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The many cards in the game Clash Royale.

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    Spells 

Arrows

A spell card that peppers a wide area with arrows to deal damage. Costs 3 Elixir.
  • Area of Effect: Deals damage to everything caught in the attack.
  • Boring, but Practical: 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.
  • Death from Above: Doesn't get any closer than arrows raining from the sky.

Barbarian Barrel

Launches a Barrel a short distance, and drops a Barbarian upon being destroyed. Costs 2 Elixir.
  • Didn't Think This Through: Once the Barbarian gets out of the barrel, it almost always dies due to being near stronger enemies.

Clone

A unique spell that creates clones of all troops in an area. Costs 3 Elixir.
  • Glass Cannon: Clones only have 1 HP, but retain the full attack power of the original troop.
  • Loophole Abuse: 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.
  • One-Hit-Point Wonder: All clones only have 1 HP. And before you think about it, any shields the clones have only have 1 HP too.
  • Zerg Rush: Clone can easily cause this. Pair it up with Mirror and cards that already summon tons of troops for hilarity.

Fireball

A spell that launches a fireball to incinerate a small area, dealing high damage. Costs 4 Elixir.
  • Area of Effect: Blows up everything in a small area. Compared to Arrows, it deals more damage in a concentrated area.
  • Fireballs: Of course
  • Kill It with Fire: Nothing like dropping a giant fireball on the heads of your attackers.

Freeze

A spell that immobilizes all enemies in a radius. Costs 4 Elixir
  • Harmless Freezing: Previously, it would freeze all enemy troops and buildings solid, but dealt no damage. After a rework however, it now does damage.
  • Status Effects: Freeze. It lasts for a very long time.

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.
  • Kill It with Ice: It's a giant snowball that chills enemies which get hit by it.
  • Status Effects: Slows down units who get hit by it.

Goblin Barrel

Tosses a barrel anywhere on the map that spawns 3 Goblins. Costs 3 Elixir.
  • Fastball Special: Apparently throwing a barrel of Goblins at your enemies actually works.
  • Dungeon Bypass: Being able to deploy them anywhere means you can easily drop them past all the enemy's troops and directly on their tower.
  • Glass Cannon: The Goblins in the barrel have rather low health. Like the normal Goblins, underestimating the damage they can do is a very bad idea.

Graveyard

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

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.
  • Achilles' Heel: Won't do anything if the affected troops die in a single hit anyways.
  • Big Damn Heroes: Extremely useful for saving troops right about to die at the enemy tower, which can take enemies off guard.
  • Healing Potion: Looks like one.
  • No-Sell: 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.
  • We Hardly Knew Ye: 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.

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.
  • Awesome, but Impractical: 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.
  • Death from Above: Makes lightning rain from the sky to deal massive damage.
  • Shock and Awe: Calls down 3 lightning bolts.
  • Situational Sword: 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.

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.
  • Animate Inanimate Object: Created when the Lumberjack spilled his bottle of Rage on a recently felled tree, and now seeks revenge by crushing everything in its path.
  • Arch-Enemy: While it wants to smash everything, it reserves particular hatred for the Lumberjack, the one responsible for originally cutting it down.
  • Area of Effect: Damages all troops in a straight line.
  • Boring, but Practical: 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 Scratch Damage to your opponent's Crown Towers.
  • Disproportionate Retribution: Wants revenge for people turning it sentient with Rage. Said revenge is crushing anything and everything mindlessly.
  • Knockback
  • No-Sell: Defied — it can knock back troops that are normally immune to knockback like PEKKA or Sparky.
  • Scratch Damage: 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.
  • Spikes of Doom: Is covered in these.

Mirror

A card that allows you to mirror your last played card for +1 Elixir, at a different level.
  • Loophole Abuse: Mirror in tournaments can result in cards higher or lower level than tournament standards.
  • Zerg Rush: Usage of Mirror can sometimes turn into this.

Poison

A spell that poisons an area, dealing damage over time to enemies within. Costs 4 Elixir.
  • Damage Over Time: 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.
  • Universal Poison: Damages everything, including people, stone constructs, ice constructs, spirits, or wooden towers.

Rage

A spell that temporarily boosts attack speed and movement speed of all friendlies in an area. Costs 2 Elixir.
  • Desperation Attack: Can be used on your Crown Towers as a last-ditch attempt to hold off attackers.
  • Lightning Bruiser: Any troop affected by this can become this. Bonus points if they already were a Lightning Bruiser.
  • Super Serum: A Downplayed fantasy-flavoured version of this — while extremely limited in duration, it grants your troops a significant buff to attack and movement speed.
  • Status Buff: To attack speed and movement speed.
  • Unstoppable Rage: What it causes in your troops.

Rocket

A spell that launches a giant rocket at the target area to deal huge area damage. Costs 6 Elixir
  • Anachronism Stew: You wouldn't expect this kind of weaponry to exist back in medieval times.
  • Awesome, but Impractical: Admittedly, it is glorious to drop a massive rocket on your enemies to obliterate them, but its high cost and tiny Area of Effect 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.
  • Death from Above: A giant rocket from above.
  • There Is No Kill Like Overkill: Rocket deals so much damage that dropping it on anything that isn't a tank is nearly always a guaranteed kill.

