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For key information about all cards in the game, see Card Overviews.

Buildings are cards that can be placed on the battlefield. Unlike troops, they are stationary and have a duration on how long they will stay on the Arena. This takes the form of a health decay, meaning that every second, each building will lose some health, with the exception of Crown Towers. Certain troops cannot be distracted by other troops, meaning that buildings are required to distract them.

Strategy

  • Due to being stationary, buildings are immune to the effects of knockbacks and pulling like those of The Log and Tornado. They are also immune to any effect related to movement, such as the Poison's slow. As such, it might not be a good idea to use those spells on them.
  • It is most recommended to place them deep within your territory to force building-targeting troops to enter within range of the second Princess Tower.
    • Non-attacking buildings have a larger hitbox compared to attacking buildings. This can be advantageous for pulling building-targeting troops deeper within your territory.
  • Cheap buildings like the Tombstone and Cannon can be rotated within a deck fast enough so that they can pull troops like a Balloon towards the King Tower and activate him.
  • Buildings cannot be healed by cards like the Battle Healer and they are unaffected by Clone. As such, these cards should not be used in conjunction with buildings.
  • Troops cannot be placed on top of buildings. Because of this, the player should consider where to place their buildings or their troops for the right defense. However, spells can still be placed on top of buildings, so the player can be more free with their spell placement. Spells that spawn troops will have those troops spawn in the closest unoccupied tile.
    • Death bombs like those of the Giant Skeleton and Bomb Tower act similarly to buildings, preventing any player from placing troops on top of them.
  • When the Cannon Cart's shield is destroyed, it is considered a building, and inherits the mechanics of such. When using a building-targeting troop towards a Cannon Cart, it is most recommended not to defeat the shield of the Cannon Cart, so that the troop does not get distracted by it.
  • The attacking range of certain buildings is limited, meaning that certain troops like the Musketeer and Magic Archer can outrange them. This is a great way to remove them from the field, allowing building-targeting troops to go straight to their Crown Towers instead.
  • The Earthquake is a great counter to buildings. It deals increased damage to them, and its low Elixir cost relative to most buildings makes it a great support card for building-targeting troops.
    • Other spells like Lightning and Fireball can work in a similar way. Due to buildings being stationary, it is almost guaranteed to hit the building and possibly hit something else with it, like a Crown Tower. The player should try to space out their buildings in the presense of such spells, to prevent them from getting damage to their Crown Towers.
      • To avoid a Rocket from hitting their Princess Tower, placing a defensive building 4 tiles from the river and 2 tiles from the Princess Tower is enough to pull most building-targeting troops.
      • The Log can be prevented from hitting both the building and the Princess Tower if the building is placed 4 tiles from the river and 3 tiles from the Princess Tower. This can pull all ground building-targeting troops, except for the Battle Ram.
      • You can avoid a Fireball, Zap, or Giant Snowball by placing the building 3 tiles from the river and 4 tiles from the Princess Tower.
      • Freeze and Rage can be prevented by placing the building 4 tiles from the river and 4 tiles from the Princess Tower. This placement can also be used against the previous spells in case they drop a Musketeer to snipe the building.
      • Lightning, Poison, Earthquake, and Arrows have a larger area, which means that the building has to be placed in the other lane, 4 tiles from the river and 6 tiles from the Princess Tower. This can work with the Mortar and X-Bow, due to their longer range, though it will not pull any troops towards it.
      • Tornado cannot be avoided from hitting the frailer Princess Tower, however, it is inadvisable to use it against a building and the Princess Tower, unless it can ensure that the Princess Tower is defeated in the process.

List of Buildings

Common

Cannon

CannonCard

For 3 Elixir, it has moderate hitpoints, damage, and one of the shortest building lifetimes out of all the buildings. Doesn't seem like much, does it? Well, when you see that Hog Rider being pulled towards the Cannon into his death for just 3 Elixir, you'd better think again.

Mortar

MortarCard

It's quite hard to stop these explosive shells from hitting a tower and dealing quite a bit of damage thanks to its blind spot; any enemy troop that gets too close will be ignored. The ability to snipe towers, its moderate hitpoints, and the light cost of 4 Elixir make this building versatile, though its incredibly slow hitspeed means it often needs additional support against any unit that isn't one shot by its attack. For 2 Cycles, if its Evolution is online, its new roommates are too; Goblins! When the Mortar fires a shot, a Goblin comes where it lands. I mean, the rent price there is low.

