For key information about all cards in the game, see Card Overviews.
Troops are cards that can be placed on the battlefield. Troops when placed on the field are permanent until defeated and will move towards the opposing Crown Towers with varying speeds (Very Slow, Slow, Medium, Fast, and Very Fast). Troops have a sight range where they will target the closest enemy to them. Their attack range can vary between Melee and Ranged, with Melee troops being further classified into different ranges (Short, Medium, and Long). Troops can be either ground or air, with the latter being able to fly over buildings or the river, with some troops being able to target both ground and air troops. Certain troops cannot be distracted by other troops, meaning that buildings are required to distract them. Certain troops can spawn from other non-troop cards such as Goblins and Skeletons spawning from the Goblin Barrel and Tombstone respectively.
Strategy
- As troops can move, it is sometimes worth to counter an opposing troop with a more expensive troop, assuming that your defending troop survives. It can then be used for a counterattack.
- Slow-moving troops are great to be placed behind the King Tower in order to start a push with them. However, beware of spells that might be used against them and the Princess Tower.
- A risky but effective tactic is to start the battle with a cheap but fast troop at the bridge. This will either force the opponent to respond with a counter which can allow the player to scout the opponent's deck or ignore the attack completely, generating early damage to the Princess Tower.
- Swarm troops will spawn each individual troop with a slight delay from the previous one. Their deployment is from the left-most troop to the right-most troop and from front to back.
- In the case of the Goblin Gang and Rascals, the Goblins and Rascal Boy will spawn before the Spear Goblins and Rascal Girls respectively.
- Be careful when sending lone building-targeting troops alone, as this is a good opportunity for the opponent to stack up multiple troops for a massive counterattack.
- Certain troops are immune to all forms of knockback, with the exception of The Log and Monk. As such, spells like Fireball and Giant Snowball should not be used to knock them back. The Lava Hound is an exception to this, as he is also immune to the knockback of these cards, due to being an air troop.
- Troops that spawn other troops after death are immune to the curse effect of the Mother Witch and do not count as souls for the Skeleton King's ability, making them more effective against them.
- 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. 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.
List of Troops
Common
Archers
Two low-damage yet medium-ranged single-target troops. Targeting both ground and air, and lightly armored, they are inexpensive support troops or a quick defense against small pushes while costing only 3 Elixir. They're weak to decent splash damage like spells and such, though. For 2 Cycles, if their Evolution is active, then they become upgraded, proven from training with the Archer Queen, dishing out double damage for units, but only those far away! They're still weak to the same decent splash damage, but they're still tough!
Knight
A moderate-damage single-target melee troop. Despite only targeting ground, this jack-of-most-trades card can act as a great mini-tank and a fair defense against small troops with his moderate-high hitpoints and decent damage output. All for only 3 Elixir; good stats for his cost if you ask anyone! For 2 Cycles, if his Evolution is active, then his mustache upgrades up, and so does his stats-for-the-cost and his glorious now-purple armor! While walking, he recieves 60% less damage from EVERY damage source, so make sure to tackle him when he isn't still with another mini-tank instead of a ranged troop.
Bomber
A 2 Elixir high-damage and medium-ranged splash troop. While fragile and only targeting ground, it is decent against medium to large swarms and can deal great damage behind a tank for its price. For 1 Cycle, if his Evolution is active, the Bomber's bomb bounces twice after the initial throw! Dealing heavy amounts of splash damage and greatly increasing its chances of hitting the Crown Towers! Talk about value!
Skeletons
Three fast, low-damage single-target melee troops. They only target ground and are completely unarmored, but are very useful. They can distract enemies when timed right or just exist to cycle your deck for the dirt-cheap price of 1 Elixir! Think about the amount of value! For 2 Cycles, if their Evolution comes active, they evolve. When they attack, another evolved skeleton with a fresh ushanka gets summoned through the arena, and so forth, meaning you need to tackle them before their numbers snowball significantly, even if it's a maximum of 8 evolved skeletons! Speaking of Snowballs...
