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Clash Royale: All Cards & Champions Guide

2025-08-29

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

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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

Common Cards

Card

Type

Elixir Cost

Features

Common Cards

Skeletons

Troop

1

Cheap swarm distraction, quick cycle, defends single-target attackers, supports pushes with low cost.

Common Cards

Ice Spirit

Troop

1

Freezes enemies briefly, resets targeting, cheap cycle, useful vs swarms or tanks.

Common Cards

Fire Spirit

Troop

1

Splash damage, clears swarms, chips towers, supports pushes with area denial.

Common Cards

Electro Spirit

Troop

1

Chain stun, disrupts charges, versatile defense, quick cycle support.

Common Cards

Goblins

Troop

2

Fast melee swarm, distracts tanks, quick damage, defensive utility.

Common Cards

Bomber

Troop

2

Ground splash attacker, swarm control, supports tanks, weakens clustered defenses.

Common Cards

Spear Goblins

Troop

2

Ranged chip attackers, air/ground poke damage, cheap cycle support.

Common Cards

Bats

Troop

2

Flying cheap swarm, air defense, distracts single-target attackers, offensive pressure.

Common Cards

Suspicious Bush

Troop

2

Stealthy spawner, ambushes with goblins, surprise defense pressure.

Common Cards

Berserker

Troop

3

Rage-triggered fighter, speeds up when damaged, shreds tanks and swarms.

Common Cards

Knight

Troop

3

Balanced mini-tank, absorbs hits, defends swarms, leads small pushes.

Common Cards

Archers

Troop

3

Ranged duo, chip damage to air/ground, light defensive coverage.

Common Cards

Minions

Troop

3

Flying swarm, quick air defense, distracts towers, chips ground units.

Common Cards

Goblin Gang

Troop

3

Mix of melee + ranged goblins, versatile defense, baiting spells, cheap distraction.

Common Cards

Firecracker

Troop

3

Long-range splash, chips towers, good swarm control but risks activating King Tower.

Common Cards

Barbarians

Troop

5

Tough melee squad, tank hits, swarm defense, or form a defensive wall.

Common Cards

Minion Horde

Troop

5

Large flying swarm, overwhelms air defenses, distracts towers, fast damage.

Common Cards

Tower Princess

Tower Troop

0

Long-range consistent chip, softens swarms, reliable defense.

Common Cards

Zap

Spell

2

Instant stun, resets Infernos, clears small swarms, cheap utility spell.

Common Cards

Barbarian Barrel

Spell

2

Rolls forward spawning a barbarian, clears light swarms, adds chip or distraction.

Common Cards

Giant Snowball

Spell

2

Knockback + slow effect, disrupts pushes, scatters swarms, defensive control.

Common Cards

Arrows

Spell

3

Wide-area damage, clears swarms (air + ground), reliable cheap clear.

Common Cards

Royal Delivery

Spell

3

Drops recruit for surprise defense, clears swarms, defensive utility.

Common Cards

Cannon

Building

3

Cheap ground defense, pulls tanks, swarm distraction, cycle-friendly.

Common Cards

Tombstone

Building

3

Skeleton spawner, distraction utility, defensive swarm value.

Common Cards

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

Rare Cards

Heal Spirit

Troop

1

Small healer, restores allied health in bursts, sustains pushes, useful vs spell damage.

Rare Cards

Skeleton Army

Troop

3

Huge ground swarm, overwhelms tanks, distracts heavy hitters, weak to splash.

Rare Cards

Mega Minion

Troop

3

Tanky flying attacker, reliable air support, defends against balloons and tanks.

Rare Cards

Dart Goblin

Troop

3

Long-ranged rapid shooter, chips towers, quickly eliminates swarms, fits cycle decks.

Rare Cards

Valkyrie

Troop

4

Spinning ground splash, clears swarms, supports tanks, strong counter-push leader.

Rare Cards

Musketeer

Troop

4

High single-target damage, supports pushes, snipes air/ground threats.

