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1Return to the [[Characters/ClashRoyale main page]].
2----
3[[foldercontrol]]
4
5[[folder:Common troops]]
6!!Archers
7Summons a pair of ranged attackers that can shoot air units. Costs 3 Elixir.
8----
9* ActionGirl
10* AntiAir: Will usually be the first card you get that can shoot down aerial threats.
11* BoringButPractical: They're just a pair of ranged attackers. Yet their all-rounded stats make them incredibly versatile.
12* JackOfAllStats: Has average health and average damage. Although they lean more towards damage.
13* SituationalDamageAttack: Their evolved form deals 1.7x damage to anything within 4.5 to 6 tiles of them.
14
15!!Barbarians
16A quintet of tough melee attackers with serious anger issues. Costs 5 Elixir.
17----
18* 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 targeted by AreaOfEffect spells and troops.
19* BarbarianTribe
20* 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.
21* JackOfAllStats: The Barbarians individually are this, with high attack, health, and speed.
22* ZergRush: It's the fact that there's 5 of them that makes them so good for taking down heavy troops.
23
24!!Bats
25Summons 5 flying bats with low health and attack, but fast speed. Costs 2 Elixir.
26----
27* AirborneMook
28* DeathOfAThousandCuts: 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.
29* FragileSpeedster: Weak enough to be killed in one hit by nearly anything, but are extraordinarily fast.
30* LifeDrain: Their Evolved form heals themselves every time they attack an opposing troop or building. Unlike all other cards that can heal, they can heal over and up to double their maximum HP.
31* ZergRush: Like Skeletons, they can swarm anything that lacks splash damage.
32
33!!Bomber
34A skeleton that lobs bombs to do area damage. Cots 3 Elixir.
35----
36* 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)
37* DemBones
38* 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.
39* GlassCannon: Has low health but can deal copious amounts of area damage.
40
41!!Elite Barbarians
42Summons a pair of souped-up Barbarians for 6 Elixir.
43----
44* CoolHelmet: Their distinguishing feature is a horned metal helmet.
45* EliteMook: To the normal Barbarians.
46* 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.
47* ShoutOut: Their description references Daft Punk.
48-->'''Elite Barbarians:''' "Summons a pair of leveled up Barbarians. They're just like normal Barbarians, but harder, better, faster, and stronger.
49
50!!Fire Spirit
51Summons a cheerful Fire Spirit that kamikazes your enemies for 1 Elixir.
52----
53* ActionBomb: They blow themselves up on enemies to do large amounts of area damage.
54* FragileSpeedster: Very fast and damaging, but can't take a hit.
55* KillItWithFire: Throws itself at enemy troops and detonates in a fiery explosion.
56* {{Nerf}}: Prior to the Summer 2021 Update, the card summoned three Fire ''Spirits'' at the cost of 2 Elixir, with the downgrade bringing it into line with the other "Spirit" cards.
57* ObliviouslyEvil: Apparently, all it wants to do is give your enemies a "warm" hug.
58* TakingYouWithMe: Jumps at enemies and explodes in their faces.
59
60!!Goblin Gang
61Summons 6 Goblins -- 3 Spears, 3 Swords-at a discounted price of 3 Elixir.
62----
63%%* OurGoblinsAreDifferent
64* FragileSpeedster: All of them move very fast, but can't take too many hits.
65* JackOfAllStats: Their ability to handle nearly any attackers equally well makes them a good counter to nearly any troops.
66* PowerCreep: The addition of the Goblin Gang made the normal and Spear Goblins practically obsolete in every way.
67%%* ZergRush: Their entire shtick.
68
69!!Goblins
70Spawns 4 fast, unarmored Goblins with knives. Costs 2 Elixir.
71----
72* CannonFodder: Extremely cheap and therefore often used as meat shields or distractions.
73* FragileSpeedster: Goblins have rather low health but move very quickly and can hit pretty hard.
74* GlassCannon: Underestimating their damage output would be unwise.
75* MascotMook: They frequently appear in adverts and artwork for the game, where they are often [[ButtMonkey on the receiving end]] of {{slapstick}} gags.
76%%* OurGoblinsAreDifferent
77
78!!Ice Spirit
79A icy unit that explodes on top of enemies to damage and freeze them. Costs 1 Elixir.
