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* EliteMook: The Royal Recruits description implies that they are simply this to the Royal Recruits as opposed to being actual royalty.
** FakeAristocrat: Which technically makes them this trope as well.

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* AnchorsAway: He uses an Anchor-like hook.



* 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.

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* ImplacableMan: Unlike PEKKA or even Golem, the fact that it's a flying troop who only targets buildings means that pretty much nothing nothing, including the Log, which otherwise bypasses knockback immunities, can body-block it.



* ScratchDamage: Unfortunately for it, immense health comes at the downside of laughable DPS.

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* 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.



* 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.

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* 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.

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*SituationalDamageAttack: Their evolved form deals 1.7x damage to anything within 4.5 to 6 tiles of them.



*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.



*DamageReduction: His Evolved form's ability; being able to reduce damage taken from all sources by 60%, as long as he's not attacking.



*AreaOfEffect: His Evolution deals a small amount of damage and knockback to ground troops in a 2.5-tile radius when he attacks.



* 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.

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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, 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.



* 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.

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* MoneySpider: It's 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.
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Clarification


* {{Knockback}}: His boulders knock back everything they hit, uniquely for a troop.

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* {{Knockback}}: His boulders knock back everything they hit, smaller units, uniquely for a troop.
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Zappies can target air units so this is just not true


* AchillesHeel: Despite how powerful they are when they work as a unit, they're completely helpless against air troops.
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Spawns 3 fast, unarmored Goblins with knives. Costs 2 Elixir.

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Spawns 3 4 fast, unarmored Goblins with knives. Costs 2 Elixir.
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Was changed as mentioned


* Nerf: They used to have another spear goblin until an update removed him. Nevertheless, the card picture still shows the six of them.
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Summons 5 Goblins -- 2 Spears, 3 Swords-at a discounted price of 3 Elixir.

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Summons 5 6 Goblins -- 2 3 Spears, 3 Swords-at a discounted price of 3 Elixir.

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* TankGoodness: It's essentially a

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* TankGoodness: It's essentially The closest thing there is to one in the game anyway, being a vehicle fitted with a powerful (electric) cannon.


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* LadyLooksLikeADude: Were it not explicitly confirmed, Guardienne's gender [[AmbigiousGender is not at all clear]], even with her helmet off.
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* KneelBeforeZod: One of his voice lines is "Kneel, numbskulls!".
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* 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.

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* MascotMook: They frequently appear in adverts and artwork for the game, where they are often [[ButtMonkey on the receiving end]] of {{slapstick}} gags.



* MascotMook: They frequently appear in adverts and artwork for the game, where they are often [[ButtMonkey on the receiving end]] of {{slapstick}} gags.



* SpikesOfDoom: Although they don't serve any purpose.

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* SpikesOfDoom: Although The barrel is studded with them, although they don't serve any purpose.
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* 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.


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* 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.
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Return to the [[Characters/ClashRoyale main page]].
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[[/folder]]

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[[/folder]][[/folder]]
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!!Fire Spirits
Summons a trio of spirits that kamikaze your enemies for 2 Elixir.

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!!Fire Spirits
Spirit
Summons a trio of spirits cheerful Fire Spirit that kamikaze kamikazes your enemies for 2 1 Elixir.



* KillItWithFire

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* KillItWithFireKillItWithFire: Throws itself at enemy troops and detonates in a fiery explosion.
* {{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.
* ObliviouslyEvil: Apparently, all it wants to do is give your enemies a "warm" hug.



Summons 5 Goblins-2 Spears, 3 Swords-at a discounted price of 3 Elixir.

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Summons 5 Goblins-2 Goblins -- 2 Spears, 3 Swords-at a discounted price of 3 Elixir.



* AntiInfantry: Her 360-degree splash damage makes her one of the best troops around for quickly wiping out swarms.



* EnemySummoner: Constantly summons pairs of Bats to do her dirty work.



* MookMaker: Constantly summons Bats to do her dirty work.



* ActionGirl: Fights in the arena instead of on the Crown Towers like the other Princesses.



* ActionGirl: Fights in the arena instead of on the Crown Towers like the other Princesses.


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* 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.

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Removing Expy as that applies to copies from other media, Game Breaker, which is YMMV, and Giant Mook examples for troops which don't fit the trope of being larger versions of normal Mooks.


* 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.

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* 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 targeted by an AreaOfEffect spell.spells and troops.



* 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.

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* DeathByAThousandCuts: 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.
* {{Expy}}: Are essentially aerial Skeletons.
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.



* OurGoblinsAreDifferent

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* %%* OurGoblinsAreDifferent



* MascotMook: They frequently appear in adverts and artwork for the game, where they are often [[ButtMonkey on the receiving end]] of {{slapstick}} gags.



* ZergRush: Their entire shtick.

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* %%* ZergRush: Their entire shtick.



* OurGoblinsAreDifferent

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* %%* OurGoblinsAreDifferent



* 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



* {{Expy}}: It's essentially a flying Musketeer, although it's not a direct upgrade since Musketeer has more HP and damage.



* GiantMook



%%* NoSell: Typical swarming tactics don't work because of its death damage.
* {{Snowlems}}

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%%* NoSell: Typical swarming tactics don't work because of its death damage.
* {{Snowlems}}{{Snowlems}}: [[ExactlyWhatItSaysOnTheTin The clue's in the name]], after all.



* EliteMook: To normal Minions.

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* EliteMook: To GiantMook: An oversized, tougher version of the normal Minions.



