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Characters / Clash Royale

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The many cards in the game Clash Royale.

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     Training Camp Cards 


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.
  • Rain of Arrows: Obviously.


Summons a pair of ranged attackers that can shoot air units. Costs 3 Elixir.
  • Action Girl
  • Anti-Air: Will usually be the first card you get that can shoot down aerial threats.
  • Boring, but Practical: They're just a pair of ranged attackers. Yet their all-rounded stats make them incredibly versatile.
  • Jack-of-All-Stats: Has average health and average damage. Although they lean more towards damage.


A well-rounded melee fighter with lots of health and decent damage. Costs 3 Elixir.
  • Overshadowed by Awesome: Later in the game, he becomes this. His nature as a Jack-of-All-Stats 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.
  • Jack-of-All-Stats: Above-average amounts of health and damage make him this.


A, well, giant that targets buildings and has copious amounts of health. Costs 5 Elixir.
  • Giant Mook
  • Implacable Man: Subverted. He ignores all troops and will simply push them to get to his target building. The thing is, you can deploy buildings too...
  • Mighty Glacier: Slow moving and ignores all troops, but good luck stopping him once he's near your tower.
  • Stone Wall: Has very high health, making him great at soaking up damage.


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.


A miniature version of a PEKKA that moves fast and hits harder. Costs 4 Elixir.
  • Achilles' Heel: Because he uses single target attacks, swarms will shut him down very quickly.
  • Ambiguous Robots: Has a very robotic voice and looks like a robot, but nothing is confirmed.
  • Cyber Cyclops: While the cyber part is debatable, it seems fairly robotic, and has a single, glowing eye.
  • Lightning Bruiser: He has a lot of health, moves fairly fast, and hits like a truck. Too bad he's only single target...
  • Mini Mook: A smaller, slightly less dangerous version of a PEKKA.


Spawns 3 Minions, fragile flying troops. Costs 3 Elixir.
  • Airborne Mook: The first multi-unit flying card. Very good at shredding anything that can't attack them.
  • Fragile Speedster / Glass Cannon: The Minions are very weak, but also very fast and can hit rather hard.


A ground troop with a big gun who deals high damage at range. Costs 4 Elixir.
  • Action Girl
  • Anti-Air: 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.
  • Glass Cannon: Can most definitely dish out much more damage than she can take.


An armored fighter riding a tiny pony. Deals high damage and can charge to double his speed and damage. Costs 5 Elixir.
  • Achilles' Heel: Swarms will bring his charge to a grinding halt and will generally kill him. In addition, stuns like Zap will reset his charge.
  • Double Entendre: Good lord, his commercial.
  • Foe-Tossing Charge: Averted. The first thing he hits while charging will take massive damage, but anything else around him can fight him as normal.
  • Jousting Lance: Has a pretty big one he uses to hit people when riding and ram people while charging. And it hurts.
  • Lightning Bruiser: 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.
  • Series Mascot: May as well be, since the King isn't a playable card.

Baby Dragon

A flying unit that shoots fireballs to deal area damage. Costs 4 Elixir.
  • Airborne Mook: 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.
  • Area of Effect: Splash damage makes it deadly to swarms of troops.
  • Mini Mook: A smaller Dragon from Clash of Clans, although the larger one isn't in this game. In fact, the Baby Dragon is original to Clash Royale; it was brought over to Clash of Clans in May 2016.

Skeleton Army

Deploys a huge swarm of 15 Skeletons. Costs 3 Elixir.
  • Cannon Fodder: The Skeletons
  • Boring, but Practical: 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.
  • Dem Bones
  • Zerg Rush: 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 3 Elixir
  • Suicide Attack: Both skeletons rush towards the nearest building and explode.
  • Taking You with Me: This is the unfortunate case for any enemies within range when the bombs go off


     Goblin Stadium Cards 


Spawns 3 fast, unarmored Goblins with knives. Costs 2 Elixir.

Spear Goblins

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

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.

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.

