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!!Zap
Shocks an area to deal damage and stun targets within. Costs 2 Elixir.


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* DamageOverTime: It strikes 3 times over a period of time, with the damage being calculated for each strike.
* ScratchDamage: If 5 or more units are in the spell range, the Void Spell deals absolutely pathetic damage. To be more specific, it needs two strikes to kill a skeleton.
* SituationalDamageAttack: Deals large damage if only one unit is in the spell range, medium damage if 2-4 units are in the spell range, and low damage if 5 or more units are in the spell range.
* NoKillLikeOverkill: While the damage it deals varies, at maximum damage (Only one unit in the area for the full duration) it deals more damage than '''Rocket''' despite being half the cost. Bonus points if the single unit you are targeting only needs one strike to go down.

!!Zap
Shocks an area to deal damage and stun targets within. Costs 2 Elixir.
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!!Void
A spell that strikes all units in its area, with its damage decreasing as more units enter it. Costs 3 Elixir.




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* MookMaker: Its Evolved form's shots will also spawn Goblins on impact.

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* HarmlessFreezing: Previously, it would freeze all enemy troops and buildings solid, but dealt no damage. After a recent buff, it now does damage.

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* HarmlessFreezing: Previously, it would freeze all enemy troops and buildings solid, but dealt no damage. After a recent buff, rework however, it now does damage.




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* ScratchDamage: As mentioned in AreaOfEffect, the damage this thing does is abysmal.


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* BlowYouAway: The tornado arrows they shoot have this effect.
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Elixir was changed


A building that spawns Barbarians every so often. Costs 7 Elixir.

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A building that spawns Barbarians every so often. Costs 7 6 Elixir.
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* CripplingOverspecialization: It's one of the best cards in the game at dealing with powerful tanks such as the Golem, P.E.K.K.A., Lava Hound and Mega Knight -- but if your opponent's deck doesn't include any of those cards, the only advantage it has over other defensive buildings is its high health, which is balanced by its correspondingly high Elixir cost.
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* AwesomeButImpractical: It's a hard counter to [[AntiArmor more-or-less every tank in the game]], but its high Elixir cost and lack of other utility means it's generally ignored in favour of other buildings.
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* ScratchDamage: One of the reasons it's so popular is the fact that it can consistently deal a small amount of damage to Princess Towers if placed directly on the bridge ''alongside'' flattening any smaller units it rolls over.

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* AnimateInanimateObject: A supposedly living log.

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* AnimateInanimateObject: A supposedly living log.Created when the Lumberjack spilled his bottle of [[SuperSerum Rage]] on a recently felled tree, and now seeks revenge by crushing everything in its path.
* ArchEnemy: While it wants to smash ''everything'', it reserves particular hatred for the Lumberjack, the one responsible for originally cutting it down.



* BoringButPractical: Like Zap, it essentially boils down to cheap knockback and damage. Yet it is, as of now, the most used card in the game.

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* BoringButPractical: Like Zap, it essentially boils down to cheap knockback and damage. Yet it is, as of now, the most used card in the game.game, due to it's extremely low Elixir cost, decent damage and range, and ability to deal consistent ScratchDamage to your opponent's Crown Towers.



* NoSell: Can knock back troops that are normally immune to knockback like PEKKA or Sparky.

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* NoSell: Can {{Defied|Trope}} -- it can knock back troops that are normally immune to knockback like PEKKA or Sparky.



* SuperSerum: A {{Downplayed|Trope}} fantasy-flavoured version of this -- while extremely limited in duration, it grants your troops a significant buff to attack and movement speed.



* AwesomeButImpractical: Admittedly, it is glorious to drop a massive rocket on your enemies to obliterate them, but its high cost means that most of the time you're using it to kill troops, you're going to end up at an Elixir disadvantage. Then again, its high damage makes it great for finishing damaged towers.

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* AwesomeButImpractical: Admittedly, it is glorious to drop a massive rocket on your enemies to obliterate them, but its high cost and tiny AreaOfEffect radius means that most of the time you're using it to kill troops, you're going to end up at an Elixir disadvantage. Then again, its high damage makes it great for finishing damaged towers.



* AreaOfEffect
* BlowYouAway

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* %%* AreaOfEffect
* BlowYouAwayBlowYouAway: The spell magically induces a tornado, which damages and pulls around enemy troops.



* DifficultButAwesome: If used incorrectly, it can pull troops closer to your towers and grant them cheap damage against them. If used right, it can stop entire pushes, halt charging Princes or Rams, and even prematurely trigger your King Tower to give you an advantage.

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* DifficultButAwesome: If used incorrectly, it can pull troops closer to your towers and grant them cheap damage against them. If used right, it can stop entire pushes, halt charging Princes or Rams, Princes, Hogs and Ram Riders, and even prematurely trigger your King Tower to give you an advantage.
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forgot this

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[[foldercontrol]]

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Since cards were moved between stadiums in some patches, changed categorization from stadiums to type (troop, spell, building). Troop cards now have their own page.


[[foldercontrol]]

[[folder: Training Camp Cards]]

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[[foldercontrol]]

[[folder: Training Camp Cards]]
* [[Characters/ClashRoyaleTroops Troop cards]]

[[folder:Spells]]



!!Archers
Summons a pair of ranged attackers that can shoot air units. Costs 3 Elixir.

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!!Archers
Summons
!!Barbarian Barrel
Launches
a pair of ranged attackers that can shoot air units. Barrel a short distance, and drops a Barbarian upon being destroyed. Costs 3 2 Elixir.



* ActionGirl
* AntiAir: Will usually be the first card you get that can shoot down aerial threats.
* BoringButPractical: They're just a pair of ranged attackers. Yet their all-rounded stats make them incredibly versatile.
* JackOfAllStats: Has average health and average damage. Although they lean more towards damage.

!!Knight
A well-rounded melee fighter with lots of health and decent damage. Costs 3 Elixir.

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* ActionGirl
* AntiAir: Will usually be
DidntThinkThisThrough: Once the first card you get Barbarian gets out of the barrel, it almost always dies due to being near stronger enemies.

!!Clone
A unique spell
that can shoot down aerial threats.
* BoringButPractical: They're just a pair
creates clones of ranged attackers. Yet their all-rounded stats make them incredibly versatile.
* JackOfAllStats: Has average health and average damage. Although they lean more towards damage.

!!Knight
A well-rounded melee fighter with lots of health and decent damage.
all troops in an area. Costs 3 Elixir.



* CountryCousin: Inverted. The Knight is the Barbarian's more refined and cultured cousin from an evidently more civilized place.
* OvershadowedByAwesome: Later in the game, he becomes this. His nature as a JackOfAllStats makes him tank less effectively than most tanks and do less damage than other damage dealers, tends to make many of the other "mini tanks" like Mini PEKKA and Valkyrie better alternatives in the higher arenas.
* JackOfAllStats: Above-average amounts of health and damage make him this.

!!Giant
A, well, [[ExactlyWhatItSaysOnTheTin giant]] that targets buildings and has copious amounts of health. Costs 5 Elixir.

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* CountryCousin: Inverted. The Knight is GlassCannon: Clones only have 1 HP, but retain the Barbarian's more refined and cultured cousin from an evidently more civilized place.
* OvershadowedByAwesome: Later in the game, he becomes this. His nature as a JackOfAllStats makes him tank less effectively than most tanks and do less damage than other damage dealers, tends to make many
full attack power of the other "mini tanks" like Mini PEKKA and Valkyrie better alternatives original troop.
* LoopholeAbuse: Clones of units that split up or explode upon death will still do so, resulting
in the higher arenas.
* JackOfAllStats: Above-average amounts of health and damage
some interesting plays you can make him this.

!!Giant
A, well, [[ExactlyWhatItSaysOnTheTin giant]]
with troops such as the Giant Skeleton.
* OneHitPointWonder: All clones only have 1 HP. And before you think about it, any shields the clones have only have 1 HP too.
* ZergRush: Clone can easily cause this. Pair it up with Mirror and cards
that targets buildings and has copious amounts already summon tons of health. troops for hilarity.

!!Fireball
A spell that launches a fireball to incinerate a small area, dealing high damage.
Costs 5 4 Elixir.



* GiantMook
* ImplacableMan: Subverted. He ignores all troops and will simply push them to get to his target building. The thing is, you can deploy buildings too...
* MightyGlacier: Slow moving and ignores all troops, but good luck stopping him once he's near your tower.
* StoneWall: Has very high health, making him great at soaking up damage.

!!Fireball
A spell that launches a fireball to incinerate a small area, dealing high damage. Costs 4 Elixir.
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!!Mini P.E.K.K.A.
A miniature version of a P.E.K.K.A. that moves fast and hits harder. Costs 4 Elixir.

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!!Mini P.E.K.K.A.
!!Freeze
A miniature version of a P.E.K.K.A. spell that moves fast and hits harder. immobilizes all enemies in a radius. Costs 4 Elixir.Elixir



* AchillesHeel: Because he uses single target attacks, swarms will shut him down very quickly.
* AmbiguousRobots: Has a very robotic voice and looks like a robot, but nothing is confirmed.
* CyberCyclops: While the cyber part is debatable, it seems fairly robotic, and has a single, glowing eye.
* LightningBruiser: He has a lot of health, moves fairly fast, and hits like a truck. Too bad he's only single target...
* MiniMook: A smaller, slightly less dangerous version of a PEKKA.

!!Minions
Spawns 3 Minions, fragile flying troops. Costs 3 Elixir.

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* AchillesHeel: Because he uses single target attacks, swarms will shut him down very quickly.
HarmlessFreezing: Previously, it would freeze all enemy troops and buildings solid, but dealt no damage. After a recent buff, it now does damage.
* AmbiguousRobots: Has StatusEffects: Freeze. It lasts for a very robotic voice and looks long time.

!!Giant Snowball
A spell summoning a giant snowball which behaves
like a robot, but nothing is confirmed.
* CyberCyclops: While the cyber part is debatable, it seems fairly robotic, and has a single, glowing eye.
* LightningBruiser: He has a lot of health, moves fairly fast, and hits like a truck. Too bad he's only single target...
* MiniMook: A smaller, slightly less dangerous version of a PEKKA.

!!Minions
Spawns 3 Minions, fragile flying troops.
weaker Fireball while also slowing enemies down. Costs 3 2 Elixir.



* AirborneMook: The first multi-unit flying card. Very good at shredding anything that can't attack them.
* FragileSpeedster / GlassCannon: The Minions are very weak, but also very fast and can hit rather hard.

!!Musketeer
A ground troop with a big gun who deals high damage at range. Costs 4 Elixir.

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* AirborneMook: The first multi-unit flying card. Very good at shredding anything that can't attack them.
* FragileSpeedster / GlassCannon: The Minions are very weak, but also very fast and can hit rather hard.

!!Musketeer
A ground troop with a big gun who deals high
{{Foil}}: Obviously to the Fireball spell. Both spells deal area damage and knockback to any card that isn't a supertank. However, while the Fireball inflicts significantly more damage and is thus more reliable at range. taking out groups of stronger troops, the Giant Snowball can be cast at only half the price, making it more reliable when used against swarms of enemies with less HP as well as having an additional slowdown effect to compensate for its lower damage.
* KillItWithIce: It's a giant snowball that chills enemies which get hit by it.
* StatusEffects: Slows down units who get hit by it.

!!Goblin Barrel
Tosses a barrel anywhere on the map that spawns 3 Goblins.
Costs 4 3 Elixir.



* ActionGirl
* AntiAir: Remains to this day as one of the most effective anti-air units there is.
* {{BFG}}: That gun is nearly as tall as she is.
* GlassCannon: Can most definitely dish out much more damage than she can take.

!!Prince
An armored fighter riding a tiny pony. Deals high damage and can charge to double his speed and damage. Costs 5 Elixir.

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* ActionGirl
FastballSpecial: Apparently throwing a barrel of Goblins at your enemies actually works.
* AntiAir: Remains DungeonBypass: Being able to this day as one of deploy them anywhere means you can easily drop them past all the most effective anti-air units there is.
* {{BFG}}: That gun is nearly as tall as she is.
enemy's troops and directly on their tower.
* GlassCannon: Can most definitely dish out much more The Goblins in the barrel have rather low health. Like the normal Goblins, underestimating the damage than she they can take.

!!Prince
An armored fighter riding
do is a tiny pony. Deals high damage and can charge to double his speed and damage.very bad idea.

!!Graveyard
A spell that summons skeletons anywhere in the arena.
Costs 5 Elixir.



