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Clash Royale troop cards - see what you're playing with
Clash Royale is yet another title from Finnish developer SuperCell, who, we can say, revolutionized the mobile games market. Clash Royale is a highly competitive game with some relevance to the primary success title - Clash of Clans. On the wave of Clash of Clans' popularity, SuperCell decided to create a MOBA-like mobile version of CoC.
In MOBA - a Multiplayer Online Battle Arena - as the name suggests, you have an arena. The origins of the genre reach back to the early 2000s when the Defense of the Ancients Warcraft 3 mode was created. The gameplay revolved around three lanes connecting the opposing Ancients, with teams of players struggling to destroy the enemies’ main building.
Obviously, due to technical, device limitations, Clash Royale was stripped of some features, but it’s still closer to the likes of League of Legends, or DotA 2 than to its mother game, Clash of Clans.
Table of contents:
What are Clash Royale troop cards?
What is Clash Royale?
In Clash Royale, you are facing another player of similar tier and skill level determined by the trophies. It’s not a team game - you are on your own. There are only two lanes as opposed to LoL and DotA 2 three lanes. At the very end of the arena, there is a King’s Tower. Earlier in the lanes, there are two Princess’ Towers. The match lasts up to three minutes with overtime if no towers are taken down. The dynamic gameplay with a lot of tactical outplay potential makes the title another bestseller app from SuperCell, filling their pockets with millions of Euros.
Some troops were transferred from Clash of Clans to Clash Royale with their traits more or less unchanged. Some troops were added, but they still fit into the SuperCell’s convention. In today’s guide, we’ll have a closer look at them.
What are Clash Royale troop cards?
There are several possible division methods as far as Clash Royale troops are concerned. Due to the fact that in the game you visit multiple Arenas, specific cards are available at a selection of them. For example, if you are stuck in the P.E.K.K.A.’s Playhouse, don’t expect to land an Ice Golem card.
By picking a card from your deck, you are sending certain troops into the battle, casting a spell, or placing a building. Each of them has different properties, and using these traits to their maximum potential can be game-changing. The mechanics of deploying the troops is something between the Pokemon and Yu-Gi-Oh!, but we will talk about basics in our Clash Royale beginners guide.
Clash Royale Troop Cards
Common
Clash Royale is a card game where you need to collect a specific amount of troop, spell, or building card to upgrade it to the next level. Usually, common cards are the most popular and easiest to level up, which makes them strong early on. In the initial stages of your progress grind, you should stick to them until the very moment you are able to upgrade higher-tier cards reliably.
It’s not that common cards in Clash Royale are useless once you obtain high enough Rare and Epic cards. Due to their traits, in some decks, they can fit in and provide clutch utility, which will make the deck thrive.
Minions
Arena: Training Camp (Tutorial)
Cost: 3 Elixir
Traits: flying, short-ranged.
Good against: single units, especially buildings-focused tanks, and melee ones
Countered by: splash damage (Fireball, Arrows)
Synergizes with: they’re great as a support troop and response card.
Archers
Arena: Training Camp (Tutorial)
Cost: 3 Elixir
Traits: ground, ranged
Good against: high HP single units and smaller swarms
Countered by: splash damage units (Wizard, Bomber) and spells (The Log, Arrows)
Synergizes with: a tank, that will pull the aggro away from them.
Knight
Arena: Training Camp (Tutorial)
Cost: 3 Elixir
Traits: melee, single target
Good against: it’s a great all-rounded unit capable in both defense and offense, not the best at any of these, but useful.
Countered by: swarms, especially air ones
Synergizes with: support troops of any kind.
Spear Goblins
Arena: Goblin Stadium (1)
Cost: 2 Elixir
Traits: group, ranged, single-target
Good against: buildings focused tanks
Countered by: splash damage
Synergizes with: a tank in front of them
Tips: they’re squishy, but they will deal a lot of DPS when left alone. This card can serve as bait for splash damage cards.
Goblins
Arena: Goblin Stadium (1)
Cost: 2 Elixir
Traits: group, single-target, melee
Good against: buildings-focused ground troops, single-target high HP unit, slow attacking units (like Sparky)
Countered by: splash damage
Synergizes with: a tank.
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Bomber
Arena: Bone Pit (2)
Cost: 3 Elixir
Traits: ground, ranged, splash damage
Good against: ground swarms
Countered by: high HP single units, air units, damaging spells
Synergizes with: a tank or mini-tank in front of him, units able to shoot air troop
Tips: due to his traits, he’s better on the defensive end to counter swarms of Goblins and Skeletons when your AoE spells are off the deck.
Skeletons
Arena: Bone Pit (2)
Cost: 1 Elixir
Traits: group, ground, melee
Good against: Skeletons work as an excellent cycle card, as they cost nothing, and bring some value of deployed properly. Can be troublesome, if no splash damage is at hand
Countered by: splash damage
Synergizes with: a tank pusher or as bait for splash spells.
Barbarians
Arena: Barbarian Bowl (3)
Cost: 5 Elixir
Traits: ground, melee, swarm
Good against: buildings-focused units and high HP single-target ones
Countered by: splash damage and air troops
Synergizes with: Rage, Lumberjack; decent support, or counter push troop.
