and this Chest is opened in Arenas where no Epic Cards can be unlocked.
  • Even though a deck can only have 1 Champion Card at a time, there have been case of multiple Champion Cards within a deck. In these scenarios, using the ability would use it for both Champion Cards.

Statistics


Card Level
Level
Number of Cards Required for Upgrade^
Common Rare Epic Legendary Champion
1 1 N/A N/A N/A N/A
2 2 N/A N/A N/A N/A
3 4 1 N/A N/A N/A
4 10 2 N/A N/A N/A
5 20 4 N/A N/A N/A
6 50 10 1 N/A N/A
7 100 20 2 N/A N/A
8 200 50 4 N/A N/A
9 400 100 10 1 N/A
10 800 200 20 2 N/A
11 1,000 400 40 4 1
12 1,500 500 50 6 2
13 3,000 750 100 10 8
14 5,000 1,250 200 20 20
15 50,000 Elite Wild Cards 50,000 Elite Wild Cards 50,000 Elite Wild Cards 50,000 Elite Wild Cards 50,000 Elite Wild Cards
Total 12,087 3,287 427 43 31
Card Level
Level
Gold Required for Upgrade
Common Rare Epic Legendary Champion
1 N/A N/A N/A N/A N/A
2 5 N/A N/A N/A N/A
3 20 N/A N/A N/A N/A
4 50 50 N/A N/A N/A
5 150 150 N/A N/A N/A
6 400 400 N/A N/A N/A
7 1,000 1,000 400 N/A N/A
8 2,000 2,000 2,000 N/A N/A
9 4,000 4,000 4,000 N/A N/A
10 8,000 8,000 8,000 5,000 N/A
11 15,000 15,000 15,000 15,000 N/A
12 35,000 35,000 35,000 35,000 35,000
13 75,000 75,000 75,000 75,000 75,000
14 100,000 100,000 100,000 100,000 100,000
15 N/A N/A N/A N/A N/A
Total 240,625 240,600 239,400 230,000 210,000
Card Level
Level
XP Gained from Upgrade
Common Rare Epic Legendary Champion
1 N/A N/A N/A N/A N/A
2 4 N/A N/A N/A N/A
3 5 N/A N/A N/A N/A
4 6 6 N/A N/A N/A
5 10 10 N/A N/A N/A
6 25 25 N/A N/A N/A
7 50 50 25 N/A N/A
8 100 100 100 N/A N/A
9 200 200 200 N/A N/A
10 400 400 400 250 N/A
11 600 600 600 600 N/A
12 800 800 800 800 800
13 1,600 1,600 1,600 1,600 1,600
14 2,000 2,000 2,000 2,000 2,000
15 50,000 50,000 50,000 50,000 50,000
Total 55,800 55,791 55,725 55,250 54,400

^ The Total count of cards includes the Unlock cards as they can be used to upgrade a card to the next level. You can even donate or trade away the only non-Legendary or Champion card to unlock it and still be able to use the card at the lowest level.

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