Barbarians
Five single-target melee troops with thoroughly average stats. Despite only targeting ground, they are a mighty collective force and can swiftly deal with a great variety of threats for 5 Elixir, but keep them away from powerful splash cards. For the low price of ONE cycle, if their Evolution comes active, they gain a base stat increase, meaning it'd be tougher to counter them with powerful splash cards. And you'll better wish you don't hurt 'em, 'cause if you do, they get ENRAGED; emotionally and potionally!
Electro Spirit
Completing the quartet of 1 Elixir spirits, it boasts the same cost, hitpoints, and move speed as them while also bringing a killer mustache to the table. Although its damage and stun duration don't match that of the Ice Spirit, its attack will chain onto up to nine units within four tiles of each other, allowing for some truly shocking effects that can stretch far across the arena, even all the way to your opponent's King's Tower!
Skeleton Dragons
These smaller, skeletal cousins of the Baby Dragon move just as fast while packing almost double the punch! However, their bones seem to be a bit brittle, as they have much less health, and their belches don't cover as wide of an area. Their 4 Elixir cost also hasn't changed, meaning most of their utility comes down to how long they can avoid having their bones scattered. But there are two of them, so they can help defend in both lanes simultaneously.
Fire Spirit
One very fast, near-melee splash troop that packs a flaming hot punch for only 1 Elixir! It is an excellent defense against tightly-packed swarms and glass cannons, and adds a second layer of offense to even the smallest pushes. However, it can be easily snuffed out due to its low hitpoints, so constantly look for opportunities to sneak it onto enemy troops, preferably melee troops.
Bats
Five single-target melee units that offer good defensive and offensive value despite their very weak stats. Fragile but fast flying units, Bats can attack both ground and air units and can easily deal with solo mini-tanks. At just 2 Elixir, Bats can fortify and cheapen your deck. For 2 Cycles, if their Evolution comes acive, then they become VAMPIRE bats, healing themselves whenever they attack. But what's healing when they're literally as fragile as skeletons? Well, they get a small stat buff, and they can increase their health past their maximum!
Royal Recruits
Six fairly tough melee ground troops spread out in a horizontal formation across the arena. With the addition of a shield to absorb otherwise devastating strikes, they can distract and repel most enemies and act as a capable shield for other units across both lanes, though this is for a hefty 7 Elixir, so use them wisely, for they come weak to huge splash damage. For 1 Cycle, if their Evolution is active, they close their eyes and pretend they're riding ponies and having metal buckets. When they walk enough tiles, they charge with double speed and hit for double damage when they hit a target while charging! They also charge when their shield breaks.
Royal Giant
An infamous, hulking beast of a man. Costs 6 Elixir for a great single-target damage to buildings. High in health with somewhat good range, his powerful cannonballs plough through any building he decides to shoot. He's vulnerable to high damage dealers, but he doesn't care. He'll still land a few smacks anyways. For 1 Cycle, if his Evolution is there, he upgrades his weapon to giant golden cannon balls! It's so awesome, everytime he fires one of those giant balls, he emits a shockwave around himself that knocks back everyone near him.
Ice Spirit
This fast, 1 Elixir snowball has excellent defensive and offensive capabilities due to its freeze, which can reset channeled abilities, force enemies to retarget, or even freeze the opposition as potent support in a push. Its cheap cost also makes it great to quickly shuffle through a player's deck, and it's got enough health to survive one attack from most units while it deploys, allowing it to get the jump on them. But what if 1 isn't enough? Well for 2 Cycles, if its Evolution is active, it will blast a total of 3 times! Leaving plenty of time to defend the unit is jumped on.
Skeleton Barrel
A 3 Elixir barrel packed with bones that drifts through the air looking for towers and trouble. It's a bit on the fragile side, but it soars quickly through the arena. When it makes contact with a building, or when the barrel balloons get popped, it explodes and drops seven sword-swinging Skeletons ready to party!
Elite Barbarians
A pair of upgraded Barbarians for 6 Elixir, notorious for their sheer combined speed and melee power. Together, they can wreck tanks, evaporate glass cannons and shred down building-targeting units, though they're easily distracted and are especially weak against large swarms. Brain? How about some brawn instead!