* AchillesHeel: Swarms will bring his charge to a grinding halt and will generally kill him. In addition, stuns like Zap will reset his charge.
* DoubleEntendre: Good lord, [[https://www.youtube.com/watch?v=7MFaNHTXAkw his commercial]].
* FoeTossingCharge: Averted. The first thing he hits while charging will take massive damage, but anything else around him can fight him as normal.
* JoustingLance: Has a pretty big one he uses to hit people when riding and ram people while charging. And it hurts.
* LightningBruiser: Once he gets charging, his speed skyrockets and he can hit hard enough to take a massive bite out of anything he hits. He also has the health to back it up.
* SeriesMascot: May as well be, since the King isn't a playable card.

!!Baby Dragon
A flying unit that shoots fireballs to deal area damage. Costs 4 Elixir.

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* AchillesHeel: Swarms will bring his charge to a grinding halt and DemBones
* DungeonBypass: Can be deployed anywhere on the map.
* ZergRush: The sudden amount of skeletons on their tower
will generally kill him. In addition, stuns like Zap will reset his charge.
* DoubleEntendre: Good lord, [[https://www.youtube.com/watch?v=7MFaNHTXAkw his commercial]].
* FoeTossingCharge: Averted. The first thing he hits while charging will
take massive damage, but anything else around him can fight him as normal.
* JoustingLance: Has a pretty big one he uses to hit people when riding and ram people while charging. And it hurts.
* LightningBruiser: Once he gets charging, his speed skyrockets and he can hit hard enough to take a massive bite out of anything he hits. He also has the health to back it up.
* SeriesMascot: May as well be, since the King isn't a playable card.

!!Baby Dragon
players off guard.

!!Heal
A flying unit spell that shoots fireballs to deal area damage. heals all friendly troops in the area. Costs 4 Elixir.3 Elixir. Was sadly removed in an update and replaced with the Heal Spirit.



* AirborneMook: One of first flying troops you can get. If you get it early, you can screw over a lot of other players with it because of the lack of anti-air troops early on.
* AreaOfEffect: Splash damage makes it deadly to swarms of troops.
* MiniMook: A smaller Dragon from ''Clash of Clans'', although the larger one isn't in this game. In fact, the Baby Dragon is original to ''Clash Royale''; it was brought over to ''Clash of Clans'' in May 2016.

!!Skeleton Army
Deploys a huge swarm of 15 Skeletons. Costs 3 Elixir.

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* AirborneMook: One of first flying AchillesHeel: Won't do anything if the affected troops you can get. If you get it early, you can screw over die in a lot of other players with it because of the lack of anti-air single hit anyways.
* BigDamnHeroes: Extremely useful for saving
troops early on.
right about to die at the enemy tower, which can take enemies off guard.
* AreaOfEffect: Splash HealingPotion: Looks like one.
* NoSell: Dropping it on Fireball-prone or other spell-prone targets can heal off most the
damage makes it deadly to swarms of troops.
* MiniMook: A smaller Dragon from ''Clash of Clans'', although
done by the larger one isn't in this game. In fact, spell, which is making Heal popular with Three Musketeer decks who's main weakness was getting hit by Fireball.
* WeHardlyKnewYe: The Heal Spell was removed on April 1st 2020,becoming
the Baby Dragon is original first card in Clash Royale to ''Clash Royale''; it was brought over be removed.
**
The Heal Spell would be replaced with the Heal Spirit.

!!Lightning
A spell that causes lightning
to ''Clash of Clans'' strike up to 3 targets with the highest HP in May 2016.

!!Skeleton Army
Deploys a
the area, dealing huge swarm of 15 Skeletons. damage and stunning them. Costs 3 6 Elixir.



* CannonFodder: The Skeletons
* BoringButPractical: Even though it's just a big group of skeletons, it's one of the most commonly used cards, just because it can counter a vast number of other cards for a positive Elixir Trade.
* DemBones
* ZergRush: The entire point of this card. Most troops or buildings that don't have splash damage will be wiped out by the sheer number of Skeletons.

!!Wall Breakers
Deploys a pair of fast-moving skeletons who bomb the nearest building. Costs 2 Elixir

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* CannonFodder: The Skeletons
* BoringButPractical: Even though
AwesomeButImpractical: Sure, it may be awesome to call down bolts of lightning to smite your enemies, and the damage said bolts do is impressive, it's just high cost and the fact it can only target 3 units sets it back a big group of skeletons, lot. It still has its uses in shutting down tanks.
* DeathFromAbove: Makes lightning rain from the sky to deal massive damage.
* ShockAndAwe: Calls down 3 lightning bolts.
* SituationalSword: Specifically targets the 3 targets with the most health, so
it's one usually only useful if there are several tanks that need to be destroyed within a group of smaller enemies. Also, if there are less than 3 enemies...yeah.

!!The Log
A spell that drops a big log on your side
of the most commonly used cards, just because it can counter a vast number of other cards for a positive Elixir Trade.
* DemBones
* ZergRush: The entire point of this card. Most
arena which rolls forward, damaging and knocking back all ground troops or buildings that don't have splash damage will be wiped out by the sheer number of Skeletons.

!!Wall Breakers
Deploys a pair of fast-moving skeletons who bomb the nearest building.
it hits. Costs 2 ElixirElixir.



* ArtifactTitle: Their name originated from their role in ''VideoGame/ClashOfClans'': targeting and taking down walls. Since there are no walls to target in this game, they target buildings instead even if said buildings don't have walls.
* FragileSpeedster: They compensate for their low HP with fast running speed. If you don't have the right troops or spells or don't react in time, they can get some good damage on your tower. Even if you do manage to counter them, it's nearly impossible to get an elixir advantage due to their high speed and damage for a low cost.
* GlassCannon: They have low HP, but have just enough for both of them to reach the enemy crown tower if left interrupted, and badly timed troops can get caught in the blast as well.
* SuicideAttack: Both skeletons rush towards the nearest building and explode.
* TakingYouWithMe: This is the unfortunate case for any enemies within range when the bombs go off

[[/folder]]

[[folder: Goblin Stadium Cards]]
!!Goblins
Spawns 3 fast, unarmored Goblins with knives. Costs 2 Elixir.

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* ArtifactTitle: Their name originated from their role in ''VideoGame/ClashOfClans'': targeting and taking down walls. Since there are no walls to target in this game, they target buildings instead even if said buildings don't have walls.
AnimateInanimateObject: A supposedly living log.
* FragileSpeedster: They compensate for their low HP with fast running speed. If you don't have the right AreaOfEffect: Damages all troops or spells or don't react in time, they can get some good damage on your tower. Even if you do manage a straight line.
* BoringButPractical: Like Zap, it essentially boils down
to counter them, it's nearly impossible to get an elixir advantage due to their high speed cheap knockback and damage damage. Yet it is, as of now, the most used card in the game.
* DisproportionateRetribution: Wants revenge
for a low cost.
* GlassCannon: They have low HP, but have just enough for both of them to reach the enemy crown tower if left interrupted,
people turning it sentient with Rage. Said revenge is crushing anything and badly timed everything mindlessly.
* {{Knockback}}
* NoSell: Can knock back
troops can get caught that are normally immune to knockback like PEKKA or Sparky.
* SpikesOfDoom: Is covered
in the blast as well.
* SuicideAttack: Both skeletons rush towards the nearest building and explode.
* TakingYouWithMe: This is the unfortunate case
these.

!!Mirror
A card that allows you to mirror your last played card
for any enemies within range when the bombs go off

[[/folder]]

[[folder: Goblin Stadium Cards]]
!!Goblins
Spawns 3 fast, unarmored Goblins with knives. Costs 2 Elixir.
+1 Elixir, at a different level.



* CannonFodder: Extremely cheap and therefore often used as meat shields or distractions.
* FragileSpeedster: Goblins have rather low health but move very quickly and can hit pretty hard.
* GlassCannon: Underestimating their damage output would be unwise.
* OurGoblinsAreDifferent

!!Spear Goblins
Spawns 3 fast, fragile Goblins that throw spears at both land and air units. Costs 2 Elixir.

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* CannonFodder: Extremely cheap and therefore often used as meat shields or distractions.
* FragileSpeedster: Goblins have rather low health but move very quickly and
LoopholeAbuse: Mirror in tournaments can hit pretty hard.
result in cards higher or lower level than tournament standards.
* GlassCannon: Underestimating their ZergRush: Usage of Mirror can sometimes turn into this.

!!Poison
A spell that poisons an area, dealing
damage output would be unwise.
* OurGoblinsAreDifferent

!!Spear Goblins
Spawns 3 fast, fragile Goblins that throw spears at both land and air units.
over time to enemies within. Costs 2 4 Elixir.



* AntiAir: One unique for its extreme cost-efficiency.
* CannonFodder: It's cheap cost makes it common to be sent out to damage or distract air units.
* DeathOfAThousandCuts: The three Goblins attack very fast in comparison to, let's say, Archers, but deal rather low damage. If a Spear Goblin is ''one'' level lower than an enemy skeleton, it will take more than one hit for them to take it out.
* FragileSpeedster: Very fast like the normal Goblins.
* OurGoblinsAreDifferent

!!Goblin Hut
A building that periodically spawns Spear Goblins. Costs 5 Elixir.

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* AntiAir: One unique for DamageOverTime: To anything caught within the poison.
* {{Nerf}}: Underwent a significant one that removed
its extreme cost-efficiency.
* CannonFodder: It's cheap cost makes
slowing properties. This was to counter the amount of pain it common to be sent out to damage could cause when paired up with Giants.
* UniversalPoison: Damages everything, including people, stone constructs, ice constructs, spirits,
or distract air units.
* DeathOfAThousandCuts: The three Goblins
wooden towers.

!!Rage
A spell that temporarily boosts
attack very fast speed and movement speed of all friendlies in comparison to, let's say, Archers, but deal rather low damage. If a Spear Goblin is ''one'' level lower than an enemy skeleton, it will take more than one hit for them to take it out.
* FragileSpeedster: Very fast like the normal Goblins.
* OurGoblinsAreDifferent

!!Goblin Hut
A building that periodically spawns Spear Goblins.
area. Costs 5 2 Elixir.



* FunnyBackgroundEvent: Apparently inside the Goblin Hut, a ''rave party'' is happening all the time.
* MookMaker: Creates Spear Goblins every so often.
* ZergRush: Enough spawner buildings like this can cause this. Also, if you let them pile up enough without them getting killed...

!!Goblin Barrel
Tosses a barrel anywhere on the map that spawns 3 Goblins. Costs 3 Elixir.

to:

* FunnyBackgroundEvent: Apparently inside the Goblin Hut, DesperationAttack: Can be used on your Crown Towers as a ''rave party'' is happening all the time.
last-ditch attempt to hold off attackers.
* MookMaker: Creates Spear Goblins every so often.
* ZergRush: Enough spawner buildings like
LightningBruiser: Any troop affected by this can cause become this. Also, Bonus points if you let them pile up enough without them getting killed...

!!Goblin Barrel
Tosses
they already were a barrel anywhere on the map Lightning Bruiser.
* StatusBuff: To attack speed and movement speed.
* UnstoppableRage: What it causes in your troops.

!!Rocket
A spell
that spawns 3 Goblins. launches a giant rocket at the target area to deal huge area damage. Costs 3 Elixir.6 Elixir



* FastballSpecial: Apparently throwing a barrel of Goblins at your enemies actually works.
* DungeonBypass: Being able to deploy them anywhere means you can easily drop them past all the enemy's troops and directly on their tower.
* GlassCannon: The Goblins in the barrel have rather low health. Like the normal Goblins, underestimating the damage they can do is a very bad idea.

!!Hog Rider
A fast melee troop that targets buildings and can jump over the river. Costs 4 Elixir.

to:

* FastballSpecial: Apparently throwing a barrel AnachronismStew: You wouldn't expect this kind of Goblins at weaponry to exist back in medieval times.
* AwesomeButImpractical: Admittedly, it is glorious to drop a massive rocket on
your enemies actually works.
* DungeonBypass: Being able
to deploy them anywhere obliterate them, but its high cost means you can easily drop them past all that most of the enemy's troops and directly on their tower.
* GlassCannon: The Goblins in the barrel have rather low health. Like the normal Goblins, underestimating the
time you're using it to kill troops, you're going to end up at an Elixir disadvantage. Then again, its high damage they can do is a very bad idea.

!!Hog Rider
makes it great for finishing damaged towers.
* DeathFromAbove:
A fast melee troop giant rocket from above.
* ThereIsNoKillLikeOverkill: Rocket deals so much damage
that targets buildings and can jump over dropping it on anything that isn't a tank is nearly always a guaranteed kill.

!!Tornado
A spell that drags all enemies to
the river. center of the area while damaging them. Costs 4 3 Elixir.