80----
81* ActionBomb: Like the Fire Spirits before it.
82* FragileSpeedster: Very fast and frail. Noticeably tougher than the Fire Spirits though.
83* KillItWithIce: Blows up into an icy blast that immobilizes anything it hits.
84* StatusEffects: Freezes targets, making them unable to move or attack.
85
86!!Knight
87A well-rounded melee fighter with lots of health and decent damage. Costs 3 Elixir.
88----
89* CountryCousin: Inverted. The Knight is the Barbarian's more refined and cultured cousin from an evidently more civilized place.
90* DamageReduction: His Evolved form's ability; being able to reduce damage taken from all sources by 60%, as long as he's not attacking.
91* 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.
92* JackOfAllStats: Above-average amounts of health and damage make him this.
93
94!!Minion Horde
95A card that summons a horde of 6 Minions. Costs 5 Elixir.
96----
97* AirborneMook: A whole swarm of them.
98* FragileSpeedster: Very fast but equally frail.
99* GlassCannon: Easily taken out by splash damage, but can deal devastating damage in return.
100* ZergRush: They will rip apart anything that doesn't have splash damage just because of sheer numbers.
101
102!!Minions
103Spawns 3 Minions, fragile flying troops. Costs 3 Elixir.
104----
105* AirborneMook: The first multi-unit flying card. Very good at shredding anything that can't attack them.
106* FragileSpeedster / GlassCannon: The Minions are very weak, but also very fast and can hit rather hard.
107
108!!Royal Giant
109A Giant wielding a cannon that allows him to destroy buildings at range. Costs 6 Elixir.
110----
111* AreaOfEffect: His Evolution deals a small amount of damage and knockback to ground troops in a 2.5-tile radius when he attacks.
112* {{BFG}}: He wields a ''cannon'' as his weapon. Given his size, it's really not that surprising.
113* EliteMook: To Giants.
114* MightyGlacier: He's essentially a less beefy Giant with longer range. Despite his increased range, his speed hasn't changed.
115
116!!Skeleton Barrel
117A 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.
118----
119* AsteroidsMonster: Destroyed it right at your tower? Well now you have to deal with the mini Skeleton Army it released.
120* {{Balloonacy}}: It's a barrel with 8 Skeletons inside it held up by nothing but 3 balloons.
121* DemBones: The Skeletons.
122* ItsRainingMen: Well, Skeletons anyway.
123* NoSell: Should the barrel be destroyed even by area damage, the Skeletons will be completely unharmed when released.
124* SpikesOfDoom: The barrel is studded with them, although they don't serve any purpose.
125* 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.
126
127!!Skeletons
128Spawns 3 fragile skeletons at the cheap cost of 1 Elixir.
129----
130* CannonFodder: It's extremely cheap cost makes it's main use this.
131* 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.
132* DemBones
133* MagikarpPower: Their Evolution could be considered this. If they're placed in the evolution slot, after cycling through them twice, 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.
134
135!!Spear Goblins
136Spawns 3 fast, fragile Goblins that throw spears at both land and air units. Costs 2 Elixir.
137----
138* AntiAir: One unique for its extreme cost-efficiency.
139* CannonFodder: It's cheap cost makes it common to be sent out to damage or distract air units.
140* 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.
141* FragileSpeedster: Very fast like the normal Goblins.
142* OurGoblinsAreDifferent
143[[/folder]]
144
145[[folder:Rare troops]]
146!!Battle Ram
147Two Barbarians holding a big log that charge at the nearest building and ram it before attacking. Costs 4 Elixir.
148----
149* BatteringRam
150* AsteroidsMonster: Sort of. It releases the 2 Barbarians carrying it as additional troops once it either dies or rams something.
151* FoeTossingCharge: Unlike the Prince, the Battle Ram does not target troops, so anything that gets in it's way will just be shoved aside.
152* LightningBruiser: Like the Prince, once it gets charging, it moves incredibly fast and hits buildings like a truck.
153* 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.
154
155!!Dart Goblin
156A fast Goblin who uses equally fast ranged attacks on any target. Costs 3 Elixir.
157----
158* BlowGun: His weapon of choice.
