It is time to find and get to know about Clash Royale all cards and champions. Knowing them helps you to unlock strategies, stats and useful tips for the gameplay. Even if you are just starting or have been a pro at the gameplay, this comprehensive guide helps you master deck-building and dominate battles while playing Clash Royale
Table of Contents

Multi-instance + Sync: Create multiple instance and execute the same operation simultaneously, upgrade your kingdom quickly
Ultra-Wide Screen: Get a full view of the battlefield and seize the strategic opportunities.
Keyboard Mapping: Constructe buildings, place combat units and release skills more convenient and accurately
Landscape: Widen vertical screen by landscape, with a wider field of view and smoother operation for SLG games.
Common Cards
Common cards are most accessible and come in grey/pale blue backgrounds. These are easiest to obtain and upgrade and ideal for beginners, offering reliable, versatile options

|
Card |
Type |
Elixir Cost |
Features |
|
Skeletons |
Troop |
1 |
Cheap swarm distraction, quick cycle, defends single-target attackers, supports pushes with low cost. |
|
Ice Spirit |
Troop |
1 |
Freezes enemies briefly, resets targeting, cheap cycle, useful vs swarms or tanks. |
|
Fire Spirit |
Troop |
1 |
Splash damage, clears swarms, chips towers, supports pushes with area denial. |
|
Electro Spirit |
Troop |
1 |
Chain stun, disrupts charges, versatile defense, quick cycle support. |
|
Goblins |
Troop |
2 |
Fast melee swarm, distracts tanks, quick damage, defensive utility. |
|
Bomber |
Troop |
2 |
Ground splash attacker, swarm control, supports tanks, weakens clustered defenses. |
|
Spear Goblins |
Troop |
2 |
Ranged chip attackers, air/ground poke damage, cheap cycle support. |
|
Bats |
Troop |
2 |
Flying cheap swarm, air defense, distracts single-target attackers, offensive pressure. |
|
Suspicious Bush |
Troop |
2 |
Stealthy spawner, ambushes with goblins, surprise defense pressure. |
|
Berserker |
Troop |
3 |
Rage-triggered fighter, speeds up when damaged, shreds tanks and swarms. |
|
Knight |
Troop |
3 |
Balanced mini-tank, absorbs hits, defends swarms, leads small pushes. |
|
Archers |
Troop |
3 |
Ranged duo, chip damage to air/ground, light defensive coverage. |
|
Minions |
Troop |
3 |
Flying swarm, quick air defense, distracts towers, chips ground units. |
|
Goblin Gang |
Troop |
3 |
Mix of melee + ranged goblins, versatile defense, baiting spells, cheap distraction. |
|
Firecracker |
Troop |
3 |
Long-range splash, chips towers, good swarm control but risks activating King Tower. |
|
Barbarians |
Troop |
5 |
Tough melee squad, tank hits, swarm defense, or form a defensive wall. |
|
Minion Horde |
Troop |
5 |
Large flying swarm, overwhelms air defenses, distracts towers, fast damage. |
|
Tower Princess |
Tower Troop |
0 |
Long-range consistent chip, softens swarms, reliable defense. |
|
Zap |
Spell |
2 |
Instant stun, resets Infernos, clears small swarms, cheap utility spell. |
|
Barbarian Barrel |
Spell |
2 |
Rolls forward spawning a barbarian, clears light swarms, adds chip or distraction. |
|
Giant Snowball |
Spell |
2 |
Knockback + slow effect, disrupts pushes, scatters swarms, defensive control. |
|
Arrows |
Spell |
3 |
Wide-area damage, clears swarms (air + ground), reliable cheap clear. |
|
Royal Delivery |
Spell |
3 |
Drops recruit for surprise defense, clears swarms, defensive utility. |
|
Cannon |
Building |
3 |
Cheap ground defense, pulls tanks, swarm distraction, cycle-friendly. |
|
Tombstone |
Building |
3 |
Skeleton spawner, distraction utility, defensive swarm value. |
|
Mortar |
Building |
4 |
Long-range siege, tower chip damage, defensive pull, fits cycle decks. |
Rare Cards