* DropTheHammer: Wields a small war hammer.
* DungeonBypass: A lot more mobile due to his ability to jump over the river.
* LargeHam: [[MemeticMutation DID SOMEONE SAY HOOOOG RIDERRRRRRR?]]
* LightningBruiser: Very fast, decent health and deals a lot of damage if left unchecked.
* SuddenlyVoiced: One of the few troops to have actual speaking lines.

!!Hunter
A somewhat frail man with a huge shotgun. Powerful up close, but not that much at range. Closely resembles the King, oddly enough. Costs 4 Elixir

to:

* DropTheHammer: Wields a small war hammer.
AreaOfEffect
* DungeonBypass: A lot more mobile due to his ability to jump over BlowYouAway
* DamageOverTime: To anything caught in it.
* DoNotTouchTheFunnelCloud: Only things in
the river.
Tornado are sucked towards the center.
* LargeHam: [[MemeticMutation DID SOMEONE SAY HOOOOG RIDERRRRRRR?]]
* LightningBruiser: Very fast, decent health
DifficultButAwesome: If used incorrectly, it can pull troops closer to your towers and deals a lot of grant them cheap damage if left unchecked.
* SuddenlyVoiced: One of the few troops
against them. If used right, it can stop entire pushes, halt charging Princes or Rams, and even prematurely trigger your King Tower to have actual speaking lines.

!!Hunter
A somewhat frail man with a huge shotgun. Powerful up close, but not that much at range. Closely resembles the King, oddly enough.
give you an advantage.

!!Zap
Shocks an area to deal damage and stun targets within.
Costs 4 Elixir2 Elixir.



* AchillesHeel: His slow hit speed makes him a good target for stunning effects (especially the Zappies). He also doesn't perform very well when attacking from a distance.
* AntiAir: Can and will obliterate any air units that come too close.
* {{BFG}}: That gun is nearly as tall and fat as he is.
* GlassCannon: Can most definitely dish out much more damage than he can take.
* UnorthodoxReload: Shoots a spread shot of ten bullets. No other troop has a spread attack.

to:

* AchillesHeel: His slow hit speed makes him a good target for stunning effects (especially AreaOfEffect: A less damaging but extremely cheap variant.
* BoringButPractical: Is one of
the Zappies). He most widely-used cards in the game, mostly because it's simply a cheap AreaOfEffect spell that can take care of swarms like the Skeleton Army and sometimes the Minion Horde. Because of its stun effect, it can also doesn't perform very well when attacking reset charged attacks such as those from a distance.
* AntiAir: Can
Sparky and will obliterate any air units that come too close.
an Inferno Tower.
* {{BFG}}: That gun is nearly as tall and fat as he is.
* GlassCannon: Can most definitely dish out much more damage than he can take.
* UnorthodoxReload: Shoots a spread shot of ten bullets. No other troop has a spread attack.
ShockAndAwe: Calls down an electrical blast.



[[folder: Bone Pit Cards]]
!!Skeletons
Spawns 3 fragile skeletons at the cheap cost of 1 Elixir.

to:

[[folder: Bone Pit Cards]]
!!Skeletons
Spawns 3 fragile skeletons at the cheap cost of 1

[[folder:Buildings]]
!!Barbarian Hut
A building that spawns Barbarians every so often. Costs 7
Elixir.



* CannonFodder: It's extremely cheap cost makes it's main use this.
* BoringButPractical: At lower levels, Skeletons generally don't see much use as they're extremely fragile. Yet later in the game, they're one of the most used cards as they provide a distraction for only 1 Elixir.
* DemBones
* MagikarpPower: Their Evolution could be considered this. If they're placed in the evolution slot, after cycling through them three times, the next time they're played will spawn 4 evolved Skeletons with slightly lower stats, but they will multiply every time they attack (capping at 8 Skeletons), potentially resulting in an endless miniature Skeleton Army if they aren't all destroyed.

!!Bomber
A skeleton that lobs bombs to do area damage. Cots 3 Elixir.

to:

* CannonFodder: It's extremely cheap cost makes AwesomeButImpractical: Not as bad as some other examples, but it's main use this.
* BoringButPractical: At lower levels, Skeletons generally don't see much use as they're extremely fragile. Yet later in
expensive cost sometimes makes it not worth the game, they're one of the most used cards as they provide a distraction for only 1 Elixir.
* DemBones
BarbarianTribe
* MagikarpPower: Their Evolution could be considered this. If they're placed in JackOfAllStats: Again, the evolution slot, after cycling through them three times, Barbarians.
* ZergRush: Notable for being
the next time they're played will spawn 4 evolved Skeletons only spawner building whose troops are actually pretty beefy.

!!Bomb Tower
A big tower
with slightly lower stats, but they will multiply every time they attack (capping at 8 Skeletons), potentially resulting in an endless miniature Skeleton Army if they aren't all destroyed.

!!Bomber
A skeleton
a Bomber on it that lobs chucks bombs to do area damage. Cots 3 at enemies below. Costs 4 Elixir.



* AreaOfEffect: His main selling point. In the training camp, he's the only splash damage troop you will have (unless you got the Baby Dragon)
* DemBones
* DumbassNoMore: One day, Wall Breakers realized that they could do a lot more damage if they threw the bomb instead of standing next to it. The Bomber is a result of said realization.
* GlassCannon: Has low health but can deal copious amounts of area damage.


!!Tombstone
A building that spawns Skeletons, and spawns an additional group of them upon death. Costs 3 Elixir.

to:

* AreaOfEffect: His main selling point. In the training camp, he's the The only splash damage troop you will have (unless you got the Baby Dragon)
* DemBones
* DumbassNoMore: One day, Wall Breakers realized that they could
defense as of now to do a lot more damage if they threw the bomb instead of standing next this.
* DeathFromAbove: Drops bombs on anything stupid or unfortunate enough
to it. stand near it.
* DemBones:
The Bomber is a result of said realization.
* GlassCannon: Has low health but can deal copious amounts of area damage.


!!Tombstone
in the tower.

!!Cannon
A stationary defensive building that spawns Skeletons, and spawns an additional group of them upon death.blasts ground troops. Costs 3 Elixir.



* ConstructAdditionalPylons: It's cheap cost and Skeletons-on-death mechanic make it especially good at shutting down things like Giants or the Prince.
* DemBones: The Skeletons it makes.
* MookMaker: Spawns Skeletons every few seconds, and spawns 3 more on death.
* TakingYouWithMe: A variation, as it summons 3 Skeletons once it dies.


!!Giant Skeleton
A massive skeleton with an equally massive bomb. Has lots of health and drops its bomb upon death. Costs 6 Elixir.

to:

* ConstructAdditionalPylons: It's A rather popular one for its cheap cost and Skeletons-on-death mechanic make it especially good relatively decent damage against ground targets.
* SentryGun: A static turret that automatically shoots cannonballs
at shutting down things like Giants or the Prince.
* DemBones: The Skeletons it makes.
* MookMaker: Spawns Skeletons
nearby enemies.

!!Elixir Collector
A building that gives you 1 extra Elixir
every few seconds, and spawns 3 more on death.
* TakingYouWithMe: A variation, as it summons 3 Skeletons once it dies.


!!Giant Skeleton
A massive skeleton with an equally massive bomb. Has lots of health and drops its bomb upon death.
so often. Costs 6 Elixir.



* AchillesHeel: Unlike the Giant, he has no preferred target and is easily distracted by troops, which means that he can easily be dragged away from your tower or stopped.
* DemBones
* GiantMook
* MightyGlacier: Very slow and easily distracted, but boasts immense health and can wreak unthinkable havoc if he reaches your tower.
* StoneWall: His extremely high health makes him effective at stopping enemies in their tracks.
* TakingYouWithMe: Drops a bomb upon death. A particularly dangerous variant as the Giant Skeleton's bomb deals immense damage.

!!Valkyrie
A tough melee fighter that deals damage all around her. Costs 4 Elixir.

to:

* AchillesHeel: Unlike the Giant, he has no preferred target and is easily distracted by troops, which means ConstructAdditionalPylons: A building that he produces extra Elixir.
* YouRequireMoreVespeneGas: Produces more Elixir. This
can easily be dragged away from give you a huge advantage over your tower or stopped.
* DemBones
* GiantMook
* MightyGlacier: Very slow and easily distracted, but boasts immense health and can wreak unthinkable havoc if he reaches your tower.
* StoneWall: His extremely high health makes him effective at stopping enemies in their tracks.
* TakingYouWithMe: Drops a bomb upon death.
opponent.

!!Furnace
A particularly dangerous variant as the Giant Skeleton's bomb deals immense damage.

!!Valkyrie
A tough melee fighter
4-Elixir building that deals damage all around her. Costs 4 Elixir.summons Fire Spirits every few seconds.



* ActionGirl: And a melee fighter to boot.
* AreaOfEffect: Swings her axe around her to deal splash damage.
* MightyGlacier: Pretty slow moving, but has high health and can dish out loads of area damage to anything that approaches her.
* NoSell: The typical tactics of swarming high-health troops don't work due to Valkyrie's splash damage.

!!Witch
A unit that summons Skeletons every few seconds and can fight at range with magic attacks. Costs 5 Elixir.

to:

* ActionGirl: And a melee fighter ActionBomb: The Fire Spirits.
* ConstructAdditionalPylons: A popular one due
to boot.
its cheap cost and the damage the Fire Spirits can do.
* AreaOfEffect: Swings her axe around her to deal splash damage.
MookMaker: Creates Fire Spirits.
* MightyGlacier: Pretty slow moving, ZergRush: Enough Furnaces and other spawners can cause this.

!!Goblin Cage
A defensive building that deals zero damage, but then spawns a goblin brawler upon death. Costs 4 Elixir.
* FragileSpeedster: [[AvertedTrope Averted]]. He is fast
but has high health and lots of hitpoints (at tournament standard, Pekka can dish out loads of area damage to anything not one-shot the goblin brawler).

!!Goblin Hut
A building
that approaches her.
* NoSell: The typical tactics of swarming high-health troops don't work due to Valkyrie's splash damage.

!!Witch
A unit that summons Skeletons every few seconds and can fight at range with magic attacks.
periodically spawns Spear Goblins. Costs 5 Elixir.



* ActionGirl
* AreaOfEffect: Deals splash damage to both air and ground units. Combined with her rapid attacks, this spells death for most swarm troops.
* DeathOfAThousandCuts: Her area attacks do fairly little damage.
* MagicStaff: A wooden one topped with a skull, used to summon Skeletons. She actually fires magic blasts with her other hand, though...
* MookMaker: Summons groups of Skeletons every few seconds to do her bidding, as well as three more skeletons on death
* GlassCannon: Can deal fairly large amounts of damage with her fast attacks and skeletons, but doesn't have much health.
* TheyChangedItNowItSucks: She got a rework in October 2019; having her [[AreaOfEffect AoE]] reduced significantly, damage increased significantly, hit speed changed to 1.4 sec (from 1 sec), a new spawn style, and she no longer spawns Skeletons upon death. On the November 4, 2019 Balance Update, she was reworked even [[FromBadToWorse worse]], by having her AOE entirely removed, further slowing her hitspeed down, and setting the first skeleton spawn to 3.5 sec.
** [[SetRightWhatOnceWentWrong Luckily]], the November 27 2019 Balance Update gave back the Witch her [=AoE=], her quick hitspeed, and got her damage nerfed back (to 111, not 69).
* ZergRush: Can do this with her Skeletons.

[[/folder]]
[[folder: Barbarian Bowl Cards]]
!!Barbarians
A quintet of tough melee attackers with serious anger issues. Costs 5 Elixir.

to:

* ActionGirl
* AreaOfEffect: Deals splash damage to both air and ground units. Combined with her rapid attacks, this spells death for most swarm troops.
* DeathOfAThousandCuts: Her area attacks do fairly little damage.
* MagicStaff: A wooden one topped with
FunnyBackgroundEvent: Apparently inside the Goblin Hut, a skull, used to summon Skeletons. She actually fires magic blasts with her other hand, though...
''rave party'' is happening all the time.
* MookMaker: Summons groups of Skeletons Creates Spear Goblins every few seconds to do her bidding, as well as three more skeletons on death
so often.
* GlassCannon: Can deal fairly large ZergRush: Enough spawner buildings like this can cause this. Also, if you let them pile up enough without them getting killed...

!!Inferno Tower
A defense that deals increasing
amounts of damage with her fast attacks and skeletons, but doesn't have much health.
* TheyChangedItNowItSucks: She got a rework in October 2019; having her [[AreaOfEffect AoE]] reduced significantly, damage increased significantly, hit speed changed
to 1.4 sec (from 1 sec), a new spawn style, and she no longer spawns Skeletons upon death. On the November 4, 2019 Balance Update, she was reworked even [[FromBadToWorse worse]], by having her AOE entirely removed, further slowing her hitspeed down, and setting the first skeleton spawn to 3.5 sec.
** [[SetRightWhatOnceWentWrong Luckily]], the November 27 2019 Balance Update gave back the Witch her [=AoE=], her quick hitspeed, and got her damage nerfed back (to 111, not 69).
* ZergRush: Can do this with her Skeletons.