Rare Cards

Hog Rider

Troop

4

Hog Rider is a fast building-target charger, pressures towers, forces defenses, cycle chip win condition.

Rare Cards

Zappies

Troop

4

Trio that stuns, slows charges, good crowd control and defensive stall.

Rare Cards

Battle Healer

Troop

4

Aura healer, sustains pushes, keeps swarms alive, extends tank survivability.

Rare Cards

Wizard

Troop

5

High splash damage, clears swarms, controls air/ground pushes, push support.

Rare Cards

Goblin Demolisher

Troop

5

Charges buildings, throws bombs, clears swarms, explosive finisher.

Rare Cards

Royal Giant

Troop

6

Long-range siege attacker, pressures towers, tanks damage, strong win condition.

Rare Cards

Rage

Spell

2

Increases movement and attack speed, accelerates pushes, boosts damage output.

Rare Cards

Goblin Curse

Spell

2

Transforms enemies into goblins, weakens foes, adds curse zone damage.

Rare Cards

Clone

Spell

3

Duplicates units for swarm pressure, triggers death effects, enables overwhelming pushes.

Rare Cards

Earthquake

Spell

3

Damages buildings, slows troops, chips towers, effective vs siege and spawners.

Rare Cards

Poison

Spell

4

Lingering area denial, kills swarms, chips towers, supports pushes.

Rare Cards

Tesla

Building

4

Hidden defense, zaps both air/ground, strong tank pull, cycle-friendly.

Rare Cards

Furnace

Building

4

Spawns fire spirits for lane pressure, chip damage, and wave control.

Rare Cards

Goblin Cage

Building

4

Trap that releases a brawler goblin, effective at tank pulling and defense.

Rare Cards

Goblin Hut

Building

5

Spawns spear goblins, applies lane pressure, chip damage, supports pushes.

Rare Cards

Elixir Collector

Building

6

Generates extra elixir, bait target for spells, boosts late-game pushes.

Rare Cards

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

Epic Cards

Ice Golem

Troop

2

Cheap mini-tank, kites enemies, explodes on death with slow effect, great for defense.

Epic Cards

Wall Breakers

Troop

2

Fast building-targeters, explode on contact, force elixir trades, open paths for pushes.

Epic Cards

Guards

Troop

3

Shielded skeleton trio, resistant to spells, distracts tanks, light offensive utility.

Epic Cards

Skeleton Barrel

Troop

3

Flying bomb carrier, drops skeletons on death, tower pressure and distraction tool.

Epic Cards

Goblin Machine

Troop

5

Mechanical unit spawning goblins, adds sustained pressure, good tank shredder.

Epic Cards

Baby Dragon

Troop

4

Flying splash attacker, denies swarms, supports tanks, versatile defense.

Epic Cards

Mini P.E.K.K.A

Troop

4

High single-target damage, excellent tank killer, works in offense and defense.

Epic Cards

Dark Prince

Troop

4

Shielded charger, splash damage on charge, strong vs swarms, push support.

Epic Cards

Battle Ram

Troop

4

Charging siege unit, spawns barbarians on contact, tower breaker and distraction.

Epic Cards

Hunter

Troop

4

Close-range shotgun damage, high burst vs tanks, effective vs swarms.

Epic Cards

Night Witch

Troop

4

Summons bats, melee fighter, supports tanks, strong swarm buildup.

Epic Cards

Flying Machine

Troop

4

Long-range flying shooter, tower chipper, supports pushes from afar.

Epic Cards

Skeleton Dragons

Troop

4

Dual flying splashers, air control, chip damage, strong in pushes.

Epic Cards

Giant

Troop

5

High-health building-targeter, leads pushes, absorbs damage.

Epic Cards

Balloon

Troop

5

Drops bombs on towers, death explosion, dangerous win condition.

Epic Cards

Witch

Troop

5

Spawns skeletons, splash damage, supports pushes, strong defense.

Epic Cards

Prince

Troop

5

Charging melee attacker, high single-target burst, great offensive threat.