159* 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.
160* FragileSpeedster: Has pathetic health, but moves at the same speed as normal Goblins (read: very fast).
161* 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.
162* TranquilizerDart: Is depicted as using these in his trailer. His darts in game are just normal projectiles.
163
164!!Elixir Golem
165A building-targeting troop that explodes into golemites who explode into sentient blobs giving your opponent +1 Elixir upon death. Costs 3 Elixir.
166----
167* MightyGlacier: Not nearly as durable as its 8 Elixir counterpart, but it's ''cheap''.
168* MoneySpider: Its 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.
169
170!!Flying Machine
171An aerial vehicle with long range and good damage, but low health. Costs 4 Elixir.
172----
173* AirborneMook: A flying helicopter-like thing with a cannon attached to it.
174* GlassCannon: In a similar vein to the Musketeer, it has fast, long-ranged attacks that inflict heavy damage, but has low HP.
175
176!!Giant
177A, well, [[ExactlyWhatItSaysOnTheTin giant]] that targets buildings and has copious amounts of health. Costs 5 Elixir.
178----
179* 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...
180* MightyGlacier: Slow moving and ignores all troops, but good luck stopping him once he's near your tower.
181* StoneWall: Has very high health, making him great at soaking up damage.
182
183!!Hog Rider
184A fast melee troop that targets buildings and can jump over the river. Costs 4 Elixir.
185----
186* DungeonBypass: A lot more mobile due to his ability to jump over the river.
187* LargeHam: [[MemeticMutation DID SOMEONE SAY HOOOOG RIDERRRRRRR?]]
188* LightningBruiser: Very fast, decent health and deals a lot of damage if left unchecked.
189* SuddenlyVoiced: One of the few troops to have actual speaking lines.
190
191!!Ice Golem
192A tough troop that targets buildings and explodes into a slowing blast upon death. Costs 2 Elixir.
193----
194* AnIcePerson: Well, he's made of ice.
195* 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.
196* CannonFodder: It's a cheap and expendable meat shield, that can soak up a fair amount of punishment, then stall an enemy push with its post-death ice blast.
197* {{Snowlems}}: [[ExactlyWhatItSaysOnTheTin The clue's in the name]], after all.
198* ScratchDamage: Has the lowest DPS of any card in the game.
199* StoneWall: For it's incredibly cheap cost, it has a pretty good amount of health.
200* 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.
201
202!!Mega Minion
203A big, armored Minion with high health and damage. Costs 3 Elixir.
204----
205* AirborneMook: A flying unit.
206* GiantMook: An oversized, tougher version of the normal Minions.
207* HeavilyArmoredMook: A Minion wearing heavy armor that slows it down but makes it tougher.
208* 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.
209* WeaksauceWeakness: Apparently, it's cupcakes. Unfortunately, there are no cupcakes in the Arena.
210
211!!Mini P.E.K.K.A.
212A miniature version of a P.E.K.K.A. that moves fast and hits harder. Costs 4 Elixir.
213----
214* AchillesHeel: Because he uses single target attacks, any swarm troops will shut him down very quickly.
215* AmbiguousRobot: Has a very robotic voice and looks like a robot, but nothing is confirmed.
216* BattleCry: Cries out "'''[[TrademarkFavouriteFood PANCAKES!]]'''" whenever it spawns in.
217* CyberCyclops: While the cyber part is debatable, it seems fairly robotic, and has a single, glowing eye.
218* EatingMachine: Zig-Zagged, given its AmbiguousRobot nature, but its [[TrademarkFavouriteFood love of pancakes]] means this trope would apply if it ''is'' a robot.
219* LightningBruiser: It has a lot of health, moves fairly fast, and hits like a truck. Too bad it's only single target...
220* MiniMook: A smaller, slightly less dangerous version of a PEKKA.
221
222!!Musketeer
223A ground troop with a big gun who deals high damage at range. Costs 4 Elixir.
224----
225* ActionGirl
226* AntiAir: Remains to this day as one of the most effective anti-air units there is.
227* {{BFG}}: That gun is nearly as tall as she is.
228* GlassCannon: Can most definitely dish out much more damage than she can take.