[[/folder]]
[[folder: Barbarian Bowl Cards]]
!!Barbarians
A quintet of tough melee attackers with serious anger issues.
one target. Costs 5 Elixir.



* AwesomeButImpractical: In spite of their average stats, they are usually easy to stop when they're on the offensive if a distraction is used or if hit by an AreaOfEffect spell.
* BarbarianTribe
* GatheringSteam: Their Evolution ability. You only need to cycle through them once, and once the evolution is activated, the next time they're played, they will spawn as evolved Barbarians who become faster and stronger every time they attack, though the effect will wear off if they don't attack anything within two seconds.
* JackOfAllStats: The Barbarians individually are this, with high attack, health, and speed.
* ZergRush: It's the fact that there's 5 of them that makes them so good for taking down heavy troops.

!!Cannon
A stationary defensive building that blasts ground troops. Costs 3 Elixir.

to:

* AwesomeButImpractical: In spite AchillesHeel: Like in ''Clash of their average stats, they are usually easy Clans'', it is vulnerable to stop when they're on the offensive if a distraction is used or if hit by an AreaOfEffect spell.
swarm troops.
* BarbarianTribe
* GatheringSteam: Their Evolution ability. You only need to cycle
AntiArmor: Its increasing damage over time makes it melt through them once, and once the evolution is activated, the next time they're played, they will spawn as evolved Barbarians who become faster and stronger every time they attack, though the effect will wear off if they don't attack anything within two seconds.
any tank very quickly.
* JackOfAllStats: The Barbarians individually are this, with high attack, health, and speed.
* ZergRush: It's the fact
DeathRay: A focused beam of heat that there's 5 increases in intensity over time.
* KillItWithFire: A ray
of them magic fire to be exact.

!!Mortar
A long ranged defense
that makes them so good for taking down heavy troops.

!!Cannon
A stationary defensive building that blasts ground troops.
lobs explosive shells. Costs 3 4 Elixir.



* ConstructAdditionalPylons: A rather popular one for its cheap cost and relatively decent damage against ground targets.
* SentryGun: A static turret that automatically shoots cannonballs at nearby enemies.

!!Barbarian Hut
A building that spawns Barbarians every so often. Costs 7 Elixir.

to:

* ConstructAdditionalPylons: AreaOfEffect: Deals splash damage.
* ArbitraryWeaponRange: Has a blind spot right next to it.
* DungeonBypass: Can snipe Crown Towers from your side of the river.

!!Tesla
A rather popular one for its cheap cost and relatively decent damage against ground targets.
* SentryGun: A static turret that automatically shoots cannonballs at nearby enemies.

!!Barbarian Hut
A
defensive building that spawns Barbarians every so often. shocks any enemies nearby and retreats into the ground when not fighting. Costs 7 4 Elixir.



* AwesomeButImpractical: Not as bad as some other examples, but it's expensive cost sometimes makes it not worth the Elixir.
* BarbarianTribe
* JackOfAllStats: Again, the Barbarians.
* ZergRush: Notable for being the only spawner building whose troops are actually pretty beefy.

!!Barbarian Barrel
Launches a Barrel a short distance, and drops a Barbarian upon being destroyed. Costs 2 Elixir.

to:

* AwesomeButImpractical: Not AnachronismStew: An electrical tower in supposedly medieval times. Justified, as bad as some other examples, but in ''Clash of Clans'' it's expensive cost sometimes makes stated that it not worth the Elixir.
* BarbarianTribe
uses Lightning Magic.
* JackOfAllStats: Again, the Barbarians.
Attacks both air and land units, and has decent health and damage.
* ZergRush: Notable for being the only spawner NoSell: While underground, it is immune to all damage. Its lifetime still decreases, though.
* ShockAndAwe: Uses lightning to zap enemies.

!!Tombstone
A
building whose troops are actually pretty beefy.

!!Barbarian Barrel
Launches a Barrel a short distance,
that spawns Skeletons, and drops a Barbarian spawns an additional group of them upon being destroyed. death. Costs 2 3 Elixir.



* DidntThinkThisThrough: Once the Barbarian gets out of the barrel, it almost always dies due to being near stronger enemies.

!!Battle Ram
Two Barbarians holding a big log that charge at the nearest building and ram it before attacking. Costs 4 Elixir.

to:

* DidntThinkThisThrough: Once ConstructAdditionalPylons: It's cheap cost and Skeletons-on-death mechanic make it especially good at shutting down things like Giants or the Barbarian gets out of the barrel, Prince.
* DemBones: The Skeletons
it almost always dies due to being near stronger enemies.

!!Battle Ram
Two Barbarians holding a big log
makes.
* MookMaker: Spawns Skeletons every few seconds, and spawns 3 more on death.
* TakingYouWithMe: A variation, as it summons 3 Skeletons once it dies.

!!X-Bow
An ultra-long ranged defense
that charge rapidly fires bolts at the nearest building and ram it before attacking. targets. Costs 4 6 Elixir.



* BatteringRam
* AsteroidsMonster: Sort of. It releases the 2 Barbarians carrying it as additional troops once it either dies or rams something.
* FoeTossingCharge: Unlike the Prince, the Battle Ram does not target troops, so anything that gets in it's way will just be shoved aside.
* LightningBruiser: Like the Prince, once it gets charging, it moves incredibly fast and hits buildings like a truck.
* NoSell: The Ram functions as a shield for the 2 Barbarians underneath, and should the Ram be broken, even by a massive strike, the Barbarians will pop out from underneath, completely unharmed, and go to work.

!!Golem
A big, bulky troop with loads of health. Targets buildings and explodes into 2 Golemites if killed. Costs 8 Elixir.
----
* AsteroidsMonster: Splits in 2 upon death. The Golemites keep up the fight for a bit longer.
* {{Golem}}
* MightyGlacier: Slow moving, expensive, and takes a while to deploy, but makes up for it with tons and tons of health.
* StoneWall: Literally. Has the highest health in the game, and only targets buildings which makes it harder to block.
* TakingYouWithMe: Explodes upon death. Same goes for the Golemites.
* TheJuggernaut: Since it was moved down to Arena 3 (previously in Builder's Workshop), it has become this in Arena 3 battles due to a lack of useful counters.


to:

* BatteringRam
AutomaticCrossbows: A giant one.
* AsteroidsMonster: Sort of. It releases the 2 Barbarians carrying it as additional troops once it either dies or rams something.
* FoeTossingCharge: Unlike the Prince, the Battle Ram does not target troops,
AwesomeButImpractical: Its range is so anything long that gets in it's way will just be shoved aside.
* LightningBruiser: Like the Prince, once
it gets charging, it moves incredibly fast and hits buildings like a truck.
* NoSell: The Ram functions as a shield for the 2 Barbarians underneath, and should the Ram be broken, even by a massive strike, the Barbarians will pop out
can easily take down Crown Towers from underneath, completely unharmed, and go to work.

!!Golem
A big, bulky troop with loads
your side of health. Targets buildings and explodes into 2 Golemites if killed. Costs 8 Elixir.
----
* AsteroidsMonster: Splits in 2 upon death. The Golemites keep up
the fight for a bit longer.
* {{Golem}}
* MightyGlacier: Slow moving, expensive, and takes a while
arena. However, X-Bows have to deploy, but makes up for be rather well protected if you want to use them to their full potential.
* GameBreaker: Was one before a couple of nerfs brought
it with tons and tons of health.
* StoneWall: Literally. Has the highest health in the game, and only targets buildings which makes it harder to block.
* TakingYouWithMe: Explodes upon death. Same goes for the Golemites.
* TheJuggernaut: Since it was moved
down to Arena 3 (previously in Builder's Workshop), size. Before that, it has become this in Arena 3 battles was disgustingly overpowered for its ability to kill off Crown Towers from within your base and was very hard to kill due to its high health and ability to target air units, in addition to the fact that it could be deployed near your towers for extra defense.
* MemeticMutation: Its description.
-->'''X-Bow Description:''' "Nice tower you got there. Would be
a lack shame if this X-Bow whittled it down from this side of useful counters.

the arena..."



[[folder: PEKKA's Playhouse Cards]]

!!Mega Minion
A big, armored Minion with high health and damage. Costs 3 Elixir.

to:

[[folder: PEKKA's Playhouse Cards]]

!!Mega Minion
A big, armored Minion with high health

[[folder:Super/Limited-time cards]]
!!General
* PurposelyOverpowered: Super troops are unreasonably powerful for their cost, which is only one Elixir higher than their regular variants (the exceptions being the Super Ice Golem, which costs two more elixir,
and damage. the Super Archers, which cost the same as normal Archers). There's a very good reason that they're all limited to their respective events.
* RedIsViolent: All of the Super troops glow red and they're all very strong.

!!Super Lava Hound
An even stronger flying tank which splits into two Mini Lava Hounds upon death, which then explode into four Lava Pups each upon death.
Costs 3 8 Elixir.



* AirborneMook: A flying unit.
* EliteMook: To normal Minions.
* HeavilyArmoredMook: A Minion wearing heavy armor that slows it down but makes it tougher.
* MightyGlacier: In contrast to the FragileSpeedster nature of normal Minions. Mega Minions are pretty slow, but are rather tanky for their cost and can inflict big damage on anything they lock on to.
* WeaksauceWeakness: Apparently, it's cupcakes. Unfortunately, there are no cupcakes in the Arena.

!!Miner
A beefy troop that can dig and resurface anywhere in the Arena. Deals reduced damage to Towers, however. Costs 3 Elixir.

to:

* AirborneMook: A AsteroidsMonster: Like the regular Lava Hound, except it splits into two Mini Lava Hounds instead of Lava Pups. ''Then'' those two Mini Lava Hounds each explode into four Lava Pups each.
* ImplacableMan: Just like the normal Lava Hound, being a
flying unit.
* EliteMook: To normal Minions.
* HeavilyArmoredMook: A Minion wearing heavy armor that slows it down but
tank makes it tougher.
* MightyGlacier: In contrast
immune to knockback.
* KillItWithFire: Attacks by spitting lava, and drops two fireballs upon death.
* ScratchDamage: Just like
the FragileSpeedster nature of normal Minions. Mega Minions are pretty slow, but are rather tanky for their cost and can inflict big regular Lava Hound. Its death damage on anything they lock on to.
makes up for it though.
* WeaksauceWeakness: Apparently, it's cupcakes. Unfortunately, there are no cupcakes in StoneWall: Curiously, it has less than the Arena.

!!Miner
A beefy troop
regular Lava Hound, but the fact that can dig and resurface anywhere in it splits up into two Mini Lava Hounds makes up for it.
* TakingYouWithMe: Upon death,
the Arena. Deals reduced damage to Towers, however. Super Lava Hound explodes. Twice.

!!Super Witch
A witch with the powers of [[AllYourPowersCombined all three witches combined]].
Costs 3 6 Elixir.



* BadassNormal: It's not magic, it's a shovel.
* DungeonBypass: Is the only troop as of now that can appear anywhere in the arena (Goblin Barrel and Graveyard are spells).
* ShovelStrike: His method of attack.
* StoneWall: Serves as a pretty good arrow-sponge for towers due to his high health.

!!Minion Horde
A card that summons a horde of 6 Minions. Costs 5 Elixir.

to:

* BadassNormal: It's not magic, it's a shovel.
* DungeonBypass: Is
AllYourPowersCombined: Alternates between spawning Skeletons (like the only troop as of now that can appear anywhere in regular Witch) and Bats (like the arena (Goblin Barrel and Graveyard are spells).
* ShovelStrike: His method
Night Witch), as well as cursing troops with her projectiles (like the Mother Witch).

!!Super Mini P.E.K.K.A.
A pancake spawning Mini P.E.K.K.A. which deals ludicrous amounts
of attack.
* StoneWall: Serves as a pretty good arrow-sponge for towers due to his high health.

!!Minion Horde
A card that summons a horde of 6 Minions.
damage (read: OneHitKill damage). Costs 5 Elixir.



* AirborneMook: A whole swarm of them.
* FragileSpeedster: Very fast but equally frail.
* GlassCannon: Easily taken out by splash damage, but can deal devastating damage in return.
* ZergRush: They will rip apart anything that doesn't have splash damage just because of sheer numbers.