Minion Horde
Arena: P.E.K.K.A's Playhouse (4)
Cost: 5 Elixir
Traits: group, flying, single-target
Good against: single units, especially ground, melee ones
Countered by: splash damage (Fireball, Arrows, Zap)
Synergizes with: other troops capable of holding aggro on themselves long enough for the Horde to do damage.
Bats
Arena: Spell Valley (5)
Cost: 2 Elixir
Traits: group, flying, single-target
Good against: single units, preferably ground and melee, decent response card on defense after your enemy blows up his splash damage
Countered by: they’re extremely squishy and any form of retaliation will render this card useless
Synergizes with: a win condition, that drags the damage away.
Fire Spirits
Arena: Spell Valley (5)
Cost: 2 Elixir
Traits: group, splash damage
Good against: any kind of swarms that has no shield, also good as a cycler
Countered by: high HP units that will render this trio of fireballs useless
Synergizes with: spells and troops that can hold enemies in a place like Tornado, Zap, or Ice Wizard.
Skeleton Barrel
Arena: Builder's Workshop (6)
Cost: 3 Elixir
Traits: group, ground, melee with a pop-up mechanic
Good against: this card is a decent filler in between win conditions, can often surprise the enemy
Countered by: splash damage after the pop-up
Synergizes with: cards that would bait enemy splash damage beforehand.
Royal Recruits
Arena: Royal Arena (7)
Cost: 7 Elixir
Traits: group, melee, ground, line-spawned
Good against: hard-hitting units; Royale Recruits make a decent defense with mediocre offensive potential
Countered by: air units and air swarms
Synergizes with: a defensive troop that can deal with flying units, like an Ice Wizard or a regular Wizard.
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Royal Giant
Arena: Royal Arena (7)
Cost: 6 Elixir
Traits: ground, ranged, single-target
Good against: can work as a secondary win condition
Countered by: swarms, high single-target damage dealers
Synergizes with: a tank in front of him, that would collect aggro so that Royale Giant can deal damage freely.
Ice Spirit
Arena: Frozen Peak (8)
Cost: 1 Elixir
Traits: ground, splash damage, and CC.
Good against: powerful units that are susceptible to hard CC, also great in cycle decks
Countered by: a shot from afar, before it reaches any significant targets
Synergizes with: anything deployed beforehand, so that the Spirit jumps and freezes onto something. It’s its utility that makes the card excellent overall.
Rascals
Arena: Jungle Arena (9)
Cost: 5 Elixir
Traits: group, mixed range
Good against: as a secondary win condition, as it requires dealing with them in multiple aspects, work well against tanks and mini-tanks
Countered by: a tank combined with splash damage, Giant Skeleton, for example
Synergizes with: swarms that would bait the splash damage spells out.
Goblin Gang
Arena: Jungle Arena (9)
Cost: 3 Elixir
Traits: group, ground, two ranged, three melee
Good against: powerful single troops; works great as bait for Log or Fireball
Countered by: Log, Fireball, and splash damage overall
Synergizes with: a tank.
Elite Barbarians
Arena: Hog Mountain (10)
Cost: 6 Elixir
Traits: ground, melee, group
Good against: splash damage defenders, tanks,
Countered by: swarms, spawners
Synergizes with: splash damage spells and units, Rage.
Firecracker
Arena: Hog Mountain (10)
Cost: 3 Elixir
Traits: ground, ranged, splash damage
Good against: pretty much anything if she’s allowed to shoot at all
Countered by: damage. Any
Synergizes with: a tank and a defenseless enemy
Tips: be careful using her, as she may trigger the King’s Tower by accident.
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Rare
Rare cards are not exactly what their name would suggest. Yes, they’re more scarce than Common ones, but still relatively easy to obtain and gather. They are not that much more powerful than previous ones or weaker than the next ones. Players usually use them for their traits rather than sheer rarity.
Mini P.E.K.K.A.
Arena: Training Camp (Tutorial)
Cost: 4 Elixir
Traits: ground, melee, single-target
Good against: ground tanks, great secondary win condition
Countered by: air troops, swarms
Synergizes with: splash damage protector, preferable air + ground.
Musketeer
Arena: Training Camp (Tutorial)
Cost: 4 Elixir
Traits: ground, ranged, single-target
Good against: high HP units and mini-tanks
Countered by: ground and air troops
Synergizes with: Valkyrie + Hog Rider.
Giant
Arena: Training Camp (Tutorial)
Cost: 5 Elixir
Traits: ground, melee, single-target, buildings-focused
Good against: many setups as a pure tank or second win condition
Countered by: swarms, high single-target damage
Synergizes with: support troops that can protect him, clear the way, or threaten with push while he’s tanking
Tips: you can use him to lure some troops away from the Towers.
Hog Rider
Arena: Goblin Stadium (1)
Cost: 4 Elixir
Traits: ground, melee, single-target, buildings-focused
Good against: buildings; heavy splash damage decks might have troubles stopping him
Countered by: fast swarms, hard crowd control
Synergizes with: Executioner who should protect him from hordes decently.
Valkyrie
Arena: Bone Pit (2)
Cost: 4 Elixir
Traits: ground, melee, splash damage
Good against: ground swarms and spawners
Countered by: high HP, high single-target damage, air units
Synergizes with: ranged units, high single-target damage units (Mini P.E.K.K.A.).
