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1The many cards in the game ''Clash Royale''.
2
3* [[Characters/ClashRoyaleTroops Troop cards]]
4
5[[foldercontrol]]
6[[folder:Spells]]
7!!Arrows
8A spell card that peppers a wide area with arrows to deal damage. Costs 3 Elixir.
9----
10* AreaOfEffect: Deals damage to everything caught in the attack.
11* BoringButPractical: While it doesn't look too interesting and does less damage compared to the other damaging spells like Fireball, it's wide radius and cheap cost means it can easily clear swarms of weaker troops like Minion Hordes with a positive Elixir trade.
12* DeathFromAbove: Doesn't get any closer than arrows raining from the sky.
13%%* RainOfArrows: Obviously.
14
15!!Barbarian Barrel
16Launches a Barrel a short distance, and drops a Barbarian upon being destroyed. Costs 2 Elixir.
17----
18* DidntThinkThisThrough: Once the Barbarian gets out of the barrel, it almost always dies due to being near stronger enemies.
19
20!!Clone
21A unique spell that creates clones of all troops in an area. Costs 3 Elixir.
22----
23* GlassCannon: Clones only have 1 HP, but retain the full attack power of the original troop.
24* 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.
25* OneHitPointWonder: All clones only have 1 HP. And before you think about it, any shields the clones have only have 1 HP too.
26* ZergRush: Clone can easily cause this. Pair it up with Mirror and cards that already summon tons of troops for hilarity.
27
28!!Fireball
29A spell that launches a fireball to incinerate a small area, dealing high damage. Costs 4 Elixir.
30----
31* AreaOfEffect: Blows up everything in a small area. Compared to Arrows, it deals more damage in a concentrated area.
32* Fireballs: Of course
33* KillItWithFire: Nothing like dropping a giant fireball on the heads of your attackers.
34
35!!Freeze
36A spell that immobilizes all enemies in a radius. Costs 4 Elixir
37----
38* HarmlessFreezing: Previously, it would freeze all enemy troops and buildings solid, but dealt no damage. After a rework however, it now does damage.
39* StatusEffects: Freeze. It lasts for a very long time.
40
41!!Giant Snowball
42A spell summoning a giant snowball which behaves like a weaker Fireball while also slowing enemies down. Costs 2 Elixir.
43----
44* {{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.
45* KillItWithIce: It's a giant snowball that chills enemies which get hit by it.
46* StatusEffects: Slows down units who get hit by it.
47
48!!Goblin Barrel
49Tosses a barrel anywhere on the map that spawns 3 Goblins. Costs 3 Elixir.
50----
51* FastballSpecial: Apparently throwing a barrel of Goblins at your enemies actually works.
52* DungeonBypass: Being able to deploy them anywhere means you can easily drop them past all the enemy's troops and directly on their tower.
53* 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.
54
55!!Graveyard
56A spell that summons skeletons anywhere in the arena. Costs 5 Elixir.
57----
58* DemBones
59* DungeonBypass: Can be deployed anywhere on the map.
60* ZergRush: The sudden amount of skeletons on their tower will generally take players off guard.
61
62!!Heal
63A spell that heals all friendly troops in the area. Costs 3 Elixir. Was sadly removed in an update and replaced with the Heal Spirit.
64----
65* AchillesHeel: Won't do anything if the affected troops die in a single hit anyways.
66* BigDamnHeroes: Extremely useful for saving troops right about to die at the enemy tower, which can take enemies off guard.
67* HealingPotion: Looks like one.
68* 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.
69* WeHardlyKnewYe: The Heal Spell was removed on April 1st 2020,becoming the first card in Clash Royale to be removed.
70**
71The Heal Spell would be replaced with the Heal Spirit.
72
73!!Lightning
74A 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.
75----
76* 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.
77* DeathFromAbove: Makes lightning rain from the sky to deal massive damage.
78* ShockAndAwe: Calls down 3 lightning bolts.
79* 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.
80
81!!The Log
82A 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.
83----
84* AnimateInanimateObject: 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.
85* ArchEnemy: While it wants to smash ''everything'', it reserves particular hatred for the Lumberjack, the one responsible for originally cutting it down.
86* AreaOfEffect: Damages all troops in a straight line.
87* 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, due to it's extremely low Elixir cost, decent damage and range, and ability to deal consistent ScratchDamage to your opponent's Crown Towers.
88* DisproportionateRetribution: Wants revenge for people turning it sentient with Rage. Said revenge is crushing anything and everything mindlessly.
89* {{Knockback}}
90* NoSell: {{Defied|Trope}} -- it can knock back troops that are normally immune to knockback like PEKKA or Sparky.
91* 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.