!!Inferno Tower
A defense that deals increasing amounts of damage to one target. Costs 5 Elixir.

to:

* AirborneMook: A whole swarm of them.
AchillesHeel: Like the regular Mini P.E.K.K.A., is only single target and has a low hit rate. And if they're frozen, they can't make more pancakes.
* FragileSpeedster: Very fast but equally frail.
HealingFactor: Spawns pancakes that heal nearby troops upon exploding periodically or whenever it strikes an enemy unit.
* GlassCannon: Easily taken out by splash damage, but can deal devastating NoKillLikeOverKill: Its damage outnumbers every single unit in return.
* ZergRush: They will rip apart anything that doesn't
the game, meaning every strike is a OneHitKill. Especially thanks to its ability to heal with pancakes, if you don't have splash damage just because a swarming card in hand when it's in play, you can kiss your crown towers goodbye.

!!Barbarian Launcher
A mortar which launches Barbarians instead
of sheer numbers.


!!Inferno Tower
A defense that deals increasing amounts of damage to one target. Costs 5 Elixir.
shells.



* AchillesHeel: Like in ''Clash of Clans'', it is vulnerable to swarm troops.
* AntiArmor: Its increasing damage over time makes it melt through any tank very quickly.
* DeathRay: A focused beam of heat that increases in intensity over time.
* KillItWithFire: A ray of magic fire to be exact.

!!Freeze
A spell that immobilizes all enemies in a radius. Costs 4 Elixir

to:

* AchillesHeel: Like in ''Clash AreaOfEffect: The impact of Clans'', the Barbarian landing inflicts this like a mortar. However, it's so weak that it is vulnerable doesn't even take out a fourth of a skeleton's health.
* DifficultButAwesome: It's easy
to swarm troops.
* AntiArmor: Its increasing damage over time makes it melt through any
counter if you place down a tank very quickly.
to distract it, but it's hard to stop once it locks onto a crown tower.
* DeathRay: A focused beam DungeonBypass: It launches Barbarians into the air, leaving them untargetable until they land and can potentially chuck an avalanche of heat that increases in intensity over time.
them at the enemy's crown tower.
* KillItWithFire: MookMaker: It summons Barbarians like a Barbarian Hut except it only fires when an enemy unit is within range.

!!Santa Hog Rider
A ray of magic fire to be exact.

!!Freeze
A spell that immobilizes all enemies in a radius.
Christmas themed Hog Rider which drops presents on the battlefield, which summon potions with random buffs when an ally walks near them. Costs 4 Elixir5 Elixir.



* HarmlessFreezing: Previously, it would freeze all enemy troops and buildings solid, but dealt no damage. After a recent buff, it now does damage.
* StatusEffects: Freeze. It lasts for a very long time.

!!PEKKA
A heavily armored melee fighter with immense health and damage. Costs 7 Elixir.

to:

* HarmlessFreezing: Previously, it would freeze all
!!Super Ice Golem
A giant Ice Golem which freezes every
enemy troops and buildings solid, but dealt no damage. After a recent buff, it now does damage.
* StatusEffects: Freeze. It lasts for a very long time.

!!PEKKA
A heavily armored melee fighter with immense health and damage.
unit currently in play when defeated. Costs 7 4 Elixir.



* AchillesHeel: Swarm troops will shut it down pretty quickly.
* AmbiguousGender: For the record, it's referred to as a female, though.
* AmbiguousRobots: It's still unclear if PEKKA is a robot or someone in a suit of armor. It has a robotic voice however.
%%* HeavilyArmoredMook: Oh yes.
* MightyGlacier: Very slow and uses single target attacks, but good luck stopping it once it's on its way. Boasting some of the highest HP and damage values in the whole game (in fact, it currently has the highest DPS), it will cut through nearly anything that gets in its way while absorbing shots that most other units would be vaporized from.
* TheJuggernaut: Even more so than other tanks. Extreme health and damage mean that it takes a small army to get rid of it quickly.

!!Lava Hound
A flying, building-targeting unit with ridiculous amounts of health. Explodes into 6 Lava Pups upon death. Costs 7 Elixir.

to:

* AchillesHeel: Swarm troops will shut it down pretty quickly.
* AmbiguousGender: For the record, it's referred to as a female, though.
* AmbiguousRobots: It's still unclear if PEKKA is a robot or someone in a suit of armor. It has a robotic voice however.
%%* HeavilyArmoredMook: Oh yes.
* MightyGlacier: Very slow and uses single target attacks, but good luck stopping it once it's on its way. Boasting some of the highest HP and damage values in the whole game (in fact, it currently has the highest DPS), it will cut through nearly

!!Super Magic Archer
A Valentines themed Magic Archer that temporarily hypnotizes
anything that gets in its way while absorbing shots that most other units would be vaporized from.
* TheJuggernaut: Even more so than other tanks. Extreme health and damage mean that it takes a small army to get rid of it quickly.

!!Lava Hound
A flying, building-targeting unit with ridiculous amounts of health. Explodes into 6 Lava Pups upon death.
arrows hit. Costs 7 5 Elixir.



* AirborneMook: Notable for being an airborne tank.
* AsteroidsMonster: Splits into 6 Lava Pups upon death.
* GlassCannon: The Lava Pups have significantly less health but do much more damage.
* ImplacableMan: Unlike PEKKA or even Golem, the fact that it's a flying troop who only targets buildings means that pretty much nothing can body-block it.
* KillItWithFire: Attacks by spitting lava.
* ScratchDamage: Unfortunately for it, immense health comes at the downside of laughable DPS.
* StoneWall: Has a ludicrous amount of health. It actually has less than several troops, but keep in mind that it's a flying troop that's untargetable by most troops and defenses.

!!Lightning
A spell that causes lightning to strike up to 3 targets with the highest HP in the area, dealing huge damage and stunning them. Costs 6 Elixir.

to:

* AirborneMook: Notable DifficultButAwesome: It has a slow attack speed, making it easy to stop if the enemy is prepared. However, in the case which the enemy also has a Super Magic Archer, if yours hits the other Super Magic Archer before it gets to attack, it will be turned to your side and hypnotizes enemy troops for being an airborne tank.
* AsteroidsMonster: Splits into 6 Lava Pups upon death.
* GlassCannon: The Lava Pups have significantly less health but do much more damage.
* ImplacableMan: Unlike PEKKA or even Golem, the fact that it's a flying troop who only targets buildings means that pretty much nothing can body-block it.
* KillItWithFire: Attacks by spitting lava.
* ScratchDamage: Unfortunately for it, immense health comes at the downside of laughable DPS.
* StoneWall: Has a ludicrous amount of health. It actually has less than several troops, but keep
you as well. Keep in mind that it's a flying the enemy can do the same however.
* TheImmune: The King Towers are the ''only'' units that can't be hypnotized.

!!Super Archers
Two stronger archers that shoot tornado arrows that suck in any enemy
troop that's untargetable by most troops and defenses.

!!Lightning
A spell
that causes lightning happens to strike up to 3 targets with the highest HP be in the area, dealing huge damage and stunning them. their path. Costs 6 3 Elixir.



* AwesomeButImpractical: Sure, it may be awesome to call down bolts of lightning to smite your enemies, and the damage said bolts do is impressive, it's high cost and the fact it can only target 3 units sets it back a lot. It still has its uses in shutting down tanks.
* DeathFromAbove: Makes lightning rain from the sky to deal massive damage.
* ShockAndAwe: Calls down 3 lightning bolts.
* SituationalSword: Specifically targets the 3 targets with the most health, so it's usually only useful if there are several tanks that need to be destroyed within a group of smaller enemies. Also, if there are less than 3 enemies...yeah.

!!Zap
Shocks an area to deal damage and stun targets within. Costs 2 Elixir.
----
* AreaOfEffect: A less damaging but extremely cheap variant.
* BoringButPractical: Is one of the most widely-used cards in the game, mostly because it's simply a cheap AreaOfEffect spell that can take care of swarms like the Skeleton Army and sometimes the Minion Horde. Because of its stun effect, it can also reset charged attacks such as those from a Sparky and an Inferno Tower.
* ShockAndAwe: Calls down an electrical blast.

[[/folder]]
[[folder: Spell Valley Cards]]

!!Bats
Summons 5 flying bats with low health and attack, but fast speed. Costs 2 Elixir.
----
* AirborneMook
* DeathByAThousandCuts: Given that the enemy troops are unable to attack airborne troops, they should be able to wear down most tanks before they deal serious damage to your crown towers.
* {{Expy}}: Are essentially aerial Skeletons.
* FragileSpeedster: Weak enough to be killed in one hit by nearly anything, but are extraordinarily fast.
* ZergRush: Like Skeletons, they can swarm anything that lacks splash damage.

!!Fire Spirits
Summons a trio of spirits that kamikaze your enemies for 2 Elixir.
----
* ActionBomb: They blow themselves up on enemies to do large amounts of area damage.
* FragileSpeedster: Very fast and damaging, but can't take a hit.
* KillItWithFire
* TakingYouWithMe: Jumps at enemies and explodes in their faces.

!!Furnace
A 4-Elixir building that summons Fire Spirits every few seconds.
----
* ActionBomb: The Fire Spirits.
* ConstructAdditionalPylons: A popular one due to its cheap cost and the damage the Fire Spirits can do.
* MookMaker: Creates Fire Spirits.
* ZergRush: Enough Furnaces and other spawners can cause this.

!!Wizard
A ranged troop that shoots fireballs to deal large amounts of area damage to any targets. Costs 5 Elixir.
----
* AreaOfEffect: Dishes this out to devastating effect.
* AntiAir: Is a very effective counter to air troops.
* {{Fireballs}}: Shoots them.
* FireIceLightning: The Fire of the three Wizards.
* GlassCannon: Can deal tons of damage but can't take much in return.
* LargeHam: Oh yes. Just listen to some of his voice lines.
* SquishyWizard
* SuddenlyVoiced: Has actual spoken lines in-game.

!!Poison
A spell that poisons an area, dealing damage over time to enemies within. Costs 4 Elixir.
----
* DamageOverTime: To anything caught within the poison.
* {{Nerf}}: Underwent a significant one that removed its slowing properties. This was to counter the amount of pain it could cause when paired up with Giants.
* UniversalPoison: Damages everything, including people, stone constructs, ice constructs, spirits, or wooden towers.

!!Tornado
A spell that drags all enemies to the center of the area while damaging them. Costs 3 Elixir.
----
* AreaOfEffect
* BlowYouAway
* DamageOverTime: To anything caught in it.
* DoNotTouchTheFunnelCloud: Only things in the Tornado are sucked towards the center.
* DifficultButAwesome: If used incorrectly, it can pull troops closer to your towers and grant them cheap damage against them. If used right, it can stop entire pushes, halt charging Princes or Rams, and even prematurely trigger your King Tower to give you an advantage.

!!Ice Wizard
A troop that shoots ice shards that slow enemy attack speed and movement. Costs 3 Elixir.
----
%%* AnIcePerson
* AreaOfEffect: Deals splash damage and chills enemies in an area.
* BilingualBonus: The lines he says are actually ice-related phrases...in Finnish.
* FireIceLightning: The Ice of the three Wizards.
* KillItWithIce: Uses icy blasts to slow down and damage his enemies.
* ScratchDamage: His slowing ability comes at the cost of pathetic damage output. He's one of the few cards that ''can't one-shot [[FragileSpeedster Spear Goblins]] at tournament standards.''
* StatusEffects: One of the only troops that can inflict this. His attacks damage and chill enemies, slowing their attack and move speed.
* SuddenlyVoiced: One of the few characters to have voice lines. See BilingualBonus.

!!Night Witch
A variant of the Witch that summons Bats and uses melee attacks, while also exploding into Bats upon death. Costs 4 Elixir.
----
* AirborneMook: The Bats she summons.
* BarrageOfBats: Her specialty is her command of bats, either before or after her defeat.
* CloseRangeCombatant: Uses her staff to strike enemies up close.
* GlassCannon: She moves fairly slow and has rather low HP, and unlike her normal counterpart cannot target air units nor block ground units, but she compensates with extremely damaging melee strikes.
* MagicStaff: Although she doesn't cast magic with it besides summoning Bats, her staff is much more suited for melee combat, being a wooden rod topped with a crystal which has 2 axe blades protruding from it.
** To be fair, it does [[PowerGlows glow team-colored]] and emit glowing sparks whenever she's striking someone with it.
* MookMaker: Constantly summons Bats to do her dirty work.
* TakingYouWithMe: Upon dying, she explodes into a small swarm of Bats to clean up any leftover enemies.
* ZergRush: Can do this with Bats. More so than the normal Witch due to exploding into them upon death.