Epic Cards

Bowler

Troop

5

Rolls boulders with knockback, controls ground swarms, defensive tool.

Epic Cards

Executioner

Troop

5

Axe thrower with piercing splash, wide area control, tank chipping.

Epic Cards

Cannon Cart

Troop

5

Ranged attacker that turns into stationary cannon on shield break, hybrid offense/defense.

Epic Cards

Royal Hogs

Troop

5

Quartet of building-targeters, split-lane pressure, strong chip damage.

Epic Cards

Giant Skeleton

Troop

6

High-health unit carrying death bomb, clears large areas on death.

Epic Cards

Goblin Giant

Troop

6

Tank with spear goblins on back, targets buildings, dual support role.

Epic Cards

P.E.K.K.A

Troop

7

Slow but extremely powerful single-target attacker, tank destroyer.

Epic Cards

Electro Giant

Troop

8

Reflects zap damage back to attackers, tanky frontliner, punishes defenses.

Epic Cards

Golem

Troop

8

Golem is a huge tank, splits into golemites on death, ultimate late-game win condition.

Epic Cards

Three Musketeers

Troop

9

Triple high-damage ranged unit, split pressure, massive offensive power.

Epic Cards

Mirror

Spell

1 (+1 level of last card)

Replays last card one level higher, surprise plays, cycle extension.

Epic Cards

Goblin Barrel

Spell

3

Spawns goblins on tower, bait spell, backdoor tower pressure.

Epic Cards

Tornado

Spell

3

Pulls troops to center, king activation, area control.

Epic Cards

Void

Spell

3

Creates black hole effect, nukes grouped troops, strong value finisher.

Epic Cards

Fireball

Spell

4

Medium splash, knocks back, damages towers, punishes buildings/troops.

Epic Cards

Freeze

Spell

4

Freezes troops and buildings, stops pushes, creates offensive openings.

Epic Cards

Graveyard

Spell

5

Spawns skeletons randomly near tower, swarm pressure, win condition.

Epic Cards

Rocket

Spell

6

High-damage nuke, tower finisher, clumped troop killer.

Epic Cards

Lightning

Spell

6

Targets 3 strongest units/buildings, resets infernos, strong high-value spell.

Epic Cards

Bomb Tower

Building

4

Defensive splash tower, strong vs swarms, death damage adds value.

Epic Cards

Goblin Drill

Building

4

Burrows to the enemy side, spawns goblins, direct tower pressure.

Epic Cards

Inferno Tower

Building

5

Ramp-up beam, melts tanks, defensive anchor.

Epic Cards

X-Bow

Building

6

Long-range siege weapon, locks on towers, defensive cycle potential.

Epic Cards

Barbarian Hut

Building

7

Spawns barbarians, wave pressure, strong tanky defense.

Epic Cards

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

Legendary Cards

Ice Wizard

Troop

3

Slows enemies with ranged attacks, controls pushes, provides splash + utility defense.

Legendary Cards

Princess

Troop

3

Very long-range splash damage, chips towers safely, baits small spells.

Legendary Cards

Miner

Troop

3

Burrows anywhere on the map, targets buildings directly, great for chip and surprise plays.

Legendary Cards

Bandit

Troop

3

Dashes to enemies, invulnerable during dash, quick assassin for supports or towers.

Legendary Cards

Royal Ghost

Troop

3

Invisible until attacking, bypasses defenses, effective at clearing swarms.

Legendary Cards

Fisherman

Troop

3

Hooks and pulls enemies, disrupts placements, excellent for repositioning tanks.

Legendary Cards

Lumberjack

Troop

4

Fast melee attacker, drops Rage spell on death, enhances counter-pushes.

Legendary Cards

Inferno Dragon

Troop

4

Ramp-up beam melts tanks, strong single-target damage, versatile air defense.

Legendary Cards

Electro Wizard

Troop

4

Spawns with a zap, stuns with dual strikes, resets Infernos, controls swarms.

Legendary Cards

Magic Archer

Troop

4

Piercing arrows, lines up multiple hits, tower sniping potential, utility shooter.