229
230!!Three Musketeers
231Summons a trio of equally-leveled Musketeers for 9 Elixir. Refer to tropes for the Musketeer.
232----
233* 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.
234* 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.
235
236!!Valkyrie
237A tough melee fighter that deals damage all around her. Costs 4 Elixir.
238----
239* ActionGirl: And a melee fighter to boot.
240* AntiInfantry: Her 360-degree splash damage makes her one of the best troops around for quickly wiping out swarms.
241* AreaOfEffect: Swings her axe around her to deal splash damage.
242* MightyGlacier: Pretty slow moving, but has high health and can dish out loads of area damage to anything that approaches her.
243* NoSell: The typical tactics of swarming high-health troops don't work due to Valkyrie's splash damage.
244
245!!Wizard
246A ranged troop that shoots fireballs to deal large amounts of area damage to any targets. Costs 5 Elixir.
247----
248* AreaOfEffect: Dishes this out to devastating effect.
249* AntiAir: Is a very effective counter to air troops.
250* {{Fireballs}}: Shoots them.
251* FireIceLightning: The Fire of the three Wizards.
252* GlassCannon: Can deal tons of damage but can't take much in return.
253* LargeHam: Oh yes. Just listen to some of his voice lines.
254* SquishyWizard: {{Downplayed|Trope}} -- he has ''just'' enough health to tank a Fireball, but is still quite fragile.
255* SuddenlyVoiced: Has actual spoken lines in-game.
256
257!!Zappies
258Summons three miniature Zap machines that have a lot of health, do little damage, and stun with every attack. Costs 4 Elixir.
259----
260* ChargedAttack: A quick one, but its charge can be seen.
261* 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.
262* MightyGlacier: They're somewhat slow and are expensive for a swarm, but their high health and stun ability is worth it.
263[[/folder]]
264
265[[folder:Epic troops]]
266!!Baby Dragon
267A flying unit that shoots fireballs to deal area damage. Costs 4 Elixir.
268----
269* 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.
270* AreaOfEffect: Splash damage makes it deadly to swarms of troops.
271* 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.
272
273!!Balloon
274A flying troop that drops extremely powerful bombs on buildings and crashes upon death to do more damage. Costs 5 Elixir.
275----
276* AirborneMook: One that targets buildings.
277* DeathFromAbove: Drops deadly bombs on defenses.
278* DemBones: A skeleton drives the balloon.
279* MightyGlacier: Moves slowly, but has above-average health and deals astronomical damage.
280* TakingYouWithMe: Drops a bomb upon death to damage anything underneath it.
281
282!!Bowler
283A beefy troop that rolls boulders to damage and knock back everything in their path. Costs 5 Elixir.
284----
285* AreaOfEffect: His boulders damage everything in their path until they reach their maximum range.
286* {{Knockback}}: His boulders knock back smaller units, uniquely for a troop.
287* MightyGlacier: Very slow moving, but has a lot of health and can deal tons of damage.
288* SuperStrength: How else could you explain how he can causally toss boulders?
289** Although, it is shown that he needs to walk slowly due to it's weight.
290
291!!Cannon Cart
292A cannon on wheels. Once it's HP reaches 1/2, its wheels break and it becomes a static turret. Costs 5 Elixir.
293----
294* CaptainObvious: The last part of its description. Well, it is technically true...
295--> '''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."
296* 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.
297* 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.
298* NoSell: Any excess damage done to the shield is negated when it is destroyed.
299* SentryGun: Turns into one once its shield breaks.
300
301!!Dark Prince
302A shielded variant of the Prince that trades attack and health for the ability to deal area damage. Costs 4 Elixir.
303----
304* 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.
305* BucketHelmet: Sure looks the part.
306* CarryABigStick: Wields a spiked metal club.
307* EliteMook: The Royal Recruits description implies that they are simply this to the Royal Recruits as opposed to being actual royalty.
308** FakeAristocrat: Which technically makes them this trope as well.
309* 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.
310* 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.
311* 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.
312* TheUnintelligible: His voice is muffled by his helmet. The game even says he sounds like he has a bucket on his head.
313
314!!Executioner
315A powerful unit that throws an axe that damages everything in a line before returning to him to do damage again. Costs 5 Elixir.