[[/folder]]
[[folder: Builder's Workshop Cards]]
!!Mortar
A long ranged defense that lobs explosive shells. Costs 4 Elixir.
----
* AreaOfEffect: Deals splash damage.
* ArbitraryWeaponRange: Has a blind spot right next to it.
* DungeonBypass: Can snipe Crown Towers from your side of the river.

!!Skeleton Barrel
A unique flying troop that targets buildings. Upon being shot down or reaching its target, it bursts and drops a squad of Skeletons to take on ground targets. Costs 3 Elixir.
----
* AsteroidsMonster: Destroyed it right at your tower? Well now you have to deal with the mini Skeleton Army it released.
* {{Balloonacy}}: It's a barrel with 8 Skeletons inside it held up by nothing but 3 balloons.
* DemBones: The Skeletons.
* ItsRainingMen: Well, Skeletons anyway.
* NoSell: Should the barrel be destroyed even by area damage, the Skeletons will be completely unharmed when released.
* SpikesOfDoom: Although they don't serve any purpose.
* ZergRush: There's a fair number of Skeletons in the barrel (about half a Skeleton Army), which means any building or troops it drops on are going to have a bad time fending them off.

!!Balloon
A flying troop that drops extremely powerful bombs on buildings and crashes upon death to do more damage. Costs 5 Elixir.
----
* AirborneMook: One that targets buildings.
* DeathFromAbove: Drops deadly bombs on defenses.
* DemBones: A skeleton drives the balloon.
* MightyGlacier: Moves slowly, but has above-average health and deals astronomical damage.
* TakingYouWithMe: Drops a bomb upon death to damage anything underneath it.

!!Inferno Dragon
A flying unit that roasts targets for increasing damage. Costs 4 Elixir.
----
* AchillesHeel: It can only roast one target at a time, so swarms will kill or distract it easily. Especially Minions.
* AntiArmor: Its beam will melt through anything and everything in time, including Crown Towers.
* ArmorIsUseless: Is essentially a heavily armored Baby Dragon with a barrel on its back, but actually has less health than the Baby Dragon at tournament standards. Especially funny, since it's an AntiArmor based unit.
** Averted as of the June 2017 patches that gave him more HP than his unarmored counterpart.
* CoolHelmet
* DeathRay: A beam of heat that builds up damage over time.
* {{Expy}}: Is essentially a mobile, offensive Inferno Tower.
* KillItWithFire: Like the Inferno Tower.

!!Rocket
A spell that launches a giant rocket at the target area to deal huge area damage. Costs 6 Elixir
----
* AnachronismStew: You wouldn't expect this kind of weaponry to exist back in medieval times.
* AwesomeButImpractical: Admittedly, it is glorious to drop a massive rocket on your enemies to obliterate them, but its high cost means that most of the time you're using it to kill troops, you're going to end up at an Elixir disadvantage. Then again, its high damage makes it great for finishing damaged towers.
* DeathFromAbove: A giant rocket from above.
* ThereIsNoKillLikeOverkill: Rocket deals so much damage that dropping it on anything that isn't a tank is nearly always a guaranteed kill.

!!The Log
A spell that drops a big log on your side of the arena which rolls forward, damaging and knocking back all ground troops it hits. Costs 2 Elixir.
----
* AnimateInanimateObject: A supposedly living log.
* AreaOfEffect: Damages all troops in a straight line.
* BoringButPractical: Like Zap, it essentially boils down to cheap knockback and damage. Yet it is, as of now, the most used card in the game.
* DisproportionateRetribution: Wants revenge for people turning it sentient with Rage. Said revenge is crushing anything and everything mindlessly.
* {{Knockback}}
* NoSell: Can knock back troops that are normally immune to knockback like PEKKA or Sparky.
* SpikesOfDoom: Is covered in these.

!!X-Bow
An ultra-long ranged defense that rapidly fires bolts at targets. Costs 6 Elixir.
----
* AutomaticCrossbows: A giant one.
* AwesomeButImpractical: Its range is so long that it can easily take down Crown Towers from your side of the arena. However, X-Bows have to be rather well protected if you want to use them to their full potential.
* GameBreaker: Was one before a couple of nerfs brought it down to size. Before that, it was disgustingly overpowered for its ability to kill off Crown Towers from within your base and was very hard to kill due to its high health and ability to target air units, in addition to the fact that it could be deployed near your towers for extra defense.
* MemeticMutation: Its description.
-->'''X-Bow Description:''' "Nice tower you got there. Would be a shame if this X-Bow whittled it down from this side of the arena..."

!!Flying Machine
An aerial vehicle with long range and good damage, but low health. Costs 4 Elixir.
----
* AirborneMook: A flying helicopter-like thing with a cannon attached to it.
* {{Expy}}: It's essentially a flying Musketeer, although it's not a direct upgrade since Musketeer has more HP and damage.
* GlassCannon: In a similar vein to the Musketeer, it has fast, long-ranged attacks that inflict heavy damage, but has low HP.

[[/folder]]
[[folder: Royal Arena Cards]]
!!Elite Barbarians
Summons a pair of souped-up Barbarians for 6 Elixir.
----
* CoolHelmet: Their distinguishing feature is a horned metal helmet.
* EliteMook: To the normal Barbarians.
* LightningBruiser: Oh yes. They move fast enough to give Hog Rider and even Lumberjack a run for their money, have loads of health, and deal enough damage to single-handedly take down towers.
* GameBreaker: As of now, they are one in ladder games. They have enough health to tank spells, they deal enough damage to shred tanks and towers, and are lightning fast, so fast reactions are needed. And worst of all, it's a common, and therefore ridiculously easy to overlevel.
** Averted in tournament games as the overleveling factor doesn't work under tournament rules.
* ShoutOut: Their description references Daft Punk.
-->'''Elite Barbarians:''' "Summons a pair of leveled up Barbarians. They're just like normal Barbarians, but harder, better, faster, and stronger.

!!Royal Giant
A Giant wielding a cannon that allows him to destroy buildings at range. Costs 6 Elixir.
----
* {{BFG}}: He wields a ''cannon'' as his weapon. Given his size, it's really not that surprising.
* EliteMook: To Giants.
* GameBreaker: He can be one in ladder games. Since he is a common, it is very easy to level him, and he is very hard to counter, essentially being a Giant with long enough range to easily fire at your tower once deployed. The only way to avoid tower damage is to use another building, and even then, he can take down most defenses without dying. His high health is just the icing on the cake.
** In tournament games however, he's rarely used because the overleveling factor doesn't work under tournament rules.
** Not helping is the fact that his rarity is common, meaning you can overlevel it.
* GiantMook
* MightyGlacier: He's essentially a less beefy Giant with longer range. Despite his increased range, his speed hasn't changed.

!!Three Musketeers
Summons a trio of equally-leveled Musketeers for 9 Elixir. Refer to tropes for the Musketeer.
----
* AwesomeButImpractical: While the damage the 3 Musketeers can rack up is astounding, it's ridiculous cost and the fragile nature of the Musketeers mean it can easily be countered with a much cheaper card like Fireball or even Lightning.
* ThereIsNoKillLikeOverkill: One Musketeer by herself can already deal substantial damage to a tower or take down most support troops, so how about we summon 3 of them at once? Their combined DPS shreds even tanks within seconds, and if you don't have something to get rid of them fast say goodbye to your tower.

!!Guards
A trio of shield-bearing skeleton guards with spears. Costs 3 Elixir.
----
* DemBones
* EliteMook: To normal Skeletons (the unit, not the card).
* LuckilyMyShieldWillProtectMe: They wield shields that must be destroyed before the Guards themselves can be harmed. The shields have a lot more health than the actual Guards do, however.
* NoSell: Despite their fragility, their shields negate any extra damage from the hit that destroyed them, meaning they can survive normally-overkill attacks like Rocket or Sparky. This also makes using spells on them highly ineffective.

!!Dark Prince
A shielded variant of the Prince that trades attack and health for the ability to deal area damage. Costs 4 Elixir.
----
* AreaOfEffect: His defining ability that makes him better at crowd control than the Prince. He also deals area damage in a 360 degree radius around him if he hits a target while charging.
* BucketHelmet: Sure looks the part.
* CarryABigStick: Wields a spiked metal club.
* LightningBruiser: Like Prince, once he charges his speed and attack double. While his HP and attack are lower than the normal Prince (even with his shield), a charge attack from him still hurts a lot.
* LuckilyMyShieldWillProtectMe: Like the Guards, he has a shield that must be broken before he can be hurt, which also allows him to shrug off normally-lethal spells and attacks.
* NoSell: Much like the Guards, his Shield negates any excess damage from the blow that destroys it, making dropping spells on it ineffective until it's broken.
* TheUnintelligible: His voice is muffled by his helmet. The game even says he sounds like he has a bucket on his head.

!!Princess
A unit with extreme range who deals area damage with volleys of arrows. Costs 3 Elixir
----
* AreaOfEffect: Can inflict this over a long range.
* ActionGirl: Fights in the arena instead of on the Crown Towers like the other Princesses.
* ArrowsOnFire / RainOfArrows: Fires barrages of flaming arrows to deal damage in a wide area.
* GlassCannon: Can deal high damage at insane range, but has incredibly low health.
* {{Multishot}}: Fires a small barrage of arrows at once.
* SuddenlyVoiced: Has a couple of spoken lines.
* SarcasmMode: She sometimes will say an incredibly bored-sounding "Yay" upon deployment.

!!Electro Wizard
A card who deals damage around him when deployed and shoots stunning lightning at up to 2 targets at once. Costs 4 Elixir.
----
* DualWielding: Uses both his hands to shock up to 2 targets at once. He can also use both hands to attack one target if the needs arise.
* DynamicEntry: Lands in the Arena with a blast of lightning that damages and stuns all nearby targets.
* FireIceLightning: The Lightning of the three Wizards.
* ShockAndAwe: Uses lightning to zap his foes.
* StunLock: Subverted. Each of his attacks stun targets, but the stun time is slightly shorter than his attack speed. He can, however, infinitely reset attacks like Prince's charge or Sparky's blast.
* SuddenlyVoiced: Has his own voice lines.

[[/folder]]
[[folder: Frozen Peak Cards]]
!!Ice Spirit
A icy unit that explodes on top of enemies to damage and freeze them. Costs 1 Elixir.
----
* ActionBomb: Like the Fire Spirits before it.
* FragileSpeedster: Very fast and frail. Noticeably tougher than the Fire Spirits though.
* KillItWithIce: Blows up into an icy blast that immobilizes anything it hits.
* StatusEffects: Freezes targets, making them unable to move or attack.

!!Ice Golem
A tough troop that targets buildings and explodes into a slowing blast upon death. Costs 2 Elixir.
----
* AnIcePerson: Well, he's made of ice.
* BoringButPractical: It's highly unlikely to reach the enemy tower on its own and even if it does, it barely does any damage. However, due to its high HP for its low cost, it's reliable when used to protect fragile troops, can soak up damage for your towers, and can be used as a major distraction for enemy troops with a low speed.
%%* NoSell: Typical swarming tactics don't work because of its death damage.
* {{Snowlems}}
* ScratchDamage: Has the lowest DPS of any card in the game.
* StoneWall: For it's incredibly cheap cost, it has a pretty good amount of health.
* TakingYouWithMe: Ice Golems explode upon death, slowing and damaging all enemies in the blast. Because of this, it's incredibly good for stopping pushes or aiding in a Crown Tower siege.

!!Bowler
A beefy troop that rolls boulders to damage and knock back everything in their path. Costs 5 Elixir.
----
* AreaOfEffect: His boulders damage everything in their path until they reach their maximum range.
* {{Knockback}}: His boulders knock back everything they hit, uniquely for a troop.
* MightyGlacier: Very slow moving, but has a lot of health and can deal tons of damage.
* SuperStrength: How else could you explain how he can causally toss boulders?
** Although, it is shown that he needs to walk slowly due to it's weight.

!!Clone
A unique spell that creates clones of all troops in an area. Costs 3 Elixir.
----
* GlassCannon: Clones only have 1 HP, but retain the full attack power of the original troop.
* LoopholeAbuse: Clones of units that split up or explode upon death will still do so, resulting in some interesting plays you can make with troops such as the Giant Skeleton.
* OneHitPointWonder: All clones only have 1 HP. And before you think about it, any shields the clones have only have 1 HP too.
* ZergRush: Clone can easily cause this. Pair it up with Mirror and cards that already summon tons of troops for hilarity.

!!Lumberjack
A fast melee troop that drops a Rage spell upon death. Costs 4 Elixir.
----
* ArchEnemy: To The Log...somehow.
* BoisterousBruiser: Possibly an effect of drinking too much Rage.
* DrunkenMaster: Sort of. He takes a long swig of Rage before charging into battle.
* LightningBruiser: Extremely fast speed, decent health and rapid, punishing strikes make this card one not to be taken lightly.
* NoodleIncident: Apparently the Lumberjack and The Log go way back...
* TakingYouWithMe: Drops a Rage spell upon death that greatly bolsters the attack and speed of all nearby friendlies to allow them to follow up on his charge.