Legendary Cards

Mother Witch

Troop

4

Curses enemy troops into piglets, swarm counter, value generator.

Legendary Cards

Phoenix

Troop

4

Flying attacker that revives from egg on death, sustained pressure in air decks.

Legendary Cards

Rune Giant

Troop

5

Collects runes for speed boosts, powerful tank unit with accelerating pushes.

Legendary Cards

Ram Rider

Troop

5

Charges at buildings, snares troops, versatile offense and defense.

Legendary Cards

Goblinstein

Troop

5

Splits into healer + goblin forms, sustained pressure and survival value.

Legendary Cards

Boss Bandit

Troop

5

Gold-stealing charger, damages and steals elixir, quick striking pressure card.

Legendary Cards

Spirit Empress

Troop

5

Can swap between air/ground forms, highly versatile, adaptive fighter.

Legendary Cards

Lava Hound

Troop

7

Flying tank, spawns Lava Pups on death, synergizes with Balloon pushes.

Legendary Cards

Mega Knight

Troop

7

Mega Knight spawns with massive jump slam, splash control, tanky push leader.

Legendary Cards

Royal Chef

Tower Troop

0

Buffs allies with pancakes, enhances survivability, a strong support role.

Legendary Cards

The Log

Spell

2

Rolls across the ground, pushes back enemies, clears swarms, chips towers.

Legendary Cards

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

Champion Cards

Ice Wizard

Troop

4

Slows enemies with ranged attacks, controls pushes, provides splash + utility defense.

Champion Cards

Princess

Troop

5

Very long-range splash damage, chips towers safely, baits small spells.

Champion Cards

Miner

Troop

4

Burrows anywhere on the map, targets buildings directly, great for chip and surprise plays.

Champion Cards

Bandit

Troop

4

Dashes to enemies, invulnerable during dash, quick assassin for supports or towers.

Champion Cards

Royal Ghost

Troop

5

Invisible until attacking, bypasses defenses, effective at clearing swarms.

Champion Cards

Fisherman

Troop

3

Hooks and pulls enemies, disrupts placements, excellent for repositioning tanks.

Champion Cards

Lumberjack

Troop

4

Fast melee attacker, drops Rage spell on death, enhances counter-pushes.

Champion Cards

Inferno Dragon

Troop

4

Ramp-up beam melts tanks, strong single-target damage, versatile air defense.

Champion Cards

Electro Wizard

Troop

4

Spawns with a zap, stuns with dual strikes, resets Infernos, controls swarms.

Champion Cards

Magic Archer

Troop

4

Piercing arrows, lines up multiple hits, tower sniping potential, utility shooter.

Champion Cards

Mother Witch

Troop

4

Curses enemy troops into piglets, swarm counter, value generator.

Champion Cards

Phoenix

Troop

4

Flying attacker that revives from egg on death, sustained pressure in air decks.

Champion Cards

Rune Giant

Troop

5

Collects runes for speed boosts, powerful tank unit with accelerating pushes.

Champion Cards

Ram Rider

Troop

5

Charges at buildings, snares troops, versatile offense and defense.

Champion Cards

Goblinstein

Troop

5

Splits into healer + goblin forms, sustained pressure and survival value.

Champion Cards

Boss Bandit

Troop

5

Gold-stealing charger, damages and steals elixir, quick striking pressure card.

Champion Cards

Spirit Empress

Troop

5

Can swap between air/ground forms, highly versatile, adaptive fighter.

Champion Cards

Lava Hound

Troop

7

Flying tank, spawns Lava Pups on death, synergizes with Balloon pushes.

Champion Cards

Mega Knight

Troop

7

Spawns with massive jump slam, splash control, tanky push leader.

Champion Cards

Royal Chef

Tower Troop

0

Buffs allies with pancakes, enhances survivability, a strong support role.

Champion Cards

The Log

Spell

2

Rolls across the ground, pushes back enemies, clears swarms, chips towers.