Battle Ram
Arena: Barbarian Bowl (3)
Cost: 4 Elixir
Traits: ground, single-target, buildings-focused
Good against: buildings if allowed to charge
Countered by: hard CC that resets its charge (E-Wiz, Zap),
Synergizes with: a tank and area damage that will make sure the Ram makes it to the Tower.
Mega Minion
Arena: P.E.K.K.A's Playhouse (4)
Cost: 3 Elixir
Traits: flying, single-target
Good against: air tanks, ground melee tanks
Countered by: air swarms (Minion Horde)
Synergizes with: Flying Machine, ground tank if it takes aggro beforehand.
Wizard
Arena: Spell Valley (5)
Cost: 5 Elixir
Traits: ground, ranged, splash damage
Good against: ground and air swarms
Countered by: high HP units
Synergizes with: most tanks, especially P.E.K.K.A.
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Flying Machine
Arena: Builder's Workshop (6)
Cost: 4 Elixir
Traits: flying, single-target
Good against: spawner buildings and spells, ground melee troops
Countered by: air swarms, ranged swarms
Synergizes with: Balloon, Lava Hound, Mega Minion
Tips: when going heavy on-air, be mindful of the enemy counter pushing with ground troops that will ignore your flying units.
Royal Hogs
Arena: Royal Arena (7)
Cost: 5 Elixir
Traits: ground, single-target, swarm, buildings-focused
Good against: Bridge hold decks, as Royal Hogs can jump over the River
Countered by: Bomb Tower
Synergizes with: Three Musketeers.
Three Musketeers
Arena: Royal Arena (7)
Cost: 9 Elixir
Traits: group, ranged
Good against: it’s a strong troop capable of dealing with anything, if not focused immediately
Countered by: AoE crowd control and damaging spells, its own Elixir cost
Synergizes with: Guards, that can take the initial hit onto their shield, Royal Hogs.
Ice Golem
Arena: Frozen Peak (8)
Cost: 2 Elixir
Traits: ground, melee
Good against: works well as a cycle card and fits well in Control decks
Countered by: buildings-focused troops can ignore him entirely
Synergizes with: Hog Rider, Fire Spirits; provides slow that allows for delayed spells to hit directly.
Dart Goblin
Arena: Jungle Arena (9)
Cost: 3 Elixir
Traits: ground, long-ranged
Good against: swarms on defense, as a split pusher
Countered by: damage, like at all (he’s made of paper)
Synergizes with: tank protection; works well as Runner.
Elixir Golem
Arena: Electro Valley (11)
Cost: 3 Elixir
Traits: ground, melee, splits upon death
Good against: opponents with low single-target defensive potential and cheap decks, which will not benefit much from additional Elixir
Countered by: heavy single-target damage and swarms, expensive decks
Synergizes with: as a secondary win condition.
Zappies
Arena: Electro Valley (11)
Cost: 4 Elixir
Traits: group, ground, ranged
Good against: units that hit hard but slow (P.E.K.K.A., Inferno Dragon, Sparky), good defensive units
Countered by: splash damage spells
Synergizes with: no particular synergy. It’s mostly a response, defensive card.
Battle Healer
Arena: Spooky Town (12)
Cost: 4 Elixir
Traits: ground, healing
Good against: single-target damage dealers, that are a threat to our tanks; using the Healer will force the enemy to invest some more Elixir,
Countered by: air troops,
Synergizes with: ground melee tanks, that she can heal.
Epic
Wall Breakers
Arena: Training Camp (Tutorial)
Cost: 2 Elixir
Traits: ground, splash damage
Good against: buildings, if they make it to them
Countered by: crowd control, distraction buildings, their own low HP
Synergizes with: Rage (and Lumberjack)
Tips: 9/10 you will not see them making to the Towers; thus, it’s one of the weakest cards.
Prince
Arena: Training Camp (Tutorial)
Cost: 5 Elixir
Traits: ground, single-target, melee
Good against: tanks and buildings-focused ground troops
Countered by: swarms, crowd control, surrounding the deployment
Synergizes with: the Dark Prince, or any splash damage that can wipe swarms efficiently, preferably both air and ground.
Baby Dragon
Arena: Training Camp (Tutorial)
Cost: 4 Elixir
Traits: flying, short-ranged, splash damage
Good against: ground, melee swarms, air swarms
Countered by: high single-target damage, enemy Baby Dragons
Synergizes with: a meat shield, preferably flying one
Tips: this unit will tear through lower trophy levels as you can’t expect new or weak players to be capable of dealing with him.
Skeleton Army
Arena: Training Camp (Tutorial)
Cost: 3 Elixir
Traits: ground, swarm, melee
Good against: tanks and heavy single-target damage
Countered by: pretty much any splash damage and air units
Synergizes with: an opponent stripped of splash damage
Tips: it’s a relatively cheap response card that can work on both offense and defense. You can use it to counter enemy push and to push yourself if you know that enemy has nothing to stop it.
Hunter
Arena: Goblin Stadium (1)
Cost: 4 Elixir
Traits: ground, ranged, mixed damage
Good against: tanky units in close-quarter fights, buildings-focused units; decent defensive unit
Countered by: flying troops, swarms deployed on top of him, Prince
Synergizes with: Fisherman, Tornado.
Witch
Arena: Bone Pit (2)
Cost: 5 Elixir
Traits: ground, ranged, splash damage, spawning units
Good against: Witch is great in defense and setting up the counter push
Countered by: splash damage paired with fast, high damage unit
Synergizes with: a tank, that will drag the aggro away from her and her spawns.