!!Elixir Collector
A building that gives you 1 extra Elixir every so often. Costs 6 Elixir.
----
* ConstructAdditionalPylons: A building that produces extra Elixir.
* YouRequireMoreVespeneGas: Produces more Elixir. This can easily give you a huge advantage over your opponent.

!!Giant Snowball
A spell summoning a giant snowball which behaves like a weaker Fireball while also slowing enemies down. Costs 2 Elixir.
----
* {{Foil}}: Obviously to the Fireball spell. Both spells deal area damage and knockback to any card that isn't a supertank. However, while the Fireball inflicts significantly more damage and is thus more reliable at taking out groups of stronger troops, the Giant Snowball can be cast at only half the price, making it more reliable when used against swarms of enemies with less HP as well as having an additional slowdown effect to compensate for its lower damage.
* KillItWithIce: It's a giant snowball that chills enemies which get hit by it.
* StatusEffects: Slows down units who get hit by it.
[[/folder]]
[[folder: Jungle Arena Cards]]
!!Goblin Gang
Summons 5 Goblins-2 Spears, 3 Swords-at a discounted price of 3 Elixir.
----
* OurGoblinsAreDifferent
* FragileSpeedster: All of them move very fast, but can't take too many hits.
* JackOfAllStats: Their ability to handle nearly any attackers equally well makes them a good counter to nearly any troops.
* Nerf: They used to have another spear goblin until an update removed him. Nevertheless, the card picture still shows the six of them.
* PowerCreep: The addition of the Goblin Gang made the normal and Spear Goblins practically obsolete in every way.
* ZergRush: Their entire shtick.

!!Dart Goblin
A fast Goblin who uses equally fast ranged attacks on any target. Costs 3 Elixir.
----
* BlowGun: His weapon of choice.
* DeathOfAThousandCuts: His individual attacks don't do much damage, but the rate at which he fires them will ensure that they will wear down even the toughest of targets.
* FragileSpeedster: Has pathetic health, but moves at the same speed as normal Goblins (read: very fast).
* GlassCannon: His high attack rate allows him to shred through tanks in a short time and even towers if given enough protection. However, his HP is so low that he can be killed instantly by nearly anything.
* TranquilizerDart: Is depicted as using these in his trailer. His darts in game are just normal projectiles.

!!Executioner
A powerful unit that throws an axe that damages everything in a line before returning to him to do damage again. Costs 5 Elixir.
----
* AreaOfEffect: Hits everything in the axe's path twice.
* JackOfAllStats: Particularly annoying to deal with as his unique stats allow him to counter nearly anything. He has above-average HP, deals enough damage to wear down mini-tanks, and his air/ground splash makes him excel at killing swarms.
* PrecisionGuidedBoomerang: Throws his axe like a boomerang to hit everything in his path for a double strike. His axe always returns to him, no matter what.
* UnorthodoxReload: The only card to have a boomerang attack.

!!Bandit
A speedy troop that can dash at enemies to deliver an extra big hit. Costs 3 Elixir.
----
* ActionGirl
* AchillesHeel: While she can counter nearly every troop in the game individually, she's weak against swarms of troops. In addition, anything that still has enough health left after surviving her dash has a high chance of killing her.
** In addition, placing units right next to the Bandit will stop her from dashing to them.
* CarryABigStick: Wields a wooden club.
* ChargedAttack: Charges for a second or so before using her dash.
* CoolMask: Apparently keeps her identity safe and gives her extra "coolness points".
* FlashStep: Her dash, which also gives her temporary invincibility.
* GlassCannon: Not much health, but her dash damage is very high. And even after the dash, she has rather high DPS.
* LightningBruiser: She's already pretty fast and has fairly decent health, and with her dash ability she can quickly close the gap between her and her target. And oh boy, she hits hard.

!!Magic Archer
A legendary troop who can shoot magic arrows who can pierce though enemies from a distance. Costs 4 elixir.
----
* AchillesHeel: The Fireball can kill him easily.
* AntiAir: One of the troops to attack air cards.
* ArcherArchetype: He fights from a distance and the trailer for his Clash Royale debut shows him in a dark forest.
* AreaOfEffect: His arrows can pierce through multiple enemies at once.
* AwesomeButImpractical: His arrows can travel long distances but his very low health make him the perfect victim to high-damage cards and spells.
* DeathOfAThousandCuts: His arrows don't do much damage yet he can chip down an enemy tower if he's behind a tank like the Giant or the PEKKA.
* LongRangeCombatant: He targets troops and buildings from very far and his arrows go a very long distance.
* SquishyWizard: He's, well, a wizard who can shoot magic arrows through the enemy's tower but can't take much damage.
* SuddenlyVoiced: One of the troops to have voice lines.

[[/folder]]
[[folder: Hog Mountain Cards]]
!!Heal
A spell that heals all friendly troops in the area. Costs 3 Elixir. Was sadly removed in an update and replaced with the Heal Spirit.
----
* AchillesHeel: Won't do anything if the affected troops die in a single hit anyways.
* BigDamnHeroes: Extremely useful for saving troops right about to die at the enemy tower, which can take enemies off guard.
* HealingPotion: Looks like one.
* NoSell: Dropping it on Fireball-prone or other spell-prone targets can heal off most the damage done by the spell, which is making Heal popular with Three Musketeer decks who's main weakness was getting hit by Fireball.
* WeHardlyKnewYe: The Heal Spell was removed on April 1st 2020,becoming the first card in Clash Royale to be removed.
**
The Heal Spell would be replaced with the Heal Spirit.

!!Bomb Tower
A big tower with a Bomber on it that chucks bombs at enemies below. Costs 4 Elixir.
----
* AreaOfEffect: The only defense as of now to do this.
* DeathFromAbove: Drops bombs on anything stupid or unfortunate enough to stand near it.
* DemBones: The Bomber in the tower.

!!Cannon Cart
A cannon on wheels. Once it's HP reaches 1/2, its wheels break and it becomes a static turret. Costs 5 Elixir.
----
* CaptainObvious: The last part of its description. Well, it is technically true...
--> '''Cannon Cart:''' "A cannon on wheels?! Bet they won't see that coming! Once you break its shield, it becomes a cannon not on wheels."
* LightningBruiser: The thing moves deceptively fast, has long-ranged attacks that deal very high damage, and has an above-average amount of HP for its attack power.
* LuckilyMyShieldWillProtectMe: It has a shield equivalent to its base HP that takes damage for it. Once it breaks (its effectively at half health at this point) the Cart's wheels fall off and it turns into a turret.
* NoSell: Any excess damage done to the shield is negated when it is destroyed.
* SentryGun: Turns into one once its shield breaks.

!!Mega Knight
A beefy troop with enormous health and area damage. Deals huge damage upon being deployed, and also can jump to faraway targets to slam them for doubled damage in a wider area. Costs 7 Elixir.
----
* AchillesHeel: His immense HP means he can usually last long against any troop in the game, and area damage means that he can't be swarmed effectively. Unfortunately, he's completely helpless against air troops.
* AllYourPowersCombined: Best described as a combination of PEKKA, Electro Wizard, Dark Prince and Bandit.
* AreaOfEffect: Deals splash damage in an area in front of him, and all around him when jumping.
* ChargedAttack: Charges up for a few seconds before jumping to his unlucky target.
* DynamicEntry: Lands in the arena with "the force of 1000 mustaches", flattening any unfortunate troops that happen to be under him when that happens.
* FlashStep: In a similar vein to the Bandit, he will charge up and leap to targets if they're far enough from him, crushing them for an enormous amount of damage. However, due to his heavy armor, the charge and jump are much slower than the Bandit.
* GroundPound: Unlike Bandit, who dashes into her target to strike them with additional force, the Mega Knight simply jumps on them and lets his sheer weight (and mace arms) do the damage for him.
* MightyGlacier: Extremely expensive and slow, despite his jump ability allowing him to cover large amounts of distance. However, his massive HP and extremely high jump damage will make sure that anything he jumps on doesn't live through his attack.
* PowerFist: He has a giant mace-head on each of his hands that he uses to smash people.
* TheUnintelligible: Much like the Dark Prince, he can't be heard properly through his helmet.
* BlueOniRedOni: The red oni to the PEKKA. Both are 7 elixir armored tanks that perform well when used to gain defensive value before counter-pushing. The big difference is that one of them is a mace wielding maniac who jumps around while loudly grunting, and the other is an expressionless robot samurai.

!!Rage
A spell that temporarily boosts attack speed and movement speed of all friendlies in an area. Costs 2 Elixir.
----
* DesperationAttack: Can be used on your Crown Towers as a last-ditch attempt to hold off attackers.
* LightningBruiser: Any troop affected by this can become this. Bonus points if they already were a Lightning Bruiser.
* StatusBuff: To attack speed and movement speed.
* UnstoppableRage: What it causes in your troops.

!!Fisherman
A legendary troop that pulls enemies towards himself and pulls himself to opposing buildings. Costs 3 Elixir.
----
* JumpingFish: He ''literally'' slaps his enemies with one.
* {{Nerf}}: He went through lots of significant nerfs (which included his Elixir cost being decreased from 4 to 3).

[[/folder]]
[[folder: Electro Valley Cards]]
!!Tesla
A defensive building that shocks any enemies nearby and retreats into the ground when not fighting. Costs 4 Elixir.
----
* AnachronismStew: An electrical tower in supposedly medieval times. Justified, as in ''Clash of Clans'' it's stated that it uses Lightning Magic.
* JackOfAllStats: Attacks both air and land units, and has decent health and damage.
* NoSell: While underground, it is immune to all damage. Its lifetime still decreases, though.
* ShockAndAwe: Uses lightning to zap enemies.

!!Zappies
Summons three miniature Zap machines that have a lot of health, do little damage, and stun with every attack. Costs 4 Elixir.
----
* AchillesHeel: Despite how powerful they are when they work as a unit, they're completely helpless against air troops.
* ChargedAttack: A quick one, but its charge can be seen.
* GoddamnedBats: Their stun shots, if timed right, can completely prevent any unit from moving, essentially making them a hard counter to practically everything. Their high health only adds to the pain.
* MightyGlacier: They're somewhat slow and are expensive for a swarm, but their high health and stun ability is worth it.

!!Sparky
A tank with an electric cannon that charges up before unleashing insane area damage. Costs 6 Elixir.
----
* AnachronismStew: A lightning tank? In this time period?
** Then again, it's probably some kind of magic like Tesla.
* AchillesHeel: Flying troops will shut her down quickly. In addition, stuns will reset her charge timer.
* AreaOfEffect: The reason why swarming doesn't work on her.
* AwesomeButImpractical: Sparky's high cost, slow attacks, and the sheer amount of ways to counter it make it fairly impractical to use, but it boasts the highest damage per shot in the game, able to 2 or 3 shot Crown Towers.
* ChargedAttack: Sparky can be visually seen and heard charging her lethal attack. Said charge takes a whole 5 seconds.
* LightningGun
* NoSell: It's splash damage makes swarming troops useless.
* ShockAndAwe: Is essentially a moving lightning cannon.
* ThereIsNoKillLikeOverkill: Sparky's attack deals nearly 2000 damage at max level, enough to instantly kill anything that's not a super-tank like Giant or a Crown Tower.
* ViewerGenderConfusion: Yes, Sparky is confirmed to be female.

[[/folder]]

[[folder: Spooky Town Cards]]
!!Goblin Cage
A defensive building that deals zero damage, but then spawns a goblin brawler upon death. Costs 4 Elixir.
* FragileSpeedster: [[AvertedTrope Averted]]. He is fast but has lots of hitpoints (at tournament standard, Pekka can not one-shot the goblin brawler).

!!Elixir Golem
A building-targeting troop that explodes into golemites who explode into sentient blobs giving your opponent +1 Elixir upon death. Costs 3 Elixir.
----
* MightyGlacier: Not nearly as durable as its 8 Elixir counterpart, but it's ''cheap''.
* MoneySpider: It's blobs will grant the one who destroys it one Elixir each, forcing the one who plays it to be very careful when playing the Elixir Golem.

!!Mirror
A card that allows you to mirror your last played card for +1 Elixir, at a different level.
----
* LoopholeAbuse: Mirror in tournaments can result in cards higher or lower level than tournament standards.
* ZergRush: Usage of Mirror can sometimes turn into this.