Champion Cards

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

Most Used Clash Royale Cards

The Log

Low-cost and versatile, clears ground swarms, knocks back enemies, and works in most decks for cycling and chip damage.

Most Used Clash Royale Cards

Arrows

Reliable for clearing both air and ground swarms with wide area and instant damage, great for defense and push support.

Most Used Clash Royale Cards

Goblin Gang

Mix of melee and ranged goblins for flexible defense and spell bait, effective against tanks and air units.

Most Used Clash Royale Cards

Ice Spirit

Cheap cycle card with a freeze effect that stalls enemy pushes and pairs well with fast win conditions like Hog Rider.

Most Used Clash Royale Cards

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

Clash Royale Cards That Can Be Evolved

Skeletons

Gains enhanced stats for stronger distraction and faster cycling.

Clash Royale Cards That Can Be Evolved

Goblin Gang

Boosted goblins provide tougher defense and stronger spell bait.

Clash Royale Cards That Can Be Evolved

Firecracker

Improved splash damage for better swarm control.

Clash Royale Cards That Can Be Evolved

Royal Giant

Enhanced range and damage, making siege pressure more effective.

Clash Royale Cards That Can Be Evolved

Tesla

Upgraded zap damage and durability for stronger defense.

Clash Royale Cards That Can Be Evolved

Barbarians

Increased health and damage for tankier pushes.

Clash Royale Cards That Can Be Evolved

Valkyrie

Stronger splash and health for improved swarm clearing.

Clash Royale Cards That Can Be Evolved

Knight

Better stats for a more durable mini-tank.

Clash Royale Cards That Can Be Evolved

Inferno Dragon

Amplified beam damage for faster tank melting.

Clash Royale Cards That Can Be Evolved

Wall Breakers

Enhanced explosion damage for bigger tower hits.

Clash Royale Cards That Can Be Evolved

Goblin Drill

Improved goblin spawns for increased pressure.

Clash Royale Cards That Can Be Evolved

Battle Ram

Stronger charge and barbarian spawn for better offense.

Clash Royale Cards That Can Be Evolved

Cannon

Upgraded damage and health for solid ground defense.

Clash Royale Cards That Can Be Evolved

Mega Knight

Boosted jump and splash for stronger control.

Clash Royale Cards That Can Be Evolved

Musketeer

Higher damage for sharper single-target sniping.

Clash Royale Cards That Can Be Evolved

Goblin Barrel

Enhanced goblins for trickier tower attacks.

Clash Royale Cards That Can Be Evolved

Electro Dragon

Stronger chain lightning for better crowd control.

Clash Royale Cards That Can Be Evolved

Wizard

Amplified splash damage for superior area control.

Clash Royale Cards That Can Be Evolved

Bats

Improved swarm stats for stronger air pressure.

Clash Royale Cards That Can Be Evolved

Skeleton Barrel

More skeletons on death for greater distraction.

Clash Royale Cards That Can Be Evolved

Hunter

Enhanced shotgun spread for deadlier close-range bursts.

Clash Royale Cards That Can Be Evolved

Giant Snowball

Stronger knockback and slow for better control.

Clash Royale Cards That Can Be Evolved

Bomber

Increased splash damage for improved ground clearing.

Clash Royale Cards That Can Be Evolved

Archers

Boosted damage for better chip and defense.

Clash Royale Cards That Can Be Evolved

Ice Spirit

Enhanced freeze duration for longer stalling.

Clash Royale Cards That Can Be Evolved

Witch

Stronger skeleton spawns and splash for better support.

Clash Royale Cards That Can Be Evolved

P.E.K.K.A

Upgraded damage and health for crushing tanks.

Clash Royale Cards That Can Be Evolved

Goblin Giant

Improved spear goblin spawns and tankiness for pushes.

Clash Royale Cards That Can Be Evolved

Royal Hogs

Enhanced split-lane pressure with better stats.

Clash Royale Cards That Can Be Evolved

Royal Recruits

Stronger shields and stats for wider battlefield control.

Clash Royale Cards That Can Be Evolved

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.