Giant Skeleton
Arena: Bone Pit (2)
Cost: 6 Elixir
Traits: ground, melee, single-target, explosion upon death
Good against: swarms and structures, provided that he delivers the bomb close enough
Countered by: cheap swarm cards, a buildings-focused tank that will lure him away
Synergizes with: Balloon, Tornado, Clone, Ice Wizard.
Golem
Arena: Barbarian Bowl (3)
Cost: 8 Elixir
Traits: ground, melee, single-target, buildings-focused
Good against: Golem is a popular main win condition in many beatdown decks
Countered by: ramping up damage, distraction buildings and sometimes Cannon Cart, high single-target damage units
Synergizes with: splash damage targeting air and ground (Wizard), ranged troops (Musketeer), cheap support troops
Tips: It’s hard to deal with him due to high HP, but it’s an expensive card, so be mindful of the support troops you pair with him.
P.E.K.K.A.
Arena: P.E.K.K.A's Playhouse (4)
Cost: 7 Elixir
Traits: ground, melee, single-target
Good against: single ground targets, tanks
Countered by: swarms, air units, ramping up damage (Inferno Dragon or Inferno Tower), troops with shields; crowd control (resets her slow hit speed),
Synergizes with: splash damage, preferably both ground and air like Wizard or Witch.
Tips: using Rage speeds her up. Against it, you may want to go with a strong push, as your enemy will be almost out of Elixir.
Balloon
Arena: Builder's Workshop (6)
Cost: 5 Elixir
Traits: air, splash damage, buildings-focused, deals death damage.
Good against: buildings heavy decks, ground melee heavy decks, great at taking down Crown Towers
Countered by: swarm air troops, heavy single-target ranged DPS, distraction buildings,
Synergizes with: Lumberjack (for the Rage effect), Lava Hound (for tanking), support swarm troops
Tips: Balloon has no use in defense. Keep your splash damage spells for any swarms that come to kill it. Be careful with air heavy decks, as it will suffer against the ground.
Dark Prince
Arena: Royal Arena (7)
Cost: 4 Elixir
Traits: ground, melee, single-target, has charged AoE double damage attack
Good against: if he’s able to charge, he’s unstoppable on the ground, good against units that hit hard but slow
Countered by: anything that can interrupt or survive his charge
Synergizes with: cards that will protect him from the air, preferably splash damage
Tips: on offense, you want to have him charging; on defense, you must stop it, period.
Guards
Arena: Royal Arena (7)
Cost: 3 Elixir
Traits: ground, melee, swarm, equipped with shields
Good against: hard-hitting units like Sparky or Prince, they shine on defense
Countered by: cheap splash damage units (Fire Spirits, Bomber)
Synergizes with: glass cannons like Mini P.E.K.K.A.
Tips: you should generally avoid using them on offense, but smart defense can net you a positive Elixir trade with ease.
Bowler
Arena: Frozen Peak (8)
Cost: 5 Elixir
Traits: ground, splash damage with knockback (ground only)
Good against: ground swarms, exceptional defender,
Countered by: air troops, high single-target damage dealers, crowd control resetting his attack timer
Synergizes with: support troops that can protect him from the air and add some damage
Tips: you should only use him on defense, as he provides little utility pushing. If timed well, he can set up a counter push, though.
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Goblin Giant
Arena: Jungle Arena (9)
Cost: 6 Elixir
Traits: ground, buildings-focused with two Spear Goblins on his back, that continue attacking after he falls
Good against: great all-around card, usually secures a positive Elixir trades as you need to deal with it on many fields
Countered by: crowd control paired with swarm troops, Freeze spell, distraction buildings
Synergizes with: an additional tank to take a hit for Spear Goblins after the Giant Goblin dies.
Cannon Cart
Arena: Hog Mountain (10)
Cost: 5 Elixir
Traits: ground, ranged, single-target; HP consists of two parts - one for the cart, one for the cannon. As the cart is broken, the unit becomes a building.
Good against: high HP ground troops and other glass cannons
Countered by: air troops, and pretty much any damage if focused
Synergizes with: like every glass cannon - with a tank in front of it, as well as troops that can protect it from air
Tips: it’s awesome at countering buildings-focused tanks, as not only it deals tons of damage, but also after the cart is broken, it draws their attention.
Electro Dragon
Arena: Electro Valley (11)
Cost: 5 Elixir
Traits: air, his attack chains onto max three units, applying a brief stun
Good against: any swarms, great at countering glass cannons protected by swarm troops and tanks with support swarms, hard but slow hitting units,
Countered by: units that make his chain bolt useless, Lightning spell, crowd control,
Synergizes with: tanks, that he can protect while dealing damage at the same time
Tips: be careful not to wake up the King by accident.
Executioner
Arena: Spooky Town (12)
Cost: 5 Elixir
Traits: ground, ranged, splash damage
Good against: tanks supported by swarms, spawning buildings; decent on defense,
Countered by: hard crowd control (Snowball, Log, Freeze, etc.), high single-target damage,
Synergizes with: high single target damage cards for a powerful all-rounded push
Tips: placing him on defense against an unsuspecting enemy who uses swarm troops can set up a nice counter push.