316----
317* AreaOfEffect: Hits everything in the axe's path twice.
318* 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.
319* 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.
320* UnorthodoxReload: The only card to have a boomerang attack.
321
322!!Giant Skeleton
323A massive skeleton with an equally massive bomb. Has lots of health and drops its bomb upon death. Costs 6 Elixir.
324----
325* 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.
326* DemBones
327* GiantMook
328* MightyGlacier: Very slow and easily distracted, but boasts immense health and can wreak unthinkable havoc if he reaches your tower.
329* StoneWall: His extremely high health makes him effective at stopping enemies in their tracks.
330* TakingYouWithMe: Drops a bomb upon death. A particularly dangerous variant as the Giant Skeleton's bomb deals immense damage.
331
332!!Golem
333A big, bulky troop with loads of health. Targets buildings and explodes into 2 Golemites if killed. Costs 8 Elixir.
334----
335* AsteroidsMonster: Splits in 2 upon death. The Golemites keep up the fight for a bit longer.
336* {{Golem}}
337* MightyGlacier: Slow moving, expensive, and takes a while to deploy, but makes up for it with tons and tons of health.
338* StoneWall: Literally. Has the highest health in the game, and only targets buildings which makes it harder to block.
339* TakingYouWithMe: Explodes upon death. Same goes for the Golemites.
340* 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.
341
342!!Guards
343A trio of shield-bearing skeleton guards with spears. Costs 3 Elixir.
344----
345* DemBones
346* EliteMook: To normal Skeletons (the unit, not the card).
347* 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.
348* 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.
349
350!!Hunter
351A 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
352----
353* 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.
354* AntiAir: Can and will obliterate any air units that come too close.
355* {{BFG}}: That gun is nearly as tall and fat as he is.
356* GlassCannon: Can most definitely dish out much more damage than he can take.
357* UnorthodoxReload: Shoots a spread shot of ten bullets. No other troop has a spread attack.
358
359!!P.E.K.K.A.
360A heavily armored melee fighter with immense health and damage. Costs 7 Elixir.
361----
362* AchillesHeel: Swarm troops will shut it down pretty quickly, and usually at a very negative Elixir trade-off.
363* AmbiguousGender: For the record, it's referred to as a female, though.
364* AmbiguousRobots: It's still unclear if P.E.K.K.A. is a robot or someone in a suit of armor. It has a robotic voice however.
365* EvilLaugh: Lets out a mechanical cackle whenever she brings her sword down on its next unlucky target.
366* 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.
367* TheJuggernaut: Even more so than other tanks. Extreme health and damage mean that it takes a small army to get rid of it quickly.
368
369!!Prince
370An armored fighter riding a tiny pony. Deals high damage and can charge to double his speed and damage. Costs 5 Elixir.
371----
372* AchillesHeel: Swarms will bring his charge to a grinding halt and will generally kill him. In addition, stuns like Zap will reset his charge.
373* DoubleEntendre: Good lord, [[https://www.youtube.com/watch?v=7MFaNHTXAkw his commercial]].
374* FoeTossingCharge: Averted. The first thing he hits while charging will take massive damage, but anything else around him can fight him as normal.
375* JoustingLance: Has a pretty big one he uses to hit people when riding and ram people while charging. And it hurts.
376* 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.
377* SeriesMascot: May as well be, since the King isn't a playable card.
378
379!!Skeleton Army
380Deploys a huge swarm of 15 Skeletons. Costs 3 Elixir.
381----
382* AntiArmor: Its primary purpose is a cheap and effective means of shredding tanks, provided they don't have splash-damaging troops backing them up.
383* 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, including many powerful tanks and heavy hitters, for a positive Elixir Trade, and ''then'' force your opponent to deal with a ZergRush if enough of them survive.
384* CannonFodder: Just like the ordinary Skeletons, except this time there's a lot more of them -- only splash-damaging units can take enough of them out quickly enough to avoid getting swarmed.
385* DeathOfAThousandCuts: The damage output of one skeleton is paltry. Multiply that by 15, however, and practically every unit in the game will be steadily whittled down.
386* 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.
387
388!!Wall Breakers
389Deploys a pair of fast-moving skeletons who bomb the nearest building. Costs 2 Elixir
390----
391* 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.