Rare cards are in an orange background, and they start at level 3. These are less common than Commons, with stronger stats or abilities. Cards from this rarity need more strategy to maximize effectiveness
|
Card |
Type |
Elixir Cost |
Features |
|
Heal Spirit |
Troop |
1 |
Small healer, restores allied health in bursts, sustains pushes, useful vs spell damage. |
|
Skeleton Army |
Troop |
3 |
Huge ground swarm, overwhelms tanks, distracts heavy hitters, weak to splash. |
|
Mega Minion |
Troop |
3 |
Tanky flying attacker, reliable air support, defends against balloons and tanks. |
|
Dart Goblin |
Troop |
3 |
Long-ranged rapid shooter, chips towers, quickly eliminates swarms, fits cycle decks. |
|
Valkyrie |
Troop |
4 |
Spinning ground splash, clears swarms, supports tanks, strong counter-push leader. |
|
Musketeer |
Troop |
4 |
High single-target damage, supports pushes, snipes air/ground threats. |
|
Hog Rider |
Troop |
4 |
Hog Rider is a fast building-target charger, pressures towers, forces defenses, cycle chip win condition. |
|
Zappies |
Troop |
4 |
Trio that stuns, slows charges, good crowd control and defensive stall. |
|
Battle Healer |
Troop |
4 |
Aura healer, sustains pushes, keeps swarms alive, extends tank survivability. |
|
Wizard |
Troop |
5 |
High splash damage, clears swarms, controls air/ground pushes, push support. |
|
Goblin Demolisher |
Troop |
5 |
Charges buildings, throws bombs, clears swarms, explosive finisher. |
|
Royal Giant |
Troop |
6 |
Long-range siege attacker, pressures towers, tanks damage, strong win condition. |
|
Rage |
Spell |
2 |
Increases movement and attack speed, accelerates pushes, boosts damage output. |
|
Goblin Curse |
Spell |
2 |
Transforms enemies into goblins, weakens foes, adds curse zone damage. |
|
Clone |
Spell |
3 |
Duplicates units for swarm pressure, triggers death effects, enables overwhelming pushes. |
|
Earthquake |
Spell |
3 |
Damages buildings, slows troops, chips towers, effective vs siege and spawners. |
|
Poison |
Spell |
4 |
Lingering area denial, kills swarms, chips towers, supports pushes. |
|
Tesla |
Building |
4 |
Hidden defense, zaps both air/ground, strong tank pull, cycle-friendly. |
|
Furnace |
Building |
4 |
Spawns fire spirits for lane pressure, chip damage, and wave control. |
|
Goblin Cage |
Building |
4 |
Trap that releases a brawler goblin, effective at tank pulling and defense. |
|
Goblin Hut |
Building |
5 |
Spawns spear goblins, applies lane pressure, chip damage, supports pushes. |
|
Elixir Collector |
Building |
6 |
Generates extra elixir, bait target for spells, boosts late-game pushes. |
|
Cannoneer |
Tower Troop |
0 |
High-damage tower troop, shoots slowly but chunks tanks, defensive anchor. |
Epic Cards
Epic comes in purple background, and these start at level 6. Epic cards are hard to acquire, but they are featured with unique abilities or high impact. They are often situational but powerful in specific scenarios
|
Card |
Type |
Elixir Cost |
Features |
|
Ice Golem |
Troop |
2 |
Cheap mini-tank, kites enemies, explodes on death with slow effect, great for defense. |
|
Wall Breakers |
Troop |
2 |
Fast building-targeters, explode on contact, force elixir trades, open paths for pushes. |
|
Guards |
Troop |
3 |
Shielded skeleton trio, resistant to spells, distracts tanks, light offensive utility. |
|
Skeleton Barrel |
Troop |
3 |
Flying bomb carrier, drops skeletons on death, tower pressure and distraction tool. |
|
Goblin Machine |
Troop |
5 |
Mechanical unit spawning goblins, adds sustained pressure, good tank shredder. |
|
Baby Dragon |
Troop |
4 |
Flying splash attacker, denies swarms, supports tanks, versatile defense. |
|
Mini P.E.K.K.A |
Troop |
4 |
