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Wild Shard


“Destroying enemy buildings with his massive cannon is his job; making a raggedy blond beard look good is his passion.”

The Royal Giant is a Common card that is unlocked from the Royal Arena (Arena 7). It spawns a slow, single-target, building-targeting, medium-ranged, ground troop with high hitpoints and high damage. His appearance is similar to that of a Giant, but he sports a darker colored cloth coat, has a mustache with sideburns which go down to his chin, and wields a cannon in one hand and a cannonball in the other. A Royal Giant card costs 6 Elixir to deploy.

Strategy

For Battle Decks with this card, click here

  • Since the Royal Giant is a ranged troop, he will not protect any melee or short-range troops from enemy defenders, making his high hitpoints nearly worthless as a meat shield. However, it is possible to use the Royal Giant as a tank if the player puts down melee troops after the Crown Tower targets the Royal Giant.
  • The Cannoneer works much better against him than the Tower Princess due to his higher DPS.
  • The Royal Giant works decently well with the Dark Prince. The Royal Giant can tank for the Dark Prince while dealing damage, while the Dark Prince can counter defending troops and swarms, while also pushing him towards the Crown Tower, possibly allowing him to connect earlier. However, high DPS tanks such as the P.E.K.K.A can still destroy this combo.
  • The Princess, Magic Archer, and the Flying Machine can stay safely behind the Royal Giant since they have a longer range than him. Keep in mind that spells such as The Log and certain troops can nullify this synergy.
  • Generally, ranged support cards should be placed at a slight distance from the Royal Giant, so that they attack troops that are on top of the Royal Giant while they are on your side. This will make these support troops harder to deal with troops.
  • The Minion Horde, Skeleton Army, and Barbarians can effectively counter a Royal Giant due to their high damage output, minimizing the amount of damage the Royal Giant is able to do. However, these swarms are defeated easily by supporting splash units like the Wizard or spells like Arrows. Other high damage per second units like the Mini P.E.K.K.A, Lumberjack, or Elite Barbarians are more reliable due to their higher hit points.
    • When countering a Royal Giant with a P.E.K.K.A, the P.E.K.K.A should be deployed on top of the Royal Giant and in his path. This will cause the P.E.K.K.A to push him back slightly due to her high mass. This causes the Royal Giant to get one less shot onto the Crown Tower.
    • Note that the player can take advantage of the lack of those cards by baiting them with other high pressure cards like a Dark Prince. After doing this, the Royal Giant can be used in the other lane with less resistance.
    • The Royal Giant synergizes quite well with the Fisherman. The Fisherman will pull any high damage per second troops away from the Royal Giant, which will force the opponent to drop more Elixir. However, this can be easily predicted and your opponent may drop a distraction card to distract the Fisherman. You can also use the Fisherman to snipe buildings by placing him at the middle of the river to finish of buildings like the Inferno Tower to help your Royal Giant break through.
  • The Royal Giant can be used to kite slow moving troops like the P.E.K.K.A into the other lane, while also threatening the opponent's Crown Tower. It is recommended to have spells and cheap troops ready though when using this method.
  • The Ice Wizard's ability to slow down troops can also be an effective support option to make the Royal Giant less of a threat. On the contrary, he can also be a great assist card for the Royal Giant by crippling the attack speed of counters to the Royal Giant or for killing swarms used against the Royal Giant.
    • Stunning cards like the Zappies can work in a similar way. Placing them beside the Tower will make them line up vertically and efficiently stagger the timing of their stuns, leaving the Royal Giant nearly immobile, preventing a lot of damage. However, this allows for spells like Fireball to gain value by hitting the Crown Tower and the Zappies.
  • During Single Elixir time, it is most recommended to make pushes with the Royal Giant from the back of the King Tower instead of the bridge. This will make it so that the opponent cannot gain much value from countering a lone Royal Giant while the player lacks the Elixir to support the Royal Giant. Once Double Elixir time starts, the player can be more reckless with the Royal Giant and start using him at the bridge.
  • The Inferno Tower is one of the best counters to the Royal Giant, as it distracts the Royal Giant while melting it down quickly with its unravelled resulting damage per second. However, beware of spells such as Zap or Lightning as they can be quickly deployed to reset the ramp-up damage. Other buildings are less effective so they should only be used in conjunction with other cards.
    • Even if the opponent lacks an Inferno card, Lightning is a useful support card to the Royal Giant as he will often force more than one card out of the opponent's hand, allowing the spell to gain positive Elixir trades.