Firecracker
This former Archer has turned rebellious, bringing a firework to cause havoc in the arena. While frail for 3 Elixir, she'll push herself back with every attack, making it harder for enemy troops to reach her. Whenever her rocket hits a target, it will split into smaller sparks that deal damage to troops or buildings behind it. But be careful; a smart opponent can use her shrapnel to activate their King's Tower! For 2 Cycles, if her Evolution is fired up, she gets fired up too. Both her initial attack and her shrapnel she fires lands sparks which deal damage around an area. She also has a higher shot of surviving her past's weapons; Arrows!
Rascals
A 5 Elixir value pack of a trio of trouble, with one boy and two girls. The boy absorbs damage from the front as mini-tank and melee attacker, while the high damage but low health girls fire from behind! With big health and big damage combined, this card is a complete wombo combo of a push by theirselves, but it's less wombo if one of their gum-slinging or sword-swinging engine(s) get(s) chopped off.
Rare
Valkyrie
A 4 Elixir powerhouse with high health. She swings into a 360º attack to take out swarms and support troops alike and is a strong mini-tank. Despite this, she can't reach air troops and her slow movement speed leaves her susceptible to ranged attacks. For 2 Cycles, if her Evolution is active, every time she attacks, she summons a mini Tornado, pulling both ground and air units. Good for pulling building targetable troops away from the Crown Towers.
Mega Minion
A 3 Elixir flying armored minion with below-average health and high damage. Think of it as a glass cannon, but in the air where the glass can't be easily broken! Has slightly less damage than three Minions combined, but its moderate-high health which gives it high resistance to attacks makes it a strong force against towers and medium-health units. Its only weakness? Swarms, ranged units, and cupcakes.
Battle Ram
A fast but fragile 4 Elixir surprise to smash into buildings and disrupt the defense. Once it gets charging, it must be taken out before it rams into a tower, or the target will take double damage! Two Barbarians also pop out after the ram is destroyed or crashed, making this card is reliable for both defense and offense.
Royal Hogs
For 5 Elixir, you get four moderate health, low damage troops that rush the enemy tower, jumping over rivers if they have to. Be warned, their speed and numbers make them difficult to stop, although area damaging units or spells can take them out easily. Despite everything, one question still get left unanswered... who let the hogs out?
Battle Healer
The Battle Healer has relatively high hitpoints and medium damage for her 4 Elixir cost. Whenever she hits something, she heals herself and all troops around herself. When not attacking for five seconds, she begins healing herself. Even though she has wings, she cannot attack air units (she can hover like them though). Although her damage and healing effect may initially seem weak, she can quickly heal up support troops out of range of a lethal attack, making her very effective at snowballing the opponent.
Zappies
If it moves, then it won’t for much longer. This 4 Elixir trio of menaces will stun a target until it is destroyed, making them exceptionally effective on defense or as support. However, be sure to protect them against swarms and splash damage due to their slow hit speed and moderately-low hitpoints.
Heal Spirit
This little guy runs, jumps, and splashes just like his Spirit siblings, all for the same 1 Elixir cost. The difference? When he jumps onto your opponent's troops or buildings, he'll deal damage to them while healing your troops that are around him. However, he's weaker than his siblings when he doesn't have anything to heal.
Elixir Golem
A hefty mound of Elixir, dividing into two Elixir Golemites with half its stats that, in turn, divide into two sentient Elixir Blobs with half of their stats each, the Elixir Golem provides formidable tanking and damaging ability for the very low price of 3 Elixir. Do be warned - when your opponent manages to divide it into its lesser stages, they get 1 Elixir from the Golem and 0.5 Elixir per Golemite/Blob destroyed - be careful with the 4 Elixir this card gives your opponent!
Epic
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.
Legendary
Mega Knight
Know his power, because this super soldier lands with a BOOM, dealing massive area damage to all of these ground guys around him, then jumps to the next target in range, landing with another BOOM! If he's not jumping, he'll smack, with powerful melee splash damage! He has very high hitpoints for 7 Elixir, but can still be defeated by high damage units due to his slow attack.