!!Graveyard
A spell that summons skeletons anywhere in the arena. Costs 5 Elixir.
----
* DemBones
* DungeonBypass: Can be deployed anywhere on the map.
* ZergRush: The sudden amount of skeletons on their tower will generally take players off guard.

[[/folder]]

[[folder: Champions]]
!!General
* KingMook: They're based on the Knight, Archer, Skeleton and Miner respectively.

!!Golden Knight
A tall knight with a dashing attack. Costs 4 Elixir.
----
* DashAttack: Can slash straight through [[HerdHittingAttack up to ten troops]] with his ability, provided that they're close enough to each other.
* DungeonBypass: His ability gives you the potential for him to quickly dive straight towards the crown towers if you time it right.

!!Archer Queen
An archer that can turn herself invisible while increasing her hit rate at the same time. Costs 5 Elixir.
----
* GlassCannon: Has the highest damage output out of the first three champions introduced, but also has the lowest HP.
* {{Invisibility}}: Her ability prevents troops from targeting her alongside a boost in attack and DPS.

!!Skeleton King
A tanky skeleton who can deal splash damage and can create an undead army using the souls of those who died while he is in play. Costs 4 Elixir.
----
* {{Irony}}: Has the highest HP out of the first three champions. Normally, skeleton variants have less HP than others.
* YourSoulIsMine: Any troop (including your own) that dies while the Skeleton King is in play will fill up his meter. When you activate his ability, he'll use it to [[ZergRush summon an army of skeletons around him]].
* ZergRush: His ability causes this. It becomes bigger the more souls Skeleton King collects.
!!Mighty Miner
A massive miner with a drill which can melt through tanks and can dig to the other side of the arena to escape dangers that he can't handle, leaving behind a bomb in the process. Costs 4 Elixir.
----
* AntiArmor: His drill deals damage over time similarly to an Inferno Tower and an Inferno Dragon except with melee range and he can't hit flying troops with it.
* ThisIsADrill: His main weapon. It allows him to do damage overtime similar to an Inferno Tower[=/=]Dragon, meaning [[AntiArmor he'll melt through tanks fairly quickly]], but fares poorly against swarms. However, his special ability causes him to dig to the opposite side of the arena using his drill, and not only does this allow him to evade swarms, but he'll also leave behind a bomb which damages anyone caught in the vicinty, potentionally leaving the opponent at a disadvantage.
!!Monk
An old warrior capable of deflecting any projectile thrown at him. Costs 4 Elixir.
----
* AttackReflector: His ability will reflect all projectiles aimed near him back to the senders, though buildings will take reduced damage. In addition, the all damage done to the Monk while in this state will be reduced by 80%.
!!Little Prince
A mischievous little Royal who had cheated his way into the battlefield. Though small and fragile, he can call upon the help of Guardienne to protect him. Costs 3 Elixir.
----
* ArmorPiercingAttack: When summoned, Guardienne deals knockback damage against all ground troops in her way. Similar to the Log, this extends to large troops that are normally immune to knockback, only in this case Guardienne is even capable of knocking back troops that are using a dash attack or jumping, states which are normally immune to knockback.
* BigDamnHeroes: Guardienne can serve as this if Little Prince is surrounded, as she can deal heavy knockback damage against any ground troop in her path when summoned, keeping them out of Little Prince's way.
* GlassCannon: He has the least HP out of all the Champions, barely having enough to tank a Fireball at equal level. He makes up for this with his gradually increasing attack speed (as long as he stands still) and his ability to summon Guardienne.
[[/folder]]

[[folder:Super Troops/Limited Event Troops]]
!!General
* PurposelyOverpowered: Super troops are unreasonably powerful for their cost, which is only one Elixir higher than their regular variants (the exceptions being the Super Ice Golem, which costs two more elixir, and the Super Archers, which cost the same as normal Archers). There's a very good reason that they're all limited to their respective events.
* RedIsViolent: All of the Super troops glow red and they're all very strong.

!!Super Lava Hound
An even stronger flying tank which splits into two Mini Lava Hounds upon death, which then explode into four Lava Pups each upon death. Costs 8 Elixir.
----
* AsteroidsMonster: Like the regular Lava Hound, except it splits into two Mini Lava Hounds instead of Lava Pups. ''Then'' those two Mini Lava Hounds each explode into four Lava Pups each.
* ImplacableMan: Just like the normal Lava Hound, being a flying tank makes it immune to knockback.
* KillItWithFire: Attacks by spitting lava, and drops two fireballs upon death.
* ScratchDamage: Just like the regular Lava Hound. Its death damage makes up for it though.
* StoneWall: Curiously, it has less than the regular Lava Hound, but the fact that it splits up into two Mini Lava Hounds makes up for it.
* TakingYouWithMe: Upon death, the Super Lava Hound explodes. Twice.

!!Super Witch
A witch with the powers of [[AllYourPowersCombined all three witches combined]]. Costs 6 Elixir.
----
* AllYourPowersCombined: Alternates between spawning Skeletons (like the regular Witch) and Bats (like the Night Witch), as well as cursing troops with her projectiles (like the Mother Witch).

!!Super Mini P.E.K.K.A.
A pancake spawning Mini P.E.K.K.A. which deals ludicrous amounts of damage (read: OneHitKill damage). Costs 5 Elixir.
----
* AchillesHeel: Like the regular Mini P.E.K.K.A., is only single target and has a low hit rate. And if they're frozen, they can't make more pancakes.
* HealingFactor: Spawns pancakes that heal nearby troops upon exploding periodically or whenever it strikes an enemy unit.
* NoKillLikeOverKill: Its damage outnumbers every single unit in the game, meaning every strike is a OneHitKill. Especially thanks to its ability to heal with pancakes, if you don't have a swarming card in hand when it's in play, you can kiss your crown towers goodbye.

!!Barbarian Launcher
A mortar which launches Barbarians instead of shells.
----
* AreaOfEffect: The impact of the Barbarian landing inflicts this like a mortar. However, it's so weak that it doesn't even take out a fourth of a skeleton's health.
* DifficultButAwesome: It's easy to counter if you place down a tank to distract it, but it's hard to stop once it locks onto a crown tower.
* DungeonBypass: It launches Barbarians into the air, leaving them untargetable until they land and can potentially chuck an avalanche of them at the enemy's crown tower.
* MookMaker: It summons Barbarians like a Barbarian Hut except it only fires when an enemy unit is within range.

!!Santa Hog Rider
A Christmas themed Hog Rider which drops presents on the battlefield, which summon potions with random buffs when an ally walks near them. Costs 5 Elixir.
----

!!Super Ice Golem
A giant Ice Golem which freezes every enemy unit currently in play when defeated. Costs 4 Elixir.
----

!!Super Magic Archer
A Valentines themed Magic Archer that temporarily hypnotizes anything its arrows hit. Costs 5 Elixir.
----
* DifficultButAwesome: It has a slow attack speed, making it easy to stop if the enemy is prepared. However, in the case which the enemy also has a Super Magic Archer, if yours hits the other Super Magic Archer before it gets to attack, it will be turned to your side and hypnotizes enemy troops for you as well. Keep in mind that the enemy can do the same however.
* TheImmune: The King Towers are the ''only'' units that can't be hypnotized.

!!Super Archers
Two stronger archers that shoot tornado arrows that suck in any enemy troop that happens to be in their path. Costs 3 Elixir.
----
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* BarrageOfBats: Her specialty is her command of bats, either before or after her defeat.

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[[/folder]]




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[[/folder]]

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!!Monk
An old warrior capable of deflecting any projectile thrown at him. Costs 4 Elixir.
----
* AttackReflector: His ability will reflect all projectiles aimed near him back to the senders, though buildings will take reduced damage. In addition, the all damage done to the Monk while in this state will be reduced by 80%.




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!!Little Prince
A mischievous little Royal who had cheated his way into the battlefield. Though small and fragile, he can call upon the help of Guardienne to protect him. Costs 3 Elixir.
----
* ArmorPiercingAttack: When summoned, Guardienne deals knockback damage against all ground troops in her way. Similar to the Log, this extends to large troops that are normally immune to knockback, only in this case Guardienne is even capable of knocking back troops that are using a dash attack or jumping, states which are normally immune to knockback.
* BigDamnHeroes: Guardienne can serve as this if Little Prince is surrounded, as she can deal heavy knockback damage against any ground troop in her path when summoned, keeping them out of Little Prince's way.
* GlassCannon: He has the least HP out of all the Champions, barely having enough to tank a Fireball at equal level. He makes up for this with his gradually increasing attack speed (as long as he stands still) and his ability to summon Guardienne.
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* WeHardlyKnewYa: The Heal Spell was removed on April 1st 2020,becoming the first card in Clash Royale to be removed.

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* WeHardlyKnewYa: WeHardlyKnewYe: The Heal Spell was removed on April 1st 2020,becoming the first card in Clash Royale to be removed.



The Heal Spell would be replaced with the Heal Spirit

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The Heal Spell would be replaced with the Heal Spirit
Spirit.

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The Heal Spell was remo




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\n* WeHardlyKnewYa: The Heal Spell was removed on April 1st 2020,becoming the first card in Clash Royale to be removed.
**
The Heal Spell would be replaced with the Heal Spirit

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* PurposelyOverpowered: Super troops are unreasonably powerful for their cost, which is only one Elixir higher than their regular variants. There's a very good reason that they're all limited to their respective events.

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* PurposelyOverpowered: Super troops are unreasonably powerful for their cost, which is only one Elixir higher than their regular variants.variants (the exceptions being the Super Ice Golem, which costs two more elixir, and the Super Archers, which cost the same as normal Archers). There's a very good reason that they're all limited to their respective events.


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!!Santa Hog Rider
A Christmas themed Hog Rider which drops presents on the battlefield, which summon potions with random buffs when an ally walks near them. Costs 5 Elixir.
----

!!Super Ice Golem
A giant Ice Golem which freezes every enemy unit currently in play when defeated. Costs 4 Elixir.
----

!!Super Magic Archer
A Valentines themed Magic Archer that temporarily hypnotizes anything its arrows hit. Costs 5 Elixir.
----
* DifficultButAwesome: It has a slow attack speed, making it easy to stop if the enemy is prepared. However, in the case which the enemy also has a Super Magic Archer, if yours hits the other Super Magic Archer before it gets to attack, it will be turned to your side and hypnotizes enemy troops for you as well. Keep in mind that the enemy can do the same however.
* TheImmune: The King Towers are the ''only'' units that can't be hypnotized.

!!Super Archers
Two stronger archers that shoot tornado arrows that suck in any enemy troop that happens to be in their path. Costs 3 Elixir.
----

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* MagikarpPower: Their Evolution could be considered this. If they're placed in the evolution slot, after cycling through them three times, the next time they're played will spawn 4 evolved Skeletons with slightly lower stats, but they will multiply every time they attack (capping at 8 Skeletons), potentially resulting in an endless miniature Skeleton Army if they aren't all destroyed.



* AwesomeButImpractical: In spite of their average stats, they are usually easy to stop when they're on the offensive if a distraction is used or if hit by an AreaOfEffect spell.



* GatheringSteam: Their Evolution ability. You only need to cycle through them once, and once the evolution is activated, the next time they're played, they will spawn as evolved Barbarians who become faster and stronger every time they attack, though the effect will wear off if they don't attack anything within two seconds.



* ZergRush: It's the fact that there's 4 of them that makes them so good for taking down heavy troops.

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* ZergRush: It's the fact that there's 4 5 of them that makes them so good for taking down heavy troops.
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Blade On A Stick has been disambiguated


* BladeOnAStick: More like axe blades on a MagicStaff, which she uses with devastating effect.



* BladeOnAStick: Their weapon of choice.
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* CountryCousin: Inverted. The Knight is the Barbarian's more refined and cultured cousin from an evidently more civilized place.
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* ArbitraryMinimumRange: Has a blind spot right next to it.

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* ArbitraryMinimumRange: ArbitraryWeaponRange: Has a blind spot right next to it.

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An Axe To Grind is no longer a trope


* AnAxeToGrind: Carries a big one.



* MagicStaff: Although she doesn't cast magic with it besides summoning Bats, her staff is much more suited for melee combat, being a wooden rod topped with a crystal which has 2 [[AnAxeToGrind axe blades protruding from it.]]

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* MagicStaff: Although she doesn't cast magic with it besides summoning Bats, her staff is much more suited for melee combat, being a wooden rod topped with a crystal which has 2 [[AnAxeToGrind axe blades protruding from it.]]



* AnAxeToGrind: Wields a wood-chopping axe.



* AnAxeToGrind: A giant one [[ThrowingYourSwordAlwaysWorks that he throws.]]
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* RedIsViolent: All of them glow red and they're all very strong.

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* RedIsViolent: All of them the Super troops glow red and they're all very strong.

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