392* 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.
393* 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.
394* SuicideAttack: Both skeletons rush towards the nearest building and explode.
395* TakingYouWithMe: This is the unfortunate case for any enemies within range when the bombs go off
396
397!!Witch
398A unit that summons Skeletons every few seconds and can fight at range with magic attacks. Costs 5 Elixir.
399----
400* ActionGirl
401* AreaOfEffect: Deals splash damage to both air and ground units. Combined with her rapid attacks, this spells death for most swarm troops.
402* DeathOfAThousandCuts: Her area attacks do fairly little damage.
403* MagicStaff: A wooden one topped with a skull, used to summon Skeletons. She actually fires magic blasts with her other hand, though...
404* MookMaker: Summons groups of Skeletons every few seconds to do her bidding, as well as three more skeletons on death
405* GlassCannon: Can deal fairly large amounts of damage with her fast attacks and skeletons, but doesn't have much health.
406* 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.
407** [[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).
408* ZergRush: Can do this with her Skeletons.
409[[/folder]]
410
411[[folder:Legendary troops]]
412!!Bandit
413A speedy troop that can dash at enemies to deliver an extra big hit. Costs 3 Elixir.
414----
415* ActionGirl
416* 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.
417** In addition, placing units right next to the Bandit will stop her from dashing to them.
418* CarryABigStick: Wields a wooden club.
419* ChargedAttack: Charges for a second or so before using her dash.
420* CoolMask: Apparently keeps her identity safe and gives her extra "coolness points".
421* FlashStep: Her dash, which also gives her temporary invincibility.
422* GlassCannon: Not much health, but her dash damage is very high. And even after the dash, she has rather high DPS.
423* 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.
424
425!!Electro Wizard
426A card who deals damage around him when deployed and shoots stunning lightning at up to 2 targets at once. Costs 4 Elixir.
427----
428* 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.
429* DynamicEntry: Lands in the Arena with a blast of lightning that damages and stuns all nearby targets.
430* FireIceLightning: The Lightning of the three Wizards.
431* ShockAndAwe: Uses lightning to zap his foes.
432* 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.
433* SuddenlyVoiced: Has his own voice lines.
434
435!!Fisherman
436A legendary troop that pulls enemies towards himself and pulls himself to opposing buildings. Costs 3 Elixir.
437----
438* AnchorsAway: He uses an Anchor-like hook.
439* JumpingFish: He ''literally'' slaps his enemies with one.
440* {{Nerf}}: He went through lots of significant nerfs (which included his Elixir cost being decreased from 4 to 3).
441
442!!Ice Wizard
443A troop that shoots ice shards that slow enemy attack speed and movement. Costs 3 Elixir.
444----
445%%* AnIcePerson
446* AreaOfEffect: Deals splash damage and chills enemies in an area.
447* BilingualBonus: The lines he says are actually ice-related phrases...in Finnish.
448* FireIceLightning: The Ice of the three Wizards.
449* KillItWithIce: Uses icy blasts to slow down and damage his enemies.
450* 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.''
451* StatusEffects: One of the only troops that can inflict this. His attacks damage and chill enemies, slowing their attack and move speed.
452* SuddenlyVoiced: One of the few characters to have voice lines. See BilingualBonus.
453
454!!Inferno Dragon
455A flying unit that roasts targets for increasing damage. Costs 4 Elixir.
456----
457* AchillesHeel: It can only roast one target at a time, so swarms will kill or distract it easily. Especially Minions.
458* AntiArmor: Its beam will melt through anything and everything in time, including Crown Towers.
459* 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.
460** Averted as of the June 2017 patches that gave him more HP than his unarmored counterpart.
461* CoolHelmet
462* DeathRay: A beam of heat that builds up damage over time.
463* {{Expy}}: Is essentially a mobile, offensive Inferno Tower.
464* KillItWithFire: Like the Inferno Tower.
465
466!!Lava Hound
467A flying, building-targeting unit with ridiculous amounts of health. Explodes into 6 Lava Pups upon death. Costs 7 Elixir.
468----
469* AirborneMook: Notable for being an airborne tank.