Ram Rider
She lands into the arena on her trusty ram, dashing to the nearest building while the rider snares and damages any nearby troops, slowing their travelling speed significantly. The ram deals massive damage when it collides with the tower. Like the Hog Rider, the ram is able to jump over the river, all for 5 Elixir. Nothing will stop this inseparable duo!
Electro Wizard
POW! For just 4 Elixir, he lands with a free zap and continues to zap two opponents at once or deal double damage to a single foe, making him a stunning support troop anywhere. He has moderate health, and is easily defeated by swarms and high health tanks, but you have to admit, he's shockingly awesome.
Sparky
Wait… where did my entire push go? For 6 Elixir, Sparky is a powerful machine with moderately high hitpoints that nukes a small area on the ground every 4 seconds, making her a juggernaut on both defense and offense. However, her very slow attack rate allows her to be easily surrounded or distracted. Also, any and all electricity (barring the Tesla) causes her to short-circuit and restart her charge.
Miner
This underground mini-tank is always a surprise to the opponent! For 3 Elixir, he has a lot to offer: moderate hitpoints, damage and the ability to go anywhere in the Arena! He can be a quick mini-tank for smaller troops or easily sabotage enemy buildings, but watch out for swarms, as he can't do much against them.
Princess
Royalty steps into the Arena! For 3 Elixir, she sets anything on fire with her moderate hitpoints, area damage, and very long range! She easily defeats any swarm, and can outrange buildings; even your opponent's Crown Towers with flair! However, she is fragile and slow to attack — her dreams are easily crushed (along with herself).
Phoenix
At the hot price of 4 Elixir, this Phoenix fills its role as figurative and literal heat. It packs moderately low health, with decent damage, and to compensate, it will lay an Egg (topped with death damage) when it dies. The egg has low health, and if it isn't destroyed quick enough, it (unsurprisingly, but epicly) spawns a brand new Phoenix. One should consider protecting the egg it lays with a mini-tank. But if they do, they'll consider small spells to extinguish out the fire it lays.
Royal Ghost
A vengeful spirit is haunting the Arena! For 3 Elixir, he has moderate hitpoints & area melee damage and can become invisible, being fully unable to be targeted by troops or buildings. He strikes enemies and towers before they even see him and clears swarms with ease. However, he has a slow attack speed, leaving him susceptible to other mini-tanks.
Ice Wizard
Chill out! This wizard has moderate hitpoints, deals low area damage that slows units and spawns with frost around him that slows enemies (and also deals tiny damage to boot). For 3 Elixir. It may not seem like much, but he can stop enemies in their tracks, making him an nice support troop. Although his slow attack rate and low damage make him ineffective alone, so this chill pill is best used as support.
Magic Archer
An inspiring idol for Archers (besides their Queen)! For 4 Elixir, he has moderate health, damage and the ability to send his arrow even further than his targeting range. He can safely pierce buildings from afar, as well as multiple targets within the arrow's linear path, and can easily clear swarms. However, tougher troops and heavy spells will easily destroy him.
Lava Hound
A majestic flying beast that targets buildings with very high hitpoints but low damage. When defeated, it splits into 6 spread-out Lava Pups that can easily overwhelm, each dealing larger damage than the Hound, and with moderately low health. However, this tank is slow and expensive at 7 Elixir, and must be well-supported.
Lumberjack
A powerful glass cannon for 4 Elixir, the Lumberjack provides high damage and speed with moderate hitpoints. He shreds tanks, towers, and even small swarms with his extremely fast attack speed and high damage, making him formidable whether on defense or offense. He also drops a bottle of Rage when he falls, boosting any friendly units nearby! Oh yeah, about The Log? The axe forgets, but the tree remembers...
Mother Witch
For 4 Elixir, this witch cackles wildly as she curses her foes, causing them to turn into Cursed Hogs if they fall during the curse's effect. Against a large swarm of units, she can quickly create an army to assault opposing buildings! However, her damage is low, so bulky units will shrug off her curse and make quick work of her. Save her for an opportune moment in order to start cooking up a pig stew!
Fisherman
Get over here! The Fisherman pulls troops towards him with his hook so he can slow them and kill them with a slap from his daily catch (and a little help from a Princess Tower occasionally). Against buildings, he pulls himself towards them to save the time and energy of walking towards them. He's a bit weak to tanks and swarms, but all this hook, line, and fish slap for only 3 Elixir? That's a steal!