92* SpikesOfDoom: Is covered in these.
93
94!!Mirror
95A card that allows you to mirror your last played card for +1 Elixir, at a different level.
96----
97* LoopholeAbuse: Mirror in tournaments can result in cards higher or lower level than tournament standards.
98* ZergRush: Usage of Mirror can sometimes turn into this.
99
100!!Poison
101A spell that poisons an area, dealing damage over time to enemies within. Costs 4 Elixir.
102----
103* DamageOverTime: To anything caught within the poison.
104* {{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.
105* UniversalPoison: Damages everything, including people, stone constructs, ice constructs, spirits, or wooden towers.
106
107!!Rage
108A spell that temporarily boosts attack speed and movement speed of all friendlies in an area. Costs 2 Elixir.
109----
110* DesperationAttack: Can be used on your Crown Towers as a last-ditch attempt to hold off attackers.
111* LightningBruiser: Any troop affected by this can become this. Bonus points if they already were a Lightning Bruiser.
112* 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.
113* StatusBuff: To attack speed and movement speed.
114* UnstoppableRage: What it causes in your troops.
115
116!!Rocket
117A spell that launches a giant rocket at the target area to deal huge area damage. Costs 6 Elixir
118----
119* AnachronismStew: You wouldn't expect this kind of weaponry to exist back in medieval times.
120* 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.
121* DeathFromAbove: A giant rocket from above.
122* ThereIsNoKillLikeOverkill: Rocket deals so much damage that dropping it on anything that isn't a tank is nearly always a guaranteed kill.
123
124!!Tornado
125A spell that drags all enemies to the center of the area while damaging them. Costs 3 Elixir.
126----
127%%* AreaOfEffect
128* BlowYouAway: The spell magically induces a tornado, which damages and pulls around enemy troops.
129* DamageOverTime: To anything caught in it.
130* DoNotTouchTheFunnelCloud: Only things in the Tornado are sucked towards the center.
131* 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, Hogs and Ram Riders, and even prematurely trigger your King Tower to give you an advantage.
132
133!!Void
134A spell that strikes all units in its area, with its damage decreasing as more units enter it. Costs 3 Elixir.
135----
136* DamageOverTime: It strikes 3 times over a period of time, with the damage being calculated for each strike.
137* 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.
138* 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.
139* 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.
140
141!!Zap
142Shocks an area to deal damage and stun targets within. Costs 2 Elixir.
143----
144* AreaOfEffect: A less damaging but extremely cheap variant.
145* 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.
146* ShockAndAwe: Calls down an electrical blast.
147[[/folder]]
148
149[[folder:Buildings]]
150!!Barbarian Hut
151A building that spawns Barbarians every so often. Costs 6 Elixir.
152----
153* AwesomeButImpractical: Not as bad as some other examples, but it's expensive cost sometimes makes it not worth the Elixir.
154* BarbarianTribe
155* JackOfAllStats: Again, the Barbarians.
156* ZergRush: Notable for being the only spawner building whose troops are actually pretty beefy.
157
158!!Bomb Tower
159A big tower with a Bomber on it that chucks bombs at enemies below. Costs 4 Elixir.
160----
161* AreaOfEffect: The only defense as of now to do this.
162* DeathFromAbove: Drops bombs on anything stupid or unfortunate enough to stand near it.
163* DemBones: The Bomber in the tower.
164
165!!Cannon
166A stationary defensive building that blasts ground troops. Costs 3 Elixir.
167----
168* ConstructAdditionalPylons: A rather popular one for its cheap cost and relatively decent damage against ground targets.
169* SentryGun: A static turret that automatically shoots cannonballs at nearby enemies.
170
171!!Elixir Collector
172A building that gives you 1 extra Elixir every so often. Costs 6 Elixir.
173----
174* ConstructAdditionalPylons: A building that produces extra Elixir.
175* YouRequireMoreVespeneGas: Produces more Elixir. This can easily give you a huge advantage over your opponent.
176
177!!Furnace
178A 4-Elixir building that summons Fire Spirits every few seconds.
179----
180* ActionBomb: The Fire Spirits.
181* ConstructAdditionalPylons: A popular one due to its cheap cost and the damage the Fire Spirits can do.
182* MookMaker: Creates Fire Spirits.
183* ZergRush: Enough Furnaces and other spawners can cause this.
184
185!!Goblin Cage
186A defensive building that deals zero damage, but then spawns a goblin brawler upon death. Costs 4 Elixir.
187* FragileSpeedster: [[AvertedTrope Averted]]. He is fast but has lots of hitpoints (at tournament standard, Pekka can not one-shot the goblin brawler).