Legendary
Miner
Arena: P.E.K.K.A.’s Playhouse (4)
Cost: 3 Elixir
Traits: ground, melee, single-target, can be deployed anywhere on the map
Good against: great card for providing distraction and tanking in pretty much any deck
Countered by: ground swarm troops, he will not have much to say about Guards especially
Synergizes with: fast pushing high DPS units that can quickly reach enemy structures like the Goblin Barrel or Barbarian Barrel, also units that take out the air troops
Tips: pay close attention to the deployment, as you may send him to attack the King’s Tower by accident.
Lava Hound
Arena: P.E.K.K.A.’s Playhouse (4)
Cost: 7 Elixir
Traits: air, single-target, buildings-focused, splits upon death
Good against: as a tank for air troops
Countered by: ramping up damage, distraction buildings, swarms, Executioner + Tornado
Synergizes with: Inferno Dragon, most air troops
Tips: Beware of the enemy crowd control and splash damage, as it can wipe your Lava Pups in one shot.
Magic Archer
Arena: Spell Valley (5)
Cost: 4 Elixir
Traits: ground, ranged, splash damage, his shots pierce through units
Good against: swarms and spawning buildings; he can hit buildings if aimed correctly,
Countered by: tanks followed by DPS in a way that DPS is not hit by the Archer, Fireball or Poison (preferably hitting more units than just the Archer)
Synergizes with: tank troops that can keep the enemy firepower away from him
Tips: be careful not to trigger the King’s Tower.
Night Witch
Arena: Spell Valley (5)
Cost: 4 Elixir
Traits: ground, ranged, single-target, spawning 2 Bats every 7 seconds, and 4 Bats upon death
Good against: ground heavy decks, single-target damage, ground tanks
Countered by: splash damage,
Synergizes with: splash damage, Graveyard,
Tips: she targets ground troops only, so additional protection from the air would be welcome.
Inferno Dragon
Arena: Builder's Workshop (6)
Cost: 4 Elixir
Traits: flying, single-target, ramping up damage
Good against: tanks,
Countered by: swarms, and whatever that can reset his damage,
Synergizes with: splash damage, e. g. Baby Dragon
Tips: Inferno Dragon, much like the Inferno Tower, has its damage ramping up, melting tanks in seconds.
Mega Knight
Arena: Royal Arena (7)
Cost: 7 Elixir
Traits: ground, melee, single-target, splash damage ability
Good against: great on the ground, with a little exception to high single-target damage with medium HP
Countered by: air units, ramping up damage, well-timed swarms (to avoid his jump), heavy tanks that will keep him in place, denying the jump
Synergizes with: troops that can clear the sky
Tips: deploying him close to the Bridge is a no-no as you deny him an opportunity to charge his jump
Princess
Arena: Royal Arena (7)
Cost: 3 Elixir
Traits: ground, ranged, splash damage
Good against: swarms, and as a support troop
Countered by: damaging spells, Miner
Synergizes with: tanks
Tips: she has a very long-range that you should utilize. You shouldn’t expose her to damaging spells, but you can use her as a bait for these.
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Lumberjack
Arena: Frozen Peak (8)
Cost: 4 Elixir
Traits: ground, melee, single-target; drops Rage spell upon death
Good against: almost every ground troop, that is not a heavy tank; can work in a counter push
Countered by: air swarms, hard CC, Ice Wizard
Synergizes with: troops that can benefit from the Rage he drops, as well as those who can protect him and support the push (Minion Horde),
Tips: sending some slow troops after him to make good use of the Rage spell might be an excellent idea.
Ice Wizard
Arena: Frozen Peak (8)
Cost: 3 Elixir
Traits: ground, ranged, splash damage, slows movement speed and attack speed
Good against: swarms, fast-moving and attacking troops; excellent defense card with a potential to become a support card on counter push
Countered by: crowd control, spells, Barrels, surrounding
Synergizes with: Tornado, Poison, Wizard
Tips: Ice Wizard is praised for his utility. Play towards it.
Bandit
Arena: Jungle Arena (9)
Cost: 3 Elixir
Traits: ground, melee, single-target, dashing on offense becoming
Good against: disrupting enemy pushes, forcing negative Elixir trade
Countered by: can be distracted and overwhelmed, by Goblins for example, or well-timed crowd control
Synergizes with: it’s a pretty independent card, providing a lot of mischief by itself.
Fisherman
Arena: Hog Mountain (10)
Cost: 3 Elixir
Traits: ground, melee, single-target; has a hook attack with the ability to pull enemies or pull himself towards the enemy buildings
Good against: any troop that likes to stay away (Princess) or stand in place (Inferno Dragon), his pull can counter charges if timed well
Countered by: swarms, close-range high damage (Hunter, P.E.K.K.A.)
Synergizes with: troops that get kited a lot, and have a hard time reaching enemies, or deal high close-quarter damage.
Ram Rider
Arena: Hog Mountain (10)
Cost: 5 Elixir
Traits: ground, ranged, splash damage; snares on attacks. While on Ram - targets buildings, once down - targets units
Good against: fast-moving units, also troops that are targeting buildings only. If ignored, she will reach the enemy tower fast
Countered by: large swarms, high single-target damage, as snare slows the movement speed, but not attack speed
Synergizes with: high damage troops that like to stay behind; for them, Ram Rider can act as a slowing bot.