High single-target damage, excellent tank killer, works in offense and defense. |
|
Dark Prince |
Troop |
4 |
Shielded charger, splash damage on charge, strong vs swarms, push support. |
|
Battle Ram |
Troop |
4 |
Charging siege unit, spawns barbarians on contact, tower breaker and distraction. |
|
Hunter |
Troop |
4 |
Close-range shotgun damage, high burst vs tanks, effective vs swarms. |
|
Night Witch |
Troop |
4 |
Summons bats, melee fighter, supports tanks, strong swarm buildup. |
|
Flying Machine |
Troop |
4 |
Long-range flying shooter, tower chipper, supports pushes from afar. |
|
Skeleton Dragons |
Troop |
4 |
Dual flying splashers, air control, chip damage, strong in pushes. |
|
Giant |
Troop |
5 |
High-health building-targeter, leads pushes, absorbs damage. |
|
Balloon |
Troop |
5 |
Drops bombs on towers, death explosion, dangerous win condition. |
|
Witch |
Troop |
5 |
Spawns skeletons, splash damage, supports pushes, strong defense. |
|
Prince |
Troop |
5 |
Charging melee attacker, high single-target burst, great offensive threat. |
|
Bowler |
Troop |
5 |
Rolls boulders with knockback, controls ground swarms, defensive tool. |
|
Executioner |
Troop |
5 |
Axe thrower with piercing splash, wide area control, tank chipping. |
|
Cannon Cart |
Troop |
5 |
Ranged attacker that turns into stationary cannon on shield break, hybrid offense/defense. |
|
Royal Hogs |
Troop |
5 |
Quartet of building-targeters, split-lane pressure, strong chip damage. |
|
Giant Skeleton |
Troop |
6 |
High-health unit carrying death bomb, clears large areas on death. |
|
Goblin Giant |
Troop |
6 |
Tank with spear goblins on back, targets buildings, dual support role. |
|
P.E.K.K.A |
Troop |
7 |
Slow but extremely powerful single-target attacker, tank destroyer. |
|
Electro Giant |
Troop |
8 |
Reflects zap damage back to attackers, tanky frontliner, punishes defenses. |
|
Golem |
Troop |
8 |
Golem is a huge tank, splits into golemites on death, ultimate late-game win condition. |
|
Three Musketeers |
Troop |
9 |
Triple high-damage ranged unit, split pressure, massive offensive power. |
|
Mirror |
Spell |
1 (+1 level of last card) |
Replays last card one level higher, surprise plays, cycle extension. |
|
Goblin Barrel |
Spell |
3 |
Spawns goblins on tower, bait spell, backdoor tower pressure. |
|
Tornado |
Spell |
3 |
Pulls troops to center, king activation, area control. |
|
Void |
Spell |
3 |
Creates black hole effect, nukes grouped troops, strong value finisher. |
|
Fireball |
Spell |
4 |
Medium splash, knocks back, damages towers, punishes buildings/troops. |
|
Freeze |
Spell |
4 |
Freezes troops and buildings, stops pushes, creates offensive openings. |
|
Graveyard |
Spell |
5 |
Spawns skeletons randomly near tower, swarm pressure, win condition. |
|
Rocket |
Spell |
6 |
High-damage nuke, tower finisher, clumped troop killer. |
|
Lightning |
Spell |
6 |
Targets 3 strongest units/buildings, resets infernos, strong high-value spell. |
|
Bomb Tower |
Building |
4 |
Defensive splash tower, strong vs swarms, death damage adds value. |
|
Goblin Drill |
Building |
4 |
Burrows to the enemy side, spawns goblins, direct tower pressure. |
|
Inferno Tower |
Building |
5 |
Ramp-up beam, melts tanks, defensive anchor. |
|
X-Bow |
Building |
6 |
Long-range siege weapon, locks on towers, defensive cycle potential. |
|
Barbarian Hut |
Building |
7 |
Spawns barbarians, wave pressure, strong tanky defense. |
|
Dagger Duchess |
Tower Troop |
0 |
Burst dagger attacker, fast then slow strikes, strong swarm control. |
Legendary Cards
Rainbow gradient background card are legendary and they start at level 9. These are very rare with game-changing abilities. All cards here have high power, low drop rate, but is very much ideal for turning battles.