470* AsteroidsMonster: Splits into 6 Lava Pups upon death.
471* GlassCannon: The Lava Pups have significantly less health but do much more damage.
472* ImplacableMan: Unlike PEKKA or even Golem, the fact that it's a flying troop who only targets buildings means that pretty much nothing, including the Log, which otherwise bypasses knockback immunities, can body-block it.
473* KillItWithFire: Attacks by spitting lava.
474* ScratchDamage: Unfortunately for it, immense health comes at the downside of laughable DPS. The Lava Pups it spawns aren't much better at it either.
475* 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.
476
477!!Lumberjack
478A fast melee troop that drops a Rage spell upon death. Costs 4 Elixir.
479----
480* ArchEnemy: To The Log...somehow.
481* BoisterousBruiser: Possibly an effect of drinking too much Rage.
482* DrunkenMaster: Sort of. He takes a long swig of Rage before charging into battle.
483* LightningBruiser: Extremely fast speed, decent health and rapid, punishing strikes make this card one not to be taken lightly.
484* NoodleIncident: Apparently the Lumberjack and The Log go way back...
485* 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.
486
487!!Magic Archer
488A legendary troop who can shoot magic arrows who can pierce though enemies from a distance. Costs 4 elixir.
489----
490* AchillesHeel: The Fireball can kill him easily.
491* AntiAir: One of the troops to attack air cards.
492* AreaOfEffect: His arrows can pierce through multiple enemies at once.
493* AwesomeButImpractical: His arrows can travel long distances but his very low health make him the perfect victim to high-damage cards and spells.
494* 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.
495* LongRangeCombatant: He targets troops and buildings from very far and his arrows go a very long distance.
496* SquishyWizard: He's, well, a wizard who can shoot magic arrows through the enemy's tower but can't take much damage.
497* SuddenlyVoiced: One of the troops to have voice lines.
498
499!!Mega Knight
500A 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.
501----
502* 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.
503* AllYourPowersCombined: Best described as a combination of PEKKA, Electro Wizard, Dark Prince and Bandit.
504* AlphaStrike: His combination of high health and splash damage often means that the only available counter is throwing everything you've got at him, which can be combined with strategic troop placement to keep him away from your towers.
505* AreaOfEffect: Deals splash damage in an area in front of him, and all around him when jumping.
506* ChargedAttack: Charges up for a few seconds before jumping to his unlucky target.
507* DynamicEntry: Lands in the arena with "the force of 1000 mustaches", flattening any unfortunate troops that happen to be under him when that happens.
508* 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. He also takes damage while midair unlike the Bandit.
509* 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.
510* 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.
511* PowerFist: He has a giant mace-head on each of his hands that he uses to smash people.
512* TheJuggernaut: His leaping charge, massive health pool and splash damage makes it ''extremely'' difficult to stop the Mega Knight without the help of specialised anti-armour like the Inferno Tower or aerial troops like Minion Horde.
513* TheUnintelligible: Much like the Dark Prince, he can't be heard properly through his helmet.
514* 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.
515
516!!Miner
517A beefy troop that can dig and resurface anywhere in the Arena. Deals reduced damage to Towers, however. Costs 3 Elixir.
518----
519* BadassNormal: It's not magic, it's a shovel.
520* DungeonBypass: Is the only troop as of now that can appear anywhere in the arena (Goblin Barrel and Graveyard are spells).
521* ShovelStrike: His method of attack.
522* StoneWall: Serves as a pretty good arrow-sponge for towers due to his high health.
523
524!!Night Witch
525A variant of the Witch that summons Bats and uses melee attacks, while also exploding into Bats upon death. Costs 4 Elixir.
526----
527* AirborneMook: The Bats she summons.
528* BarrageOfBats: Her specialty is her command of bats, either before or after her defeat.
529* CloseRangeCombatant: Uses her staff to strike enemies up close.
530* EnemySummoner: Constantly summons pairs of Bats to do her dirty work.
531* 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.
532* 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.
533** To be fair, it does [[PowerGlows glow team-colored]] and emit glowing sparks whenever she's striking someone with it.
534* TakingYouWithMe: Upon dying, she explodes into a small swarm of Bats to clean up any leftover enemies.