Hog Rider

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


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
  • Achilles' Heel: 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.
  • Anti-Air: Can and will obliterate any air units that come too close.
  • BFG: That gun is nearly as tall and fat as he is.
  • Glass Cannon: Can most definitely dish out much more damage than he can take.
  • Unorthodox Reload: Shoots a spread shot of ten bullets. No other troop has a spread attack.

     Bone Pit Cards 


Spawns 3 fragile skeletons at the cheap cost of 1 Elixir.
  • Cannon Fodder: It's extremely cheap cost makes it's main use this.
  • Boring, but Practical: 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.
  • Dem Bones


A skeleton that lobs bombs to do area damage. Cots 3 Elixir.
  • Area of Effect: His main selling point. In the training camp, he's the only splash damage troop you will have (unless you got the Baby Dragon)
  • Dem Bones
  • Dumbass No More: 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.
  • Glass Cannon: Has low health but can deal copious amounts of area damage.


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.

Giant Skeleton

A massive skeleton with an equally massive bomb. Has lots of health and drops its bomb upon death. Costs 6 Elixir.
  • Achilles' Heel: 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.
  • Dem Bones
  • Giant Mook
  • Mighty Glacier: Very slow and easily distracted, but boasts immense health and can wreak unthinkable havoc if he reaches your tower.
  • Stone Wall: His extremely high health makes him effective at stopping enemies in their tracks.
  • Taking You with Me: Drops a bomb upon death. A particularly dangerous variant as the Giant Skeleton's bomb deals immense damage.


A tough melee fighter that deals damage all around her. Costs 4 Elixir.
  • Action Girl: And a melee fighter to boot.
  • An Axe to Grind: Carries a big one.
  • Area of Effect: Swings her axe around her to deal splash damage.
  • Mighty Glacier: Pretty slow moving, but has high health and can dish out loads of area damage to anything that approaches her.
  • No-Sell: The typical tactics of swarming high-health troops don't work due to Valkyrie's splash damage.


A unit that summons Skeletons every few seconds and can fight at range with magic attacks. Costs 5 Elixir.
  • Action Girl
  • Area of Effect: Deals splash damage to both air and ground units. Combined with her rapid attacks, this spells death for most swarm troops.
  • Death of a Thousand Cuts: Her area attacks do fairly little damage.
  • Magic Staff: A wooden one topped with a skull, used to summon Skeletons. She actually fires magic blasts with her other hand, though...
  • Mook Maker: Summons groups of Skeletons every few seconds to do her bidding, as well as three more skeletons on death
  • Glass Cannon: Can deal fairly large amounts of damage with her fast attacks and skeletons, but doesn't have much health.
  • They Changed It, Now It Sucks!: She got a rework in October 2019; having her 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 worse, by having her AOE entirely removed, further slowing her hitspeed down, and setting the first skeleton spawn to 3.5 sec.
    • Luckily, the November 27 2019 Balance Update gave back the Witch her Ao E, her quick hitspeed, and got her damage nerfed back (to 111, not 69).
  • Zerg Rush: Can do this with her Skeletons.

     Barbarian Bowl Cards 


A quintet of tough melee attackers with serious anger issues. Costs 5 Elixir.
  • Barbarian Tribe
  • Jack-of-All-Stats: The Barbarians individually are this, with high attack, health, and speed.
  • Zerg Rush: It's the fact that there's 4 of them that makes them so good for taking down heavy troops.


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.

Barbarian Hut

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

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.

Battle Ram

Two Barbarians holding a big log that charge at the nearest building and ram it before attacking. Costs 4 Elixir.
  • Battering Ram
  • Asteroids Monster: Sort of. It releases the 2 Barbarians carrying it as additional troops once it either dies or rams something.
  • Foe-Tossing Charge: Unlike the Prince, the Battle Ram does not target troops, so anything that gets in it's way will just be shoved aside.
  • Lightning Bruiser: Like the Prince, once it gets charging, it moves incredibly fast and hits buildings like a truck.
  • No-Sell: 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.