Tesla

TeslaCard

Peek-a-boo! I zap you! For 4 Elixir, it has moderate health and damage; can defeat Hog Riders and Balloons alone; and can take care of small swarms. When nobody is there, it hides underground, preventing any damage (except for an incoming Earthquake). However, swarms can destroy this building. For 2 cycles, if the Evolution is active, it will have so much energy to control, that it will spill over. When poping up, it will send a wave of electricity to ground and air units, dealing low damage and stunning for 1 sec. Making it good for dealing with swarm, medium health units and bigger pushes (thanks to the stun). It can even pop op for a second time (or how many times it can), with a new wave to send.


Rare

Goblin Cage

GoblinCageCard

For 4 Elixir, you can drop a building containing a Goblin Brawler on the arena, pulling Hogs and Golems alike. That cage won't hold for long though, as after a little while if it's not broken, the Goblin Brawler inside does the job himself! When released, he gets his revenge for being captured on every enemy in his sight, dishing out impressive damage while having moderate health!

Goblin Hut

GoblinHutCard

Here come the Spear Goblins! Every 11.5 seconds 3 Spear Goblins will spawn and chip some damage off the enemy's towers in this 5 Elixir tribal-looking building, creating a passive Elixir advantage all the while. And just when you think they'll stop coming, more Spear Goblins pop out upon the hut's death! They can easily build up behind a tank to cause even more damage to towers, but are still weak to splash damage.

Tombstone

TombstoneCard

A cheap spawner with moderate hitpoints at the cost of only 3 Elixir that spawns two Skeletons every few seconds. When destroyed, 4 more spooky scary Skeletons pop up to avenge the destroyer. The spawned Skeletons and the avenging ones can easily distract and take out single-target units, making this building very versatile.

Bomb Tower

BombTowerCard

Bombs away! This ground-only building throws bombs dealing moderate splash damage at a decent rate, making it perfect against swarms. Combined with its medium hitpoints, its cost of 4 Elixir, and Death Damage, this building is one of the most effective against ground units in the game. It will only do the same amount of damage as a regular bomber, so tankier units will only take a few scratches from the explosives.

Inferno Tower

InfernoTowerCard

Things get really hot with this building. For 5 Elixir, this incinerator will roast even massive tanks and powerful support units in an instant for a neutral, if not, positive elixir trade. However, beware of swarms and the power of electrickery, as this building will be overwhelmed and paralyzed.

Barbarian Hut

BarbarianHutCard

This crude but high-hitpoint barracks spawns a trio of Barbarians every 15 seconds, who deal quite a bit of damage when ignored. These Barbarians can be valuable as support, granting a significant Elixir advantage. And like the Furnace, only one unit spawns after the building's destruction. However, the hut is expensive (6 Elixir) and the Barbarians can be easily taken out if handled correctly.

Furnace

FurnaceCard

Where do these Fire Spirits come from? This 4 Elixir magic oven has moderate health and the ability to spawn waves of Fire Spirits, efficiently countering swarms and other troops while putting the opponent under pressure offensively. As icing on the cake, this destructive stove also cooks up one fiery little Fire Spirit when the whole stove melts. However, beware of spells and splash damage, as they will put out the ongoing fire!

Elixir Collector

ElixirCollectorCard

You gotta spend Elixir to make Elixir! For 6 Elixir, this passive building has moderate health along with the ability to produce bonus Elixir. This will make large pushes much easier to play, although this building comes with significant risk due to its vulnerability to spells and high cost. Elixir Collector will not appear in your starting cards.



Epic

X-Bow

X-BowCard

This 6 Elixir automatic crossbow has moderate hitpoints, low damage, a long range and a very fast hitspeed. It can quickly whittle down small swarms and moderate-health troops, cripple tanks, and destroy towers. However, it can be very easily distracted, and is easily destroyed by spells and heftier swarms.

Goblin Drill

GoblinDrillCard

These Goblins have abandoned locomoting with wooden barrels; now they've got a whole machine! For 4 Elixir, this drill can pop up anywhere in the arena and start releasing Goblins. Upon destruction, it spawns 2 more! At the end of the day, a bunch of Goblins are still Goblins. Area damage units or spells will do well to quell them. But be mindful of when the opponent can send it in, or your Crown Tower might be stolen too!

All items (17)

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