|
Card |
Type |
Elixir Cost |
Features |
|
Ice Wizard |
Troop |
3 |
Slows enemies with ranged attacks, controls pushes, provides splash + utility defense. |
|
Princess |
Troop |
3 |
Very long-range splash damage, chips towers safely, baits small spells. |
|
Miner |
Troop |
3 |
Burrows anywhere on the map, targets buildings directly, great for chip and surprise plays. |
|
Bandit |
Troop |
3 |
Dashes to enemies, invulnerable during dash, quick assassin for supports or towers. |
|
Royal Ghost |
Troop |
3 |
Invisible until attacking, bypasses defenses, effective at clearing swarms. |
|
Fisherman |
Troop |
3 |
Hooks and pulls enemies, disrupts placements, excellent for repositioning tanks. |
|
Lumberjack |
Troop |
4 |
Fast melee attacker, drops Rage spell on death, enhances counter-pushes. |
|
Inferno Dragon |
Troop |
4 |
Ramp-up beam melts tanks, strong single-target damage, versatile air defense. |
|
Electro Wizard |
Troop |
4 |
Spawns with a zap, stuns with dual strikes, resets Infernos, controls swarms. |
|
Magic Archer |
Troop |
4 |
Piercing arrows, lines up multiple hits, tower sniping potential, utility shooter. |
|
Mother Witch |
Troop |
4 |
Curses enemy troops into piglets, swarm counter, value generator. |
|
Phoenix |
Troop |
4 |
Flying attacker that revives from egg on death, sustained pressure in air decks. |
|
Rune Giant |
Troop |
5 |
Collects runes for speed boosts, powerful tank unit with accelerating pushes. |
|
Ram Rider |
Troop |
5 |
Charges at buildings, snares troops, versatile offense and defense. |
|
Goblinstein |
Troop |
5 |
Splits into healer + goblin forms, sustained pressure and survival value. |
|
Boss Bandit |
Troop |
5 |
Gold-stealing charger, damages and steals elixir, quick striking pressure card. |
|
Spirit Empress |
Troop |
5 |
Can swap between air/ground forms, highly versatile, adaptive fighter. |
|
Lava Hound |
Troop |
7 |
Flying tank, spawns Lava Pups on death, synergizes with Balloon pushes. |
|
Mega Knight |
Troop |
7 |
Mega Knight spawns with massive jump slam, splash control, tanky push leader. |
|
Royal Chef |
Tower Troop |
0 |
Buffs allies with pancakes, enhances survivability, a strong support role. |
|
The Log |
Spell |
2 |
Rolls across the ground, pushes back enemies, clears swarms, chips towers. |
|
Sparky |
Troop |
6 |
Charges up for massive blasts, melts tanks/towers, must be protected. |
Champion Cards
Champion cards in bright yellow background, and they start at level 11, rarest. Every card here has unique abilities activated by elixir. These are limited to one per deck, offering significant battle impact.
|
Card |
Type |
Elixir Cost |
Features |
|
Ice Wizard |
Troop |
4 |
Slows enemies with ranged attacks, controls pushes, provides splash + utility defense. |
|
Princess |
Troop |
5 |
Very long-range splash damage, chips towers safely, baits small spells. |
|
Miner |
Troop |
4 |
Burrows anywhere on the map, targets buildings directly, great for chip and surprise plays. |
|
Bandit |
Troop |
4 |
Dashes to enemies, invulnerable during dash, quick assassin for supports or towers. |
|
Royal Ghost |
Troop |
5 |
Invisible until attacking, bypasses defenses, effective at clearing swarms. |
|
Fisherman |
Troop |
3 |
Hooks and pulls enemies, disrupts placements, excellent for repositioning tanks. |
|
Lumberjack |
Troop |
4 |
Fast melee attacker, drops Rage spell on death, enhances counter-pushes. |
|
Inferno Dragon |
Troop |
4 |
Ramp-up beam melts tanks, strong single-target damage, versatile air defense. |
|
Electro Wizard |
Troop |
4 |
Spawns with a zap, stuns with dual strikes, resets Infernos, controls swarms. |
|
Magic Archer |
Troop |
4 |
Piercing arrows, lines up multiple hits, tower sniping potential, utility shooter. |
|
Mother Witch |
Troop |
4 |
Curses enemy troops into piglets, swarm counter, value generator. |
|
Phoenix |
Troop |
4 |
Flying attacker that revives from egg on death, sustained pressure in air decks. |
|
Rune Giant |
Troop |
5 |
Collects runes for speed boosts, powerful tank unit with accelerating pushes. |
|
Ram Rider |
Troop |
5 |
Charges at buildings, snares troops, versatile offense and defense. |
|
Goblinstein |
Troop |
5 |
Splits into healer + goblin forms, sustained pressure and survival value. |
|
Boss Bandit |
Troop |
5 |
Gold-stealing charger, damages and steals elixir, quick striking pressure card. |
|
Spirit Empress |
Troop |
5 |
Can swap between air/ground forms, highly versatile, adaptive fighter. |
|
Lava Hound |
Troop |
7 |
Flying tank, spawns Lava Pups on death, synergizes with Balloon pushes. |
|
Mega Knight |
Troop |
7 |
Spawns with massive jump slam, splash control, tanky push leader. |
|
Royal Chef |
Tower Troop |
0 |
Buffs allies with pancakes, enhances survivability, a strong support role. |
|
The Log |
Spell |
2 |
Rolls across the ground, pushes back enemies, clears swarms, chips towers. |
|
Sparky |
Troop |
6 |
Charges up for massive blasts, melts tanks/towers, must be protected. |
Most Used Clash Royale Cards
These cards are used mostly in the game for their gameplay effects. if you want to know which is the best card, check Clash Royale Tier List for the Best Cards 2025.
