For key information about all cards in the game, see Card Overviews.
Troops
Guards
Surround enemies with this armored pile of bones — 3 Elixir guards with shields that make them incredibly resistant to spells! The worst a Rocket can do is knock their shields off, making them a useful choice for defending most ground troops. Their spears are longer than most other melees, by the way.
Witch
While her health and splash damage appear mediocre for 5 Elixir, she summons 4 Skeletons every 7 seconds to help distract & destroy, making her useful for defense and support. However, she does take a short while to begin summoning them, and she’s especially weak against other splash-damage dealers which easily crush her Skeletons and shrug off her destructo beams, leaving her defenseless.
P.E.K.K.A.
A mighty robot, samurai, knight? Nobody knows, but what we know is that this hulking juggernaut has extremely high damage and hitpoints but is very slow and easy to distract with swarms, often requiring splash support. For 7 Elixir and her very high stats, she’s very reliable for defense & tanking, and can devastate towers — if she gets there. Recommended targets for her to destroy include Mega Knights, X-Bows and Giants.
Dark Prince
For 4 Elixir, he has moderately high hitpoints, plus a shield to absorb any hit. When attacking, he has an ordinary melee splash that hits in front, and like his cousin, a charge attack that's just like his regular attack albeit dealing double damage alongside a pony that can jump over the river. He is flexible for both defense and counter-attacks, but is vulnerable to high damage.
Prince
With very high damage and good hitpoints for 5 Elixir, the Prince is powerful on offense or defense. His charge ability gives him extra speed and allows him to deal double damage to a target when he crashes, allowing him to devastate targets or speed up slow units. His trusty pony can also jump over the river, just like a hog. However, his slow attack speed means swarms in particular make it difficult for him to break through.
Balloon
Having decent hitpoints and high damage per strike, while only targeting buildings, the Balloon makes for a heavy threat on offense. Although it isn’t fast, one strike could potentially mean defeat. For 5 Elixir, it brings death from above and can even blow up a low-health Crown Tower and smaller support troops with its death damage as a low-ditch effort.
Giant Skeleton
This oversized skeleton costs 6 Elixir, gets distracted by everything, and struggles heavily against swarms or equally bulky units. These weaknesses are made up for with his bomb that explodes three seconds after his death, dealing high damage all in its radius. As a cherry on top, it deals doubled damage to opposing Crown Towers, making it extra threatening! Try and bait the opponent into overcommitting on their defense against it to reap massive positive Elixir trades!
Hunter
For 4 Elixir, this mustachioed man with a double-gun has moderate health and can shoot a wave of bullets. This shotgun blast has a unique degree of versatility. Up close, he busts tanks. From afar, shred swarms - ground and air! Be careful, though - if he's too far away from a tank or too close to a swarm, he's a lost cause.
Golem
Not only are his massive hitpoints the highest of any unit, he deals great damage and only targets buildings. Upon death, he explodes, splitting into 2 Golemites (much weaker tanks, but still tanks) while dealing instant death damage to everything near him. Although he costs a hefty 8 Elixir, the Golem is a phenomenal tank.
Electro Dragon
How shocking! This dragon attacks slowly and does low damage per hit for 5 Elixir, but there's more. His attacks will chain on to two secondary targets, gaining value with each unit hit. As if that wasn't enough, he stuns on hit, making him a powerful disruptor. However, alone, he's weak to tanks, glass cannons, and large swarms alike, and when it approaches a Princess Tower, a clever opponent may sacrifice a troop just to get that neat King's Tower activation. Take caution.
Wall Breakers
Hailing from CoC, it’s not the Bomber, it’s the Wall Breakers! After realizing walls don't exist gameplay-wise in Clash Royale, the daring duo runs straight for the nearest building and causes damage with their barrels of gunpowder, which explode on impact with a tower for 2 Elixir! Reacting just a second too slow often means giving the user both the damage advantage and Elixir advantage, though spells can make quick work of them. For 2 cycles, if there Evolution is activated. they will upgrade there explosive so much, they will have to roll on it, dealing a lot more damage. But dont stand to close, cause when they die, the barrel explodes (killing almost all swarms), and the wall breakers will continue to run with dynamites, still dealing huge damage to the tower. Building and beefier units are still enough to stop this 2 elixir madness.