Champion
Golden Knight
The Golden Knight makes a force through the Arena, slashing enemies through the power of his moderate damaging sword and absorbing through his very healthy golden bodyplate, all for 4 Elixir. As long as he's staying alive on the battlefield, you can pay an extra 1 Elixir for a Dashing Dash, causing him to run around until he approaches an enemy, instantly dashing through a foe through another for up to 10 times, and delivering mean swings afterwards! On top of everything else, very much like his former associate, the Bandit, he is completely invulnerable to anything while dashing! Combine that with his constant dashing without a skip, and you get a juggernaut who's literally and figuratively gold.
Skeleton King
For 4 Elixir, the almighty dynast of the dead rises through the Arena, clubbing everything through his way with a moderate damage melee splash attack! While he stays in the Arena, any form of life destroyed in the entire battlefield, whether it be friend or foe, will make a fine addition to his Soul Counter, albeit with a limit of 14 souls. Then, for 2 Elixir, you can use his Soul Summoning ability right above your hand. It will release all of the souls he kept for battle in form of Skeletons around a royal Graveyard aura around him, and adds in 6 more Skeletons among the skeleton squad! Be a bit cautious, as some splash damage dealers will shrug off his reincarnated henchmen and kill a royal entity not even he could revive.
Archer Queen
The queen of all Archers. A powerful glass cannon rocks the Arena with her crossbow and its mean bolts that she constantly fires rapidly for 5 Elixir. However, an extra dirt-cheap 1 Elixir can be spent for her Cloaking Cape ability, mitigating the glass part of her by turning herself invisible à la the Royal Ghost; unable to be targeted for a while! For the cherry on top, she also increases her fire output for herself significantly while under her invisibility cape, dishing out more impressive loads of damage onto her foes while still being safe inside her hidden cloak! She's vulnerable to heavy spells, large swarms and such, and walks slower under her maybe heavy cape, but with great power comes great responsibility, so be careful!
Mighty Miner
You don't need a shovel to mine skillfully! One big, strong, drilling punch-packer is spawned for 4 Elixir! He packs high health, weak damage that ramps up over time to significant measures, similar to the Inferno Dragon. He can take out large, tanky troops (or your tower) with just a drill, but struggles with swarms! But wait, there's more! In hectic times, you can pay 1 Elixir to activate Explosive Escape, which makes him drill underground and cross over to its other side! Before digging, he will leave a big bomb à la Balloon, dealing moderate damage to troops, and annihilating swarms (aka the reason he's heading out in the first place). So when you face this mega mine muncher, prepare for climax, and expect the unexpected!
Little Prince
Now which one of you let your nephew to the arena? This mischevious brat loads in his crossbow and fires them at, well, enemies. His crossbow attack ramps up in DPS the longer he stays still, and unlike the Inferno Dragon, he doesn't stop his crossbow's ramping up when he destroys an enemy. He does stop when he moves an inch, though, making knockback like a Giant Snowball handy. Kids without parental figure supervision, right? Wrong! For 3 Elixir, you'll activate Royal Rescue to meet his guardian; Guardienne, creating the most mischevious tank + glass cannon combo since the Rascals. She dashes her way from her King's Tower and on the way to the Little Prince himself, damaging and knocking back enemies, and hopefully letting said Prince stay a little longer to charge his crossbow.
Monk
Make the opponents wish they've never fought in the first place with this peacemaking powerhouse! With 5 Elixir, a tank is spawned, attacking through foes through melee attacks, with the third one dealing triple the damage of said attack AND pushing the victim a few tiles back. Most of his power lies in Pensive Protection, a 1 Elixir ability you can spend to cast a zen shield around itself. When a projectile approaches it, he'll throw hands, nullifying AND deflecting it to the nearest Crown Tower. It can deflect a lot from fire to ice. And yes, it can deflect projectile SPELLS. That includes Rockets. It can deflect as long as it is travelling in the air with velocity not too high, meaning it cannot deflect stuff like Inferno Beams, stunning electricity, or a sword.
All items (100)