Tornado

A spell that drags all enemies to the center of the area while damaging them. Costs 3 Elixir.
  • Blow You Away: The spell magically induces a tornado, which damages and pulls around enemy troops.
  • Damage Over Time: To anything caught in it.
  • Do Not Touch the Funnel Cloud: Only things in the Tornado are sucked towards the center.
  • Difficult, but Awesome: 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.

Zap

Shocks an area to deal damage and stun targets within. Costs 2 Elixir.
  • Area of Effect: A less damaging but extremely cheap variant.
  • Boring, but Practical: Is one of the most widely-used cards in the game, mostly because it's simply a cheap Area of Effect 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.
  • Shock and Awe: Calls down an electrical blast.

    Buildings 

Barbarian Hut

A building that spawns Barbarians every so often. Costs 6 Elixir.

Bomb Tower

A big tower with a Bomber on it that chucks bombs at enemies below. Costs 4 Elixir.

Cannon

A stationary defensive building that blasts ground troops. Costs 3 Elixir.
  • Construct Additional Pylons: A rather popular one for its cheap cost and relatively decent damage against ground targets.
  • Sentry Gun: A static turret that automatically shoots cannonballs at nearby enemies.

Elixir Collector

A building that gives you 1 extra Elixir every so often. Costs 6 Elixir.

Furnace

A 4-Elixir building that summons Fire Spirits every few seconds.

Goblin Cage

A defensive building that deals zero damage, but then spawns a goblin brawler upon death. Costs 4 Elixir.
  • Fragile Speedster: Averted. He is fast but has lots of hitpoints (at tournament standard, Pekka can not one-shot the goblin brawler).

Goblin Hut

A building that periodically spawns Spear Goblins. Costs 5 Elixir.
  • Funny Background Event: Apparently inside the Goblin Hut, a rave party is happening all the time.
  • Mook Maker: Creates Spear Goblins every so often.
  • Zerg Rush: 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 to one target. Costs 5 Elixir.
  • Achilles' Heel: Like in Clash of Clans, it is vulnerable to swarm troops.
  • Anti-Armor: Its increasing damage over time makes it melt through any tank very quickly.
  • Awesome, but Impractical: It's a hard counter to 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.
  • Crippling Overspecialization: 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.
  • Death Ray: A focused beam of heat that increases in intensity over time.
  • Kill It with Fire: A ray of magic fire to be exact.

Mortar

A long ranged defense that lobs explosive shells. Costs 4 Elixir.

Tesla

A defensive building that shocks any enemies nearby and retreats into the ground when not fighting. Costs 4 Elixir.
  • Anachronism Stew: An electrical tower in supposedly medieval times. Justified, as in Clash of Clans it's stated that it uses Lightning Magic.
  • Jack of All Stats: Attacks both air and land units, and has decent health and damage.
  • No-Sell: While underground, it is immune to all damage. Its lifetime still decreases, though.
  • Shock and Awe: Uses lightning to zap enemies.

Tombstone

A building that spawns Skeletons, and spawns an additional group of them upon death. Costs 3 Elixir.
  • Construct Additional Pylons: It's cheap cost and Skeletons-on-death mechanic make it especially good at shutting down things like Giants or the Prince.
  • Dem Bones: The Skeletons it makes.
  • Mook Maker: Spawns Skeletons every few seconds, and spawns 3 more on death.
  • Taking You with Me: A variation, as it summons 3 Skeletons once it dies.

X-Bow

An ultra-long ranged defense that rapidly fires bolts at targets. Costs 6 Elixir.
  • Automatic Crossbows: A giant one.
  • Awesome, but Impractical: 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.
  • Game-Breaker: 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.
  • Memetic Mutation: 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..."

    Super/Limited-time cards 

General

  • Purposely Overpowered: 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.
  • Red Is Violent: 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.
  • Asteroids Monster: 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.
  • Implacable Man: Just like the normal Lava Hound, being a flying tank makes it immune to knockback.
  • Kill It with Fire: Attacks by spitting lava, and drops two fireballs upon death.
  • Scratch Damage: Just like the regular Lava Hound. Its death damage makes up for it though.
  • Stone Wall: 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.
  • Taking You with Me: Upon death, the Super Lava Hound explodes. Twice.

Super Witch

A witch with the powers of all three witches combined. Costs 6 Elixir.
  • All Your Powers Combined: 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: One-Hit Kill damage). Costs 5 Elixir.
  • Achilles' Heel: 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.
  • Healing Factor: Spawns pancakes that heal nearby troops upon exploding periodically or whenever it strikes an enemy unit.
  • No Kill Like Over Kill: Its damage outnumbers every single unit in the game, meaning every strike is a One-Hit Kill. 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.
  • Area of Effect: 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.
  • Difficult, but Awesome: 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.
  • Dungeon Bypass: 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.
  • Mook Maker: It summons Barbarians like a Barbarian Hut except it only fires when an enemy unit is within range.
  • Scratch Damage: As mentioned in Area of Effect, the damage this thing does is abysmal.

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.
  • Difficult, but Awesome: 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.
  • The Immune: 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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