* SquishyWizard

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* SquishyWizardSquishyWizard: {{Downplayed|Trope}} -- he has ''just'' enough health to tank a Fireball, but is still quite fragile.



* AntiArmor: Its primary purpose is a cheap and effective means of shredding tanks, provided they don't have splash-damaging troops backing them up.



* DeathByAThousandCuts: 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.

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* DeathByAThousandCuts: 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.


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* EnemySummoner: Can raise swarms of Skeletons to his side, so long as he's collected souls from enemy troops first.


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* RoyalBrat: His voice lines suggest he's not exactly humble about his status.
-->'''Little Prince''': Future King over here!

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* 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.

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* AchillesHeel: Because he uses single target attacks, swarms any swarm troops will shut him down very quickly.
* AmbiguousRobots: AmbiguousRobot: Has a very robotic voice and looks like a robot, but nothing is confirmed.confirmed.
* BattleCry: Cries out "'''[[TrademarkFavouriteFood PANCAKES!]]'''" whenever it spawns in.



* LightningBruiser: He has a lot of health, moves fairly fast, and hits like a truck. Too bad he's only single target...

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* EatingMachine: Zig-Zagged, given its AmbiguousRobot nature, but its [[TrademarkFavouriteFood love of pancakes]] means this trope would apply if it ''is'' a robot.
* LightningBruiser: He It has a lot of health, moves fairly fast, and hits like a truck. Too bad he's it's only single target...



!!PEKKA

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!!PEKKA!!P.E.K.K.A.



* AchillesHeel: Swarm troops will shut it down pretty quickly.

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* AchillesHeel: Swarm troops will shut it down pretty quickly.quickly, and usually at a very negative Elixir trade-off.



* 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.

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* AmbiguousRobots: It's still unclear if PEKKA P.E.K.K.A. is a robot or someone in a suit of armor. It has a robotic voice however.
%%* HeavilyArmoredMook: Oh yes.* EvilLaugh: Lets out a mechanical cackle whenever she brings her sword down on its next unlucky target.



* 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

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* 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 cards, including many powerful tanks and heavy hitters, for a positive Elixir Trade.
Trade, and ''then'' force your opponent to deal with a ZergRush if enough of them survive.
* DemBonesCannonFodder: 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.
* DeathByAThousandCuts: 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.



* AnachronismStew: A lightning tank? In this time period?
** Then again, it's probably some kind of magic like Tesla.

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* AnachronismStew: A lightning tank? In this time period?
**
period? Then again, it's probably some kind of magic like Tesla.



* 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.

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* AreaOfEffect: The reason why swarming doesn't work on her.
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.
* 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.



* LightningGun

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* LightningGunLightningGun: A very, very large one mounted on wheels.


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* TankGoodness: It's essentially a
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Trope was cut/disambiguated due to cleanup


* ArcherArchetype: He fights from a distance and the trailer for his Clash Royale debut shows him in a dark forest.
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Trope was cut/disambiguated due to cleanup


* DropTheHammer: Wields a small war hammer.
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moved Champions here

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[[/folder]]

[[folder:Champion troops]]
!!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.
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* 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.
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* 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.
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* {{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.
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* 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.
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* 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.
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* 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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forgot this

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[[foldercontrol]]
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New page for classifying troops.

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[[folder:Common troops]]
!!Archers
Summons a pair of ranged attackers that can shoot air units. Costs 3 Elixir.
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* 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.

!!Barbarians
A quintet of tough melee attackers with serious anger issues. Costs 5 Elixir.
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* 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.

!!Bats
Summons 5 flying bats with low health and attack, but fast speed. Costs 2 Elixir.
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* 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.

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

!!Elite Barbarians
Summons a pair of souped-up Barbarians for 6 Elixir.
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* 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.

!!Fire Spirits
Summons a trio of spirits that kamikaze your enemies for 2 Elixir.
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* 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.

!!Goblin Gang
Summons 5 Goblins-2 Spears, 3 Swords-at a discounted price of 3 Elixir.
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* 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.

!!Goblins
Spawns 3 fast, unarmored Goblins with knives. 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 can hit pretty hard.
* GlassCannon: Underestimating their damage output would be unwise.
* OurGoblinsAreDifferent

!!Ice Spirit
A icy unit that explodes on top of enemies to damage and freeze them. Costs 1 Elixir.
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* 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.

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

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

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

!!Royal Giant
A Giant wielding a cannon that allows him to destroy buildings at range. Costs 6 Elixir.
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* {{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.

!!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.
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* 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.

!!Skeletons
Spawns 3 fragile skeletons at the cheap cost of 1 Elixir.
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* 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.

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

[[folder:Rare troops]]
!!Battle Ram
Two Barbarians holding a big log that charge at the nearest building and ram it before attacking. Costs 4 Elixir.
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* 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.

!!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.

!!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.

!!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.

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

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

!!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.

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

!!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.
----
* 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.

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

!!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.

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

!!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.

!!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.
[[/folder]]

[[folder:Epic troops]]
!!Baby Dragon
A flying unit that shoots fireballs to deal area damage. Costs 4 Elixir.
----
* 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.

!!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.

!!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.

!!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.

!!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.

!!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.

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

!!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.

!!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.

!!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
----
* 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.

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

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

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

!!Witch
A unit that summons Skeletons every few seconds and can fight at range with magic attacks. 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:Legendary troops]]
!!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.

!!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.

!!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).

!!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.

!!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.

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

!!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.

!!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.

!!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.

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

!!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.

!!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.

!!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]]

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