188
189!!Goblin Hut
190A building that periodically spawns Spear Goblins. Costs 5 Elixir.
191----
192* FunnyBackgroundEvent: Apparently inside the Goblin Hut, a ''rave party'' is happening all the time.
193* MookMaker: Creates Spear Goblins every so often.
194* ZergRush: Enough spawner buildings like this can cause this. Also, if you let them pile up enough without them getting killed...
195
196!!Inferno Tower
197A defense that deals increasing amounts of damage to one target. Costs 5 Elixir.
198----
199* AchillesHeel: Like in ''Clash of Clans'', it is vulnerable to swarm troops.
200* AntiArmor: Its increasing damage over time makes it melt through any tank very quickly.
201* 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.
202* 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.
203* DeathRay: A focused beam of heat that increases in intensity over time.
204* KillItWithFire: A ray of magic fire to be exact.
205
206!!Mortar
207A long ranged defense that lobs explosive shells. Costs 4 Elixir.
208----
209* AreaOfEffect: Deals splash damage.
210* ArbitraryWeaponRange: Has a blind spot right next to it.
211* DungeonBypass: Can snipe Crown Towers from your side of the river.
212* MookMaker: Its Evolved form's shots will also spawn Goblins on impact.
213
214!!Tesla
215A defensive building that shocks any enemies nearby and retreats into the ground when not fighting. Costs 4 Elixir.
216----
217* AnachronismStew: An electrical tower in supposedly medieval times. Justified, as in ''Clash of Clans'' it's stated that it uses Lightning Magic.
218* JackOfAllStats: Attacks both air and land units, and has decent health and damage.
219* NoSell: While underground, it is immune to all damage. Its lifetime still decreases, though.
220* ShockAndAwe: Uses lightning to zap enemies.
221
222!!Tombstone
223A building that spawns Skeletons, and spawns an additional group of them upon death. Costs 3 Elixir.
224----
225* ConstructAdditionalPylons: It's cheap cost and Skeletons-on-death mechanic make it especially good at shutting down things like Giants or the Prince.
226* DemBones: The Skeletons it makes.
227* MookMaker: Spawns Skeletons every few seconds, and spawns 3 more on death.
228* TakingYouWithMe: A variation, as it summons 3 Skeletons once it dies.
229
230!!X-Bow
231An ultra-long ranged defense that rapidly fires bolts at targets. Costs 6 Elixir.
232----
233* AutomaticCrossbows: A giant one.
234* 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.
235* 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.
236* MemeticMutation: Its description.
237-->'''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..."
238[[/folder]]
239
240[[folder:Super/Limited-time cards]]
241!!General
242* 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.
243* RedIsViolent: All of the Super troops glow red and they're all very strong.
244
245!!Super Lava Hound
246An 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.
247----
248* 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.
249* ImplacableMan: Just like the normal Lava Hound, being a flying tank makes it immune to knockback.
250* KillItWithFire: Attacks by spitting lava, and drops two fireballs upon death.
251* ScratchDamage: Just like the regular Lava Hound. Its death damage makes up for it though.
252* 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.
253* TakingYouWithMe: Upon death, the Super Lava Hound explodes. Twice.
254
255!!Super Witch
256A witch with the powers of [[AllYourPowersCombined all three witches combined]]. Costs 6 Elixir.
257----
258* 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).
259
260!!Super Mini P.E.K.K.A.
261A pancake spawning Mini P.E.K.K.A. which deals ludicrous amounts of damage (read: OneHitKill damage). Costs 5 Elixir.
262----
263* 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.
264* HealingFactor: Spawns pancakes that heal nearby troops upon exploding periodically or whenever it strikes an enemy unit.
265* 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.
266
267!!Barbarian Launcher
268A mortar which launches Barbarians instead of shells.
269----
270* 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.
271* 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.
272* 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.
273* MookMaker: It summons Barbarians like a Barbarian Hut except it only fires when an enemy unit is within range.
274* ScratchDamage: As mentioned in AreaOfEffect, the damage this thing does is abysmal.
275
276!!Santa Hog Rider
277A 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.
278----
279
280!!Super Ice Golem
281A giant Ice Golem which freezes every enemy unit currently in play when defeated. Costs 4 Elixir.
282----
283
284!!Super Magic Archer
285A Valentines themed Magic Archer that temporarily hypnotizes anything its arrows hit. Costs 5 Elixir.
286----
287* 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.
288* TheImmune: The King Towers are the ''only'' units that can't be hypnotized.
289
290!!Super Archers
291Two stronger archers that shoot tornado arrows that suck in any enemy troop that happens to be in their path. Costs 3 Elixir.
292----
293* BlowYouAway: The tornado arrows they shoot have this effect.

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