Electro Wizard
Arena: Electro Valley (11)
Cost: 4 Elixir
Traits: ground, ranged, multi-target damage; Zaps up to two enemies for a brief stun
Good against: as a walking Zap machine, he’s great at defending from pretty much anything
Countered by: split push, crowd control (Freeze, Ice Wizard), damaging spells
Synergizes with: tanks, that can take a hit for him
Tips: it’s his ability to stun enemies that make him so powerful. He will shut down slow attacking troops (P.E.K.K.A.) or those with ramping up damage (Inferno Dragon). In combination with splash damage spells and spawn damage, he will decimate swarms.
Sparky
Arena: Electro Valley (11)
Cost: 6 Elixir
Traits: ground, ranged, very high splash damage;
Good against: pretty much anything, if it’s able to shoot; this thing slaps
Countered by: it attacks very slowly, so any hard CC before it fires will reset its attack timer - Ice Spirit, Zap, Electro Wizard, etc. Also, swarms and troops with shields will overwhelm it
Synergizes with: a tank that will give it time to attack; Ice Wizard will also provide much-needed control.
Royal Ghost
Arena: Spooky Town (12)
Cost: 3 Elixir
Traits: ground, melee, splash damage; spawns invisible
Good against: a decent unit overall due to the element of surprise, much like the Miner
Countered by: fast reaction and being prepared for everything. You can make it pop before it unveils
Synergizes with: much like Bandit, just his disruptiveness is a synergy with itself
Tips: as he spawns invisible, he will be underwhelming defensively. The sheer pressure of having the Royal Ghost in your deck will give you an advantage, as your enemy will never know if you used it or no.
Spell Cards
Common
Arrows
Arena: Training Camp (Tutorial)
Cost: 3 Elixir
Traits: ground + air, radius 4
Good against: swarms
Countered by: heavy tanks, troops with shields
Synergizes with: single-target troops that need protection from swarms
Tips: it’s a cheap, splash spell to wipe e. g. Goblins or Skeletons if you see they’re making a dangerous push; beware of the fact that it has a deploy delay, so time it well.
Zap
Arena: P.E.K.K.A's Playhouse (4)
Cost: 2 Elixir
Traits: air + ground, radius 2,5; briefly stuns targets inside the radius
Good against: disrupting charges like Prince, Dark Prince, or Sparky
Countered by: inexperience or mechanical floppiness; otherwise, it’s utility is way too high
Synergizes with: Zap’s functionality is self-explanatory.
Giant Snowball
Arena: Frozen Peak (8)
Cost: 2 Elixir
Traits: ground + air, 2.5 radius, knock back upon impact
Good against: charging units and swarms, but you have to time it due to delay
Countered by: heavy HP tanks, that can survive it
Synergizes with: push that relies on being protected from swarms.
Royal Delivery
Arena: Spooky Town (12)
Cost: 3 Elixir
Traits: splash damage deployment spell, deals damage upon impact releasing a single Royal Recruit
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Good against: high single-target damage (Mini P.E.K.K.A., Prince) with swarm support troops (Minion Horde, Skeleton Army)
Countered by: single air troops (Electro Dragon, Baby Dragon, Mega Minion)
Synergizes with: Tornado, Freeze.
Tips: it has a three seconds delay, so count that in.
Rare
Fireball
Arena: Training Camp (Tutorial)
Cost: 4 Elixir.
Traits: splash damage spell, knocks smaller units back
Good against: swarms
Countered by: enemy mistake (miss), high HP units will withstand the damage
Synergizes with: single units that suffer from swarms
Tips: it’s a powerful spell, so don’t waste it on low-cost swarms. Always try to use it to hit multiple units and preferably buildings too.
Rocket
Arena: Builder's Workshop (6)
Cost: 6 Elixir.
Traits: very high splash damage after a high delay.
Good against: swarms and buildings, preferably hit at the same time
Countered by: the opponent's mechanical mistake and fast running units that are hard to time the hit
Synergizes with: slowing or immobilizing spells (Poison, Freeze) or units (Ice Wizard, Ice Spirit)
Earthquake
Arena: Jungle Arena (9)
Cost: 3 Elixir
Traits: deals a lot of damage to buildings and reduced damage to ground troops.
Good against: siege decks when you can target multiple buildings
Countered by: air units, which will ignore the spell entirely
Synergizes with: buildings-focused troops that will finish off the buildings and splash damage spells to clear potential response swarm troops
Tips: the optimal use is when you hit both the building and the Crown Tower.
Heal
Arena: Hog Mountain (10)
Cost: 1 Elixir
Traits: heals allied units within its radius.
Good against: a selection of splash damage spells (if timed well); can work as a cycle card, but usually not worth it
Countered by: its own overall uselessness
Synergizes with: combined with Rage spell can boost a win condition troop; however, most of the time, it’s not able to outheal any damage significantly.
Epic
Goblin Barrel
Arena: Goblin Stadium (1)
Cost: 3 Elixir
Traits: launches a barrel that releases three Goblins upon impact.
Good against: low splash damage enemy
Countered by: well-timed splash damage spell, Bomber, or Wizard
Synergizes with: swarms, as they can bait out spells for each other
Tips: the Goblins dropped onto the Crown Tower, will chunk the structure significantly, but you should bait out the opponent’s splash damage first. Due to its power, you can use the Barrel to bait The Log or Fireball to continue with your win condition.
Barbarian Barrel
Arena: Barbarian Bowl (3)
Cost: 2 Elixir
Traits: the barrel rolls for 5 tiles dealing damage to ground units and buildings, releasing two Barbarians in the end.
