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

Spells are cards that can be placed on the battlefield. Spells will deploy immediately on the battlefield and can have various temporary effects. These effects can vary from dealing damage immediately, to spawning troops, to applying certain effects to troops. Unlike troops and buildings, they can be placed on top of buildings, including Crown Towers, and all spells can be placed on the river, with the exception of the Goblin Barrel. Most spells can be placed on both player's sides, with a few exceptions. Spells that can reach Crown Towers will do reduced damage to them.

Strategy

  • Generally, spells should be cast next to as many units as possible to maximize their effect, whether that is damage in enemy units, or a boost on friendly units.
  • Spells that require to travel to reach their target tile are launched from the King's Tower. This means that placing them closer to the King's Tower will result in them arriving at their destination quicker. This is important in situations like when both players are racing to finish off each other's Princess Towers.
  • Spells synergize well with each other, due to their nature as quick damage dealers and their general lack of placement restrictions. One spell can weaken a unit enough for the second spell to finish it off.
  • While offensive spells can deal damage to Crown Towers, it is generally a bad idea to use spells on them, as they have low damage compared to the hitpoints of the Crown Towers. The King's Tower will also activate, allowing himself to attack incoming troops, which further discourages players from using spells on him.
    • However, if the Crown Tower is frail enough that a spell can finish it off, it is acceptable to use a spell on it, especially during Overtime.
  • If the player anticipates their opponent using units that can be defeated by the spells, the player can place their spell earlier so that when it arrives, it defeats them without their attacking unit being harmed. This is refered to as a "prediction" spell and is an effective way for their attacking unit to deal damage on offense.

List of Spells

Common

Arrows

ArrowsCard

Blot out the sky with a 3 Elixir rain of Arrows. Its moderate damage and very large radius makes clearing swarms and weak enemies a breeze, but is lackluster against higher health units like the Knight.

Zap

ZapCard

2 Elixir, instant effect and stuns. What's not to like? The Zap is often the lifeline against swarms, with immediate low damage that can cripple or destroy small troops. Force enemies to re-target, reset attacks or use that slight extra damage to finish things off. For 2 cycles if the Evolution is activated, it will strike a total of 3 times. Each time dealing damage, stuns and increase it radius (become almost as big as poison, at the end). The damage after 3 strikes is close to fireball. Dealing a lot of damage to the tower and killing card like magic archer and evolved firecracker for only 2 elixir. The 3 stuns can also help a lot with attacking and defending (sorry sparky and troops/building charging their attacks)

Giant Snowball

GiantSnowballCard

Is a push too hot to handle? A giant, 2 Elixir Snowball will make them slow down for 2 seconds and chill out. As a side note, squishier troops tend to go splat while all but the heaviest of troops get knocked back. The Giant Snowball excels as a cheap, versatile disrupter.

Royal Delivery

RoyalDeliveryCard

I'm sorry, did anyone order pure defensive destruction? Purchase this package for 3 Elixir and it will be delivered with a slight delay, dropping from the sky, taking out air and ground swarms alike within its radius. Once it hits the ground, a Royal Recruit pops out to finish off the rest. It is perfect for defense, however not for offense, as it can't be placed on the opponent's side! You know what they say, 3 seconds or it's free!


Rare

Fireball

FireballCard

Aaaanndd… Fireball! A fiery rock pummels the Arena and anything else in its small radius dealing significant damage to all enemy troops and buildings, air or ground, for 4 Elixir. It can even knock back some ground troops! It easily destroys low hitpoint troops and cripples medium hitpoint units.

Rocket

RocketCard

For a hefty 6 Elixir you can destroy a push, a building, or... your Elixir. The ridiculously high damage comes with a ridiculously small area of effect and a long delay, so be sure not to miss. Recommended targets include support troops, expensive buildings, and Crown Towers — bingo if you hit all three!

Earthquake

EarthquakeCard

Rocking the ground for 3 Elixir, this spell is perfect for clearing small swarms, slowing units down, and doing even BIGGER damage to buildings! Even if there are no buildings in the opponent's deck, this spell can still deal decent damage to towers. However, it doesn't damage flying units (it is an EARTHquake, after all).


Epic

Goblin Barrel

GoblinBarrelCard

3 Goblins for 3 Elixir that can be spawned anywhere in the Arena — perfect for a surprise attack! If left ignored, it can deal heavy damage to towers for an unparalleled low cost, but these Goblins are easily countered by swarms or spells and are relatively slow to begin attacking.

Lightning

LightningCard

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

FreezeCard

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.

Barbarian Barrel

BarbarianBarrelCard

An angry Barbarian in a barrel rolls a moderate distance, dealing moderate damage to troops and buildings, then breaks open and goes to town with his sword. Despite falling short of reaching the Crown Towers, for 2 Elixir this card can protect, attack, and distract all at the same time.

Poison

PoisonCard

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

RageCard

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

CloneCard

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

TornadoCard

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

MirrorCard

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.


Legendary

The Log

TheLogCard

It rolls. It crushes. It knocks back. It's none other than The Log. In a glorious entrance accompanied by a holy choir chanting "LOG!", a spiked log rolls across the Arena floor, dealing moderate damage and knocking back every enemy ground unit in its path for just 2 Elixir! Recommended targets include the Princess, low health support troops, and every ground swarm. But it can't hit air units, so don't Log a Minion Horde!

Graveyard

GraveyardCard

This portable 5 Elixir ritual starts a swarmy skeleton party anywhere in the Arena! With its timed release of an entire Skeleton Army, the Graveyard can easily overrun towers if not countered with small units or area damage, and can also act as a last-second distraction late in the game.

All items (22)

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