    • Other cards with stun effects like the Electro Dragon and Electro Wizard are also great synergies with the Royal Giant for similar reasons, while also being able to provide additional support against swarms.
  • Placing him on the end of the bridge allows him to attack the enemy Crown Tower after taking just a few steps, making him a pressing threat. After destroying one Tower and opening the lane, he can be placed in the middle of the opponent's map to almost immediately attack the second Crown Tower. He should be placed 1 tile down from the center so that he is out of the King's Tower's range during his deployment time. Since he can single-handedly take down a Crown Tower, this is very effective in the Overtime period, as the mere threat of the Royal Giant typically deters opponents from using all of their Elixir at once to attack, allowing the player to defend more flexibly.
  • If the player fails to place a building on time and an opposing Royal Giant locks on to the Crown Tower, they can use a stunning card to cause the Royal Giant to retarget and hit a placed building instead. If none of these cards are available, the player can also move the Royal Giant by using a Fisherman, a Tornado, a spell that has a knockback effect, or placing troops or buildings on top of him, which also forces a retarget.
    • Even if the player does not try to cause a retarget, the Tombstone and Goblin Cage should be placed directly on top of the Royal Giant. This will have the Skeletons or Goblin Brawler immediately attack the Royal Giant, which will prevent more damage than if the building was placed at a distance. However, this leaves the troops vulrenable to attackers from the bridge.
  • He pairs well with Minions and Bats. They have the damage to handle opposing swarms and even bulkier units like the Mega Minion while the Royal Giant tanks for them. Additionally, if the opponent decides to defend against the Royal Giant with the Inferno Tower, these troops will be able to distract the Inferno Tower, allowing the Royal Giant to deal sufficient damage to it, eventually destroying it. This strategy can also be replicated with the Skeleton Barrel.
    • Conversely, if placed properly, Bats combined with a Cannon can fully counter the Royal Giant for a slight positive Elixir trade.
  • The Royal Giant synergizes with the Witch. The Witch is able to attack air troop counters to the Royal Giant, while her Skeletons distract heavy hitting counters to the Royal Giant. Both are also ranged, meaning that the Witch can safely stay on the player's side while the Royal Giant is attacking. However, this can be easily stopped by waiting for the Witch to reach the Royal Giant, then deploying a melee splash troop on top of them, such as the Valkyrie.
    • Similarly, spawner buildings like the Furnace and Goblin Hut also pair well with the Royal Giant, as they can constantly chip against enemy swarms, or discourage the opponent from placing swarms to counter him. These buildings can also be preplaced for when the player wants to start a Royal Giant from the King Tower, as they will discourage the opponent from attacking.
  • The Royal Giant is a great counter to siege buildings such as the X-Bow and Mortar. Since he has decent range, high health, and only targets buildings, he can stand on your side while tanking the siege building and taking it out on his own. This is especially potent against the Mortar as he will stay outside its blind spot and keep it distracted. After defeating the buildings, he will still have above half of his health for a counter push.
    • If a building is placed too close to the river, the Royal Giant can be used to snipe that building from your side. This is especially useful against spawner buildings to prevent them from accumulating more troops, though it is recommended to combine him with spells, to defeat any existing troops that spawned while sniping the building.
  • The Barbarian Barrel pairs well with the Royal Giant. The Barbarian Barrel will be able to kill any ground swarms placed on top of the Royal Giant, and when the Barbarian spawns, he will help against single units placed on top. The Royal Giant will tank for the spawned Barbarian, possibly allowing him to connect to the Crown Tower afterwards.
  • Spirit cards are a cheap but decent way to support a Royal Giant push. They are reliable against swarms, and have secondary effects that can help the Royal Giant generate damage to the Crown Tower. Because of the Royal Giant being close to the bridge, there are also less placements for the opponent to effectively block without them positively affecting the Royal Giant in some way.
  • In Giant versus Royal Giant matchups, the Royal Giant should attack in the same lane as the Giant if they are placed in the back. Even if both players support their tanks with the same troops, the Royal Giant will have been able to gain more damage to the opposing Crown Tower than the Giant will have, despite the lower hitpoints.
  • While the Royal Giant does not have enough range to attack the Crown Towers from the river, he cannot be used to activate the King Tower with a Tornado or a Fisherman, and he will not get into range of the King Tower by these cards. Because of these, it can sometimes be beneficial to take advantage of positive Elixir trades with spells by activating the King Tower.