Good against: any ground swarm push and as a cycle card
Countered by: a buildings-focused tank that will ignore the damage, and lure Barbs away from Crown Tower
Synergizes with: Graveyard, Skeleton Army, and others that could use a mini-tank in a push.
Lightning
Arena: P.E.K.K.A's Playhouse (4)
Cost: 6 Elixir
Traits: three bolts of lightning come from the sky targeting the three highest HP targets in the zone
Good against: as a substitution for the Fireball, as it deals more single-target damage; great against the likes of Wizard, Musketeer, or Witch,
Countered by: units called “lightning rods” that absorb the damage and protect the core troops; easy to end up in a negative Elixir trade
Synergizes with: other splash damage; the Lightning is great at finishing targets off.
Tornado
Arena: Spell Valley (5)
Cost: 3 Elixir
Traits: vacuums the enemy units around to its center for 2 seconds.
Good against: great crowd control spell that can help clump enemy swarms up or hold their units in place
Countered by: high HP units, tanks, and mini-tanks that you will not really benefit much from holding back; it will not affect buildings
Synergizes with: splash damage.
Poison
Arena: Spell Valley (5)
Cost: 4 Elixir
Traits: deals Area of Effect damage within 3,5 tiles radius; able to damage buildings.
Good against: spawner strategies, troops that don’t die to Fireball
Countered by: fast units, split push, delivery spells, Miner, Heal
Synergizes with: spells and troops that can hold enemies within its radius like Ice Wizard, Bowler, Ice Golem, or Tornado. The spell serves great protection for the Hog Rider.
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Freeze
Arena: Frozen Peak (8)
Cost: 4 Elixir
Traits: freezes units and buildings within its range
Good against: disrupting the enemy win condition and creating positive Elixir trades; resetting attacks (Prince, Dark Prince) or the damage (Inferno Tower)
Countered by: split push, cycle decks
Synergizes with: due to its utility, it fits well into pretty much any deck, but it works wonderfully with delayed spells like Rocket or Fireball or DoT from Poison.
Rage
Arena: Hog Mountain (10)
Cost: 2 Elixir
Traits: increases movement speed and attack speed of units within the radius.
Good against: slowing effects like Poison or Ice Wizard
Countered by: Freeze, Zap, Ice Spirit, Tornado, and other forms of hard crowd control
Synergizes with: slow-moving units, spawning buildings, Minion Horde.
Clone
Arena: Electro Valley (11)
Cost: 3 Elixir
Traits: clones units within its radius; cloned units have 1 HP and 1 Shield
Good against: enemies who lack splash damage, as this spell can take them by surprise
Countered by: basically any splash damage
Synergizes with: swarms, troops that have shields, troops dealing death damage, Mirror.
Tips: the synergy with Lava Hound is great. Not only can you clone the Hound, but his Pups will be cloned as well.
Mirror
Arena: Spooky Town (12)
Cost: copied card Elixir cost +1
Traits: allows you to repeat the last played card at the level of the Mirror card.
Good against: enemies who have only one counter to your troops, i. e. when enemies counter your Goblin Barrel with The Log, a mirrored Goblin Barrel will not be countered
Countered by: doesn’t really have a counter
Synergizes with: win conditions mostly, as it forces enemies into suboptimal solutions.
Legendary
The Log
Arena: Builder's Workshop (6)
Cost: 2 Elixir
Traits: the spell sends a Log over 11 tiles, damaging and knocking back all ground units in its way; if placed less than two tiles from the Bridge, it can damage the Princess Towers. It can be cast only from the player’s side.
Good against: swarms and spawning buildings
Countered by: air troops
Synergizes with: delayed high-damage spells; it’s a popular counter to swarm-based win conditions like Goblin Barrel. Sometimes whole decks rely on baiting this card.
Graveyard
Arena: Spooky Town (12)
Cost: 5 Elixir
Traits: spawns 16 Skeletons one by one on the edge of the radius. It can be placed anywhere on the arena.
Good against: fits into many decks as the main win condition
Countered by: Poison, Air swarms, splash damage units like Valkyrie or Wizard, Witch and Night Witch; in some scenarios, Dart Goblin and Lumberjack can hold the Skeletons off and set up a counter push
Synergizes with: High HP unit that will drag aggro away from the spawned Skeletons.
Clash Royale Buildings Cards
Buildings are yet another type of cards. By definition, they are stationary, which means that they will stay in a place where you planted them. Some buildings (like a Cannon or an Inferno Tower) will shoot at enemies. Some will release additional troops (like Goblin’s Hut), some are purely supportive (Elixir Collector). Overall, having them in your deck can be crucial, and sometimes it’s a win condition.
Common
Cannon
Arena: Barbarian Bowl (3)
Cost: 3 Elixir
Traits: capable of attacking ground units only.
Good against: high HP buildings-focused tanks, as not only will it deal a lot of single-target damage, but also lure them away from Towers
Countered by: air units, Dart goblin, Musketeer
Synergizes with: a tanky unit on defense.
Mortar
Arena: Builder's Workshop (6)
Cost: 4 Elixir
Traits: can reach Princess Tower from your part of the map, ground-only, has a blind-spot
Good against: as a part of a Siege deck
Countered by: air units, fast melee units that abuse its blind spot
Synergizes with: another building capable of taking out the attacking troops would be awesome
Tips: the thing with the Mortar’s blind spot is that once it loses the target, it locks back onto the Tower; you can use it to your advantage to deal some chip damage.