Electro Giant
Don't get too close! This shocking version of the Giant zaps back anything nearby that attacks him, making swarms and fast attackers disappear in a matter of seconds. Although his movement speed is fairly slow, he is still capable of destroying a Princess Tower all by himself! However, he has a hefty cost of 7 Elixir, so players must wait for the perfect opportunity to electrify their opponent.
Bowler
This menacing ogre with high hitpoints throws boulders that pierce through ground units in its path! For 5 Elixir, he can crush and knock back glass cannons, à la Giant Snowball, and is healthy enough to survive even a Rocket. Despite all this, he does have quite a slow attack rate, so he must be supported well.
Executioner
For 5 Elixir, he provides insane value with moderately high hitpoints and a sharp piercing axe that damages everything, ground or air, in its path for 4 tiles. On top of that, his axe returns, dealing another swing of damage on the way back to him, dealing much more! He can obliterate tightly packed units and deal decent damage, but can still be surrounded due to his slow attack rate. Speaking about coming back, his foes can't say the same, however.
Cannon Cart
This upgraded Cannon now moves and has a whole other set of hitpoints in the form of a shield! It's slick and quick too, being able to sneakily lock onto a Princess Tower in the blink of an eye and deal surprising amounts of damage if not reacted quickly. Once its cart has been destroyed, the Cannon stays intact for half a minute to deter any incoming attacks. However, it's weak to swarms, air troops, and has a heftier 5 Elixir cost.
Spells
Lightning
For 6 Elixir, Lightning strikes the three units with the highest hitpoints in a large area, either crippling or completely annihilating them. As a bonus, there's an extra half-second stun at the end! It's great when taking out support units in a huge push, but is utterly worthless against small units and swarms.
Freeze
Freeze! This 4 Elixir spell incapacitates and slightly damages troops and buildings for 4 seconds. It can catch players off guard, helps your troops win combat unscathed, and can often clutch a victory. Or use it as a last second defense by freezing enemy troops that is just about to reach your tower. But it can cause your opponent to create a bigger push to crush you.
Poison
A 4 Elixir area-denial spell that maintains a powerful presence. It is capable of disrupting defenses, crippling pushes, and preventing supports being played by destroying any swarms and many glass cannons that pass through an area in a matter of seconds – but only if they stay inside it! Speaking of staying inside, in its ring of toxicity, troops walk slightly slower, aggravating the hurt put on them.
Rage
Pump up your troops with a 2 Elixir boost! Increases the attack speed and movement speed of all units in its large effective radius, greatly multiplying their strength and creating savage beasts that can take out towers in seconds. However, when used in the wrong place or time, it can just be a waste of Elixir.
Clone
The Clone is an incredibly volatile spell that clones every troop within its radius. For only 3 Elixir, it doubles the damage and can overwhelm opponents as Clones still retain the abilities of their normal counterparts. Despite this, each cloned troop only has 1 hitpoint, so beware of area damage! Clone can affect Champions, but only the original will use its ability. Also, it doesn't affect buildings (except the Cannon Cart) nor skeletons summoned by the almighty Skeleton King.
Tornado
Get over here, enemy troops, so this Rocket can hit you all! This windy Tornado pulls any troops in its large effective radius, quickly grouping them all up in an instant (perfect for any incoming splash damage) while also slightly damaging them for only 3 Elixir! When used correctly, this spell can be invaluable. Also useful for dragging that pesky Hog Rider to activate your King Tower.
Mirror
This Mirror's magic allows one to replay the last card deployed for +1 Elixir, but with one more level than the respective level of the Mirror. It can be used to double up attacks for high reward, but results in a huge Elixir disadvantage if not used well. Mirror will not appear in your starting cards, and cannot mirror Champions.
Buildings
X-Bow
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
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!
Tower Troops
All items (32)