Statistics

Cost
Elixir
Hit Speed
Damage Speed
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
6 1.7 sec Slow (45) 1 sec 5 Buildings x1 Ground Troop Common
Level
Level
Hitpoints
Hitpoint
Damage
Damage
Damage per second
DPS
1 1,200 120 70
2 1,320 132 77
3 1,452 145 85
4 1,596 159 93
5 1,752 175 102
6 1,920 192 112
7 2,112 211 124
8 2,316 231 135
9 2,544 254 149
10 2,796 279 164
11 3,072 307 180
12 3,372 337 198
13 3,708 370 217
14 4,068 406 238
15 4,464 446 262

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 110,000 Damage to enemy Troops or buildings 200 Royal Giant cards
25 XP
2 Deal a total of 335,000 Damage to enemy Troops or buildings 2,000 Gold
25 XP
3 Deal a total of 560,000 Damage to enemy Troops or buildings 150 Gem
25 XP
Tower Tapper
Tower Tapper
1 Hit enemy Crown Towers a total of 780 times 3,000 Gold
100 XP
2 Hit enemy Crown Towers a total of 2,200 times 200 Common Wild Card
100 XP
3 Hit enemy Crown Towers a total of 3,850 times 5,000 Gold
100 XP
Siege Weapon
Siege Weapon
1 Hit towers at least 8 times within a single battle a total of 80 times 100 Banner Token
150 XP
2 Hit towers at least 8 times within a single battle a total of ? times 125 Banner Token
150 XP
3 Hit towers at least 8 times within a single battle a total of ? times 150 Banner Token
150 XP

History

2016

  • The Royal Giant card was added to the game on 29/2/2016, in the March 2016 Update.
  • On 23/3/2016, a Balance Update, increased the Royal Giant's damage by 20%.
  • On 3/5/2016, the May 2016 Update, increased the Common card Level cap to 13 (from 12) and also changed his description. It used to say, “Sighting his massive cannon at enemy buildings, the Royal Giant comes in like a wrecking ball.” The same update also fixed the “range bug” and decreased the Royal Giant's range but was compensated with a range increase. Overall, his range was increased to 6.5 tiles (from 6 tiles).
  • On 18/5/2016, a Balance Update, decreased the Royal Giant's damage by 4%.
  • On 24/8/2016, a Balance Update, increased the Royal Giant's attack time interval to 1.7 seconds (from 1.5 seconds) and his first attack time interval to 0.7 seconds (from 0.5 seconds).

2017

  • On 19/4/2017, a Balance Update, increased the Royal Giant's deployment time to 2 seconds (from 1 second).

2018

  • On 1/10/2018, a Balance Update, decreased the Royal Giant's range to 5 tiles (from 6.5 tiles), increased his damage by 60%, and decreased his deployment time to 1 second (from 2 seconds).

2019

2021

  • On 6/9/2021, the 2021 Quarter 3 Update, increased the Royal Giant's first attack time interval to 0.9 seconds (from 0.7 seconds).
  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).

2022

  • On 2/9/2022, a maintenance break, changed the Royal Giant's card image and added a card render to the Royal Giant's card info screen.

2023

  • On 19/6/2023, the Card Evolution Update, increased the Level cap of all cards to 15 (from 14), and added the Royal Giant's evolution. It also added the Siege Weapon Card Mastery task for the Royal Giant.

Gallery

Trivia

  • In the Spanish and Finnish language settings of the game, the Royal Giant's name translates to "Noble Giant".
  • The Royal Giant is 1 of 14 troops which bring an excited reaction from the audience upon spawning and brings a collective groan from the audience when defeated, as well as a concerning gasp when the opponent plays him, the others include the Giant, P.E.K.K.A, Giant Skeleton, Goblin Giant, Golem, Bowler, Electro Wizard, Inferno Dragon, Sparky, Lava Hound, Night Witch, Super Lava Hound, and the Monk.
    • He is the only Common card which brings an excited reaction from the audience upon spawning and brings a collective groan from the audience when defeated, as well as a concerning gasp when the opponent plays him.
  • Despite wearing an armor, he has less hit points than an equal-level Giant. This is likely for balancing reasons.
  • The cannon he wields appears to be the turret of a Level 7 Cannon in Clash of Clans. His Star Level 2 skin has a cannon that resembles the Level 10 Cannon in Clash of Clans.
  • Oddly, the cannonball he holds is larger than the cannonball fired from his cannon. Even so, the Royal Giant can be seen loading this cannonball back into the cannon during the recoil animation after he fires.
  • The Royal Giant was once very infamous among players for being overpowered due to his range and high hit points, meaning that he was harder to take down before landing a highly damaging shot. This is referenced in the game a few times:
    • A Loading Screen Hint that reads “All cards are created equally… even Royal Giants.”.
    • A post-battle 2v2 message that says “Nerf the Royal Giant”.
  • The Royal Giant is the subject of 2 Emotes.
    • He is also the only card in which an Emote has changed.
    • The Royal Giant Gorgeous Emote is a reference to the Royal Giant's card description.
  • Despite the Damage Dealer Card Mastery task mentioning that the Royal Giant can deal damage to troops or buildings, he cannot progress the task by dealing damage to troops.
    • The Royal Giant is 1 of 5 troops that cannot deal damage to other troops whatsoever, the others being the Giant, Hog Rider, Royal Hogs, and Elixir Golem.
      • However, their card evolution changes this, as the recoil from shooting will cause them to deal area damage to any ground troop nearby.
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