Tesla
Arena: Electro Valley (11)
Cost: 4 Elixir
Traits: hides underground when not attacking, thus not many units can outrange it
Good against: slow units and ranged ones, that would normally stay out of range, low HP swarms
Countered by: Freeze
Synergizes with: Mortar and X-Bow in siege decks.
Rare
Goblin Hut
Arena: Goblin Stadium (1)
Cost: 5 Elixir
Traits: spawns Spear Goblins; spawns additional three Spear Goblins once it’s destroyed.
Good against: the building provides some Elixir-efficient troops that can fill in the push
Countered by: lane splash damage like The Log or Barbarian Barrel
Synergizes with: Rage, Lumberjack, cards that can bait the splash damage out.
Tombstone
Arena: Bone Pit (2)
Cost: 3 Elixir
Traits: periodically spawns Skeletons up to 12 with an additional 3 upon its destruction.
Good against: slow attacking troops (P.E.K.K.A., Prince), siege decks (with Mortar and X-Bow), ground heavy decks
Countered by: air units, The Log, Barbarian Barrel, another spawner building, Witch; also, Lava Hound with Balloon will ignore it entirely and go straight for the Tower
Synergizes with: a tank to form a massive push.
Tips: it’s a great, versatile card that can serve in both offense and defense.
Barbarian Hut
Arena: Barbarian Bowl (3)
Cost: 7 Elixir
Traits: spawns up to 10 Barbarians over its duration.
Good against: buildings-focused troops as a distraction; with Barbarians spawning, it can provide an excellent stalling
Countered by: the Bowler, air troops
Synergizes with: anti-air support troops; however, the card is better off in defense.
Inferno Tower
Arena: P.E.K.K.A's Playhouse (4)
Cost: 5 Elixir
Traits: its damage increases if it stays locked onto one target.
Good against: high HP tanks (Golem, Giant, Lava Hound)
Countered by: crowd control that’s resetting its attack (Freeze, Zap), aggro dropping units (Golem, Ice Golem when dying, Battle Ram once the Ram is destroyed), large low-hitpoints swarms
Synergizes with: splash damage to protect it from swarms.
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Furnace
Arena: Spell Valley (5)
Cost: 4 Elixir
Traits: spawns up to 12 Fire Spirits.
Good against: spawners and spawning buildings, decks relying on stacking multiple low HP units, Witch and Night Witch
Countered by: Poison, splash damage spells, Princess
Synergizes with: high single-target damage units like Mini P.E.K.K.A. or Musketeer.
Elixir Collector
Arena: Frozen Peak (8)
Cost: 6 Elixir
Traits: speeds up the Elixir generation, resulting in a two Elixir overall profit.
Good against: this building fits into some expensive decks
Countered by: Rocket, Miner,
Synergizes with: Mirror, Elixir-heavy cards (Golem, P.E.K.K.A., Three Musketeers),
Tips: don’t place it too close to your Towers, as enemies’ damaging spells will hit both buildings, let alone the Earthquake.
Bomb Tower
Arena: Hog Mountain (10)
Cost: 4 Elixir
Traits: throws an area damage bomb onto enemy ground troops, unable to target flying ones.
Good against: any ground swarm pushes, also as a distraction for buildings-focused troops
Countered by: Dart Goblin, Princess, Magic Archer, Mortar, X-Bow, and all air units
Synergizes with: Inferno Tower, X-Bow, Tesla.
Goblin Cage
Arena: Spooky Town (12)
Cost: 4 Elixir
Traits: upon deployment, it’s a building that, after some time or after destruction, spawns a Brawler.
Good against: buildings-focused ground troops (it distracts, and then the Brawler deals damage)
Countered by: air troops, especially Balloon
Synergizes with: support troops to set up a counter push.
Epic
X-Bow
Arena: Builder's Workshop (6)
Cost: 6 Elixir
Traits: long-ranged single-target high DPS building, capable on both offensive and defensive ends.
Good against: spawners and spawn buildings, moderate HP units; can take out the Crown Tower if left alone,
Countered by: swarms, crowd control, heavy high hitpoints units, that the X-Bow stays locked onto very long, the Rocket, air troops
Synergizes with: a tank that will drag the aggro away, spawners that provide cover.
Summary
That’s it for now. Now you know the basics of Clash Royale, and with the help of our Clash Royale Beginner’s Guide, you can start building your experience and skill on your way towards the top. Of course, in strategic games, knowledge has to be backed up by practice, so play a lot, learn a lot, use your deck wisely, and crush your enemies.
FAQ
What are troop cards in Clash Royale?
In Clash Royale, cards are the only way of deploying troops, spells, and buildings onto the battlefield.
How can I use my Clash Royale deck?
You can click the card, and then tap the screen, or drag the card and drop it.
What arenas are in Clash Royale?
There are Training Camp, Goblin Stadium, Bone Pit, Barbarian Bowl, P.E.K.K.A.'s Playhouse, Spell Valley, Builder's Workshop, Royale Arena, Frozen Peak, Jungle Arena, Hog Mountain, Electro Valley, Spooky Town, and Legendary Arena. All but the last one can give you arena-specific cards.