535* ZergRush: Can do this with Bats. More so than the normal Witch due to exploding into them upon death.
536
537!!Princess
538A unit with extreme range who deals area damage with volleys of arrows. Costs 3 Elixir
539----
540* ActionGirl: Fights in the arena instead of on the Crown Towers like the other Princesses.
541* AreaOfEffect: Can inflict this over a long range.
542* ArrowsOnFire / RainOfArrows: Fires barrages of flaming arrows to deal damage in a wide area.
543* GlassCannon: Can deal high damage at insane range, but has incredibly low health.
544* {{Multishot}}: Fires a small barrage of arrows at once.
545* ScratchDamage: While she's very capable of wiping out swarm units, her primary role is slowly but steadily whittling down Crown Towers -- each shot may not do too much damage, but it quickly adds up.
546* SuddenlyVoiced: Has a couple of spoken lines.
547* SarcasmMode: She sometimes will say an incredibly bored-sounding "Yay" upon deployment.
548
549!!Sparky
550A tank with an electric cannon that charges up before unleashing insane area damage. Costs 6 Elixir.
551----
552* AnachronismStew: A lightning tank? In this time period? Then again, it's probably some kind of magic like Tesla.
553* AchillesHeel: Flying troops will shut her down quickly. In addition, stuns will reset her charge timer.
554* AreaOfEffect: Sparky's high-damage lightning blasts have a small [=AOE=] radius, which is enough to defeat small mobs of troops, but can't deal with larger swarms such as the Skeleton Army.
555* AwesomeButImpractical: Sparky's high cost, slow attacks, and the sheer amount of ways to counter it make it fairly impractical to use, and basically helpless without the right supporting troops, but it boasts the highest damage per shot in the game, able to 2 or 3 shot Crown Towers.
556* ChargedAttack: Sparky can be visually seen and heard charging her lethal attack. Said charge takes a whole 5 seconds.
557* LightningGun: A very, very large one mounted on wheels.
558* NoSell: It's splash damage makes swarming troops useless.
559* ShockAndAwe: Is essentially a moving lightning cannon.
560* TankGoodness: The closest thing there is to one in the game anyway, being a vehicle fitted with a powerful (electric) cannon.
561* 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.
562* ViewerGenderConfusion: Yes, Sparky is confirmed to be female.
563[[/folder]]
564
565[[folder:Champion troops]]
566!!General
567* KingMook: They're based on the Knight, Archer, Skeleton and Miner respectively.
568
569!!Golden Knight
570A tall knight with a dashing attack. Costs 4 Elixir.
571----
572* DashAttack: Can slash straight through [[HerdHittingAttack up to ten troops]] with his ability, provided that they're close enough to each other.
573* DungeonBypass: His ability gives you the potential for him to quickly dive straight towards the crown towers if you time it right.
574
575!!Archer Queen
576An archer that can turn herself invisible while increasing her hit rate at the same time. Costs 5 Elixir.
577----
578* GlassCannon: Has the highest damage output out of the first three champions introduced, but also has the lowest HP.
579* {{Invisibility}}: Her ability prevents troops from targeting her alongside a boost in attack and DPS.
580
581!!Skeleton King
582A 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.
583----
584* EnemySummoner: Can raise swarms of Skeletons to his side, so long as he's collected souls from enemy troops first.
585* {{Irony}}: Has the highest HP out of the first three champions. Normally, skeleton variants have less HP than others.
586* 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]].
587* ZergRush: His ability causes this. It becomes bigger the more souls Skeleton King collects.
588!!Mighty Miner
589A 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.
590----
591* 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.
592* 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.
593!!Monk
594An old warrior capable of deflecting any projectile thrown at him. Costs 4 Elixir.
595----
596* 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%.
597!!Little Prince
598A 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.
599----
600* 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.
601* 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.
602* 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.
603* KneelBeforeZod: One of his voice lines is "Kneel, numbskulls!".
604* LadyLooksLikeADude: Were it not explicitly confirmed, Guardienne's gender [[AmbigiousGender is not at all clear]], even with her helmet off.
605* RoyalBrat: His voice lines suggest he's not exactly humble about his status.
606-->'''Little Prince''': Future King over here!
607[[/folder]]

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