|
Card |
Why It’s Popular |
|
The Log |
Low-cost and versatile, clears ground swarms, knocks back enemies, and works in most decks for cycling and chip damage. |
|
Arrows |
Reliable for clearing both air and ground swarms with wide area and instant damage, great for defense and push support. |
|
Goblin Gang |
Mix of melee and ranged goblins for flexible defense and spell bait, effective against tanks and air units. |
|
Ice Spirit |
Cheap cycle card with a freeze effect that stalls enemy pushes and pairs well with fast win conditions like Hog Rider. |
|
Hog Rider |
Fast win condition that targets towers directly, forces responses, and synergizes well with spells for steady damage. |
Clash Royale Cards That Can Be Evolved
Cards that can be evolved into high power are:
|
Card |
Evolution Upgrade |
|
Skeletons |
Gains enhanced stats for stronger distraction and faster cycling. |
|
Goblin Gang |
Boosted goblins provide tougher defense and stronger spell bait. |
|
Firecracker |
Improved splash damage for better swarm control. |
|
Royal Giant |
Enhanced range and damage, making siege pressure more effective. |
|
Tesla |
Upgraded zap damage and durability for stronger defense. |
|
Barbarians |
Increased health and damage for tankier pushes. |
|
Valkyrie |
Stronger splash and health for improved swarm clearing. |
|
Knight |
Better stats for a more durable mini-tank. |
|
Inferno Dragon |
Amplified beam damage for faster tank melting. |
|
Wall Breakers |
Enhanced explosion damage for bigger tower hits. |
|
Goblin Drill |
Improved goblin spawns for increased pressure. |
|
Battle Ram |
Stronger charge and barbarian spawn for better offense. |
|
Cannon |
Upgraded damage and health for solid ground defense. |
|
Mega Knight |
Boosted jump and splash for stronger control. |
|
Musketeer |
Higher damage for sharper single-target sniping. |
|
Goblin Barrel |
Enhanced goblins for trickier tower attacks. |
|
Electro Dragon |
Stronger chain lightning for better crowd control. |
|
Wizard |
Amplified splash damage for superior area control. |
|
Bats |
Improved swarm stats for stronger air pressure. |
|
Skeleton Barrel |
More skeletons on death for greater distraction. |
|
Hunter |
Enhanced shotgun spread for deadlier close-range bursts. |
|
Giant Snowball |
Stronger knockback and slow for better control. |
|
Bomber |
Increased splash damage for improved ground clearing. |
|
Archers |
Boosted damage for better chip and defense. |
|
Ice Spirit |
Enhanced freeze duration for longer stalling. |
|
|
Stronger skeleton spawns and splash for better support. |
|
P.E.K.K.A |
Upgraded damage and health for crushing tanks. |
|
Goblin Giant |
Improved spear goblin spawns and tankiness for pushes. |
|
Royal Hogs |
Enhanced split-lane pressure with better stats. |
|
Royal Recruits |
Stronger shields and stats for wider battlefield control. |
|
Dart Goblin |
Faster firing and damage for sharper chip attacks. |
Conclusion
And those are the Clash Royale all cards. This guide has already discussed their troops, their elixir cost, how they are useful and more. So, choose wisely and make your deck more powerful. For more card upgrade details, evolutions and more, you can follow the Clash Royale wiki page as well as its Reddit page by the players.

























































































































