A big, bulky troop with loads of health. Targets buildings and explodes into 2 Golemites if killed. Costs 8 Elixir.
  • Asteroids Monster: Splits in 2 upon death. The Golemites keep up the fight for a bit longer.
  • Golem
  • Mighty Glacier: Slow moving, expensive, and takes a while to deploy, but makes up for it with tons and tons of health.
  • Stone Wall: Literally. Has the highest health in the game, and only targets buildings which makes it harder to block.
  • Taking You with Me: Explodes upon death. Same goes for the Golemites.
  • The Juggernaut: 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.

     PEKKA's Playhouse Cards 

Mega Minion

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


A beefy troop that can dig and resurface anywhere in the Arena. Deals reduced damage to Towers, however. Costs 3 Elixir.
  • Badass Normal: It's not magic, it's a shovel.
  • Dungeon Bypass: Is the only troop as of now that can appear anywhere in the arena (Goblin Barrel and Graveyard are spells).
  • Shovel Strike: His method of attack.
  • Stone Wall: Serves as a pretty good arrow-sponge for towers due to his high health.

Minion Horde

A card that summons a horde of 6 Minions. Costs 5 Elixir.
  • Airborne Mook: A whole swarm of them.
  • Fragile Speedster: Very fast but equally frail.
  • Glass Cannon: Easily taken out by splash damage, but can deal devastating damage in return.
  • Zerg Rush: They will rip apart anything that doesn't have splash damage just because of sheer numbers.

Inferno Tower

A defense that deals increasing amounts of damage to one target. Costs 5 Elixir.
  • 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.
  • 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.


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 recent buff, it now does damage.
  • Standard Status Effects: Freeze. It lasts for a very long time.


A heavily armored melee fighter with immense health and damage. Costs 7 Elixir.
  • Achilles' Heel: Swarm troops will shut it down pretty quickly.
  • Ambiguous Gender: For the record, it's referred to as a female, though.
  • Ambiguous Robots: It's still unclear if PEKKA is a robot or someone in a suit of armor. It has a robotic voice however.
  • Heavily Armored Mook: Oh yes.
  • Mighty Glacier: 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.
  • The Juggernaut: Even more so than other tanks. Extreme health and damage mean that it takes a small army to get rid of it quickly.

Lava Hound

A flying, building-targeting unit with ridiculous amounts of health. Explodes into 8 Lava Pups upon death. Costs 7 Elixir.
  • Airborne Mook: Notable for being an airborne tank.
  • Asteroids Monster: Splits into 8 Lava Pups upon death.
  • Glass Cannon: The Lava Pups have significantly less health but do much more damage.
  • Implacable Man: Unlike PEKKA or even Golem, the fact that it's a flying troop means that pretty much nothing can body-block it.
  • Kill It with Fire: Lobs lava to attack.
  • Scratch Damage: Unfortunately for it, immense health comes at the downside of laughable DPS.
  • Stone Wall: 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.


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.


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 Ao E spell that can take care of swarms like the Skeleton Army and sometimes the Minion Horde.
  • Shock and Awe: Calls down an electrical blast.

     Spell Valley Cards 


Summons 5 flying bats with low health and attack, but fast speed. Costs 2 Elixir.
  • Airborne Mook
  • Expy: Are essentially aerial Skeletons.
  • Fragile Speedster: Weak enough to be killed in one hit by nearly anything, but are extraordinarily fast.
  • Zerg Rush: Like Skeletons, they can swarm anything that lacks splash damage.

Fire Spirits

Summons a trio of spirits that kamikaze your enemies for 2 Elixir.


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


A ranged troop that shoots fireballs to deal large amounts of area damage to any targets. Costs 5 Elixir.


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.


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

Ice Wizard

A troop that shoots ice shards that slow enemy attack speed and movement. Costs 3 Elixir.

Night Witch

A variant of the Witch that summons Bats and uses melee attacks, while also exploding into Bats upon death. Costs 4 Elixir.
  • Airborne Mook: The Bats she summons.
  • Blade on a Stick: More like axe blades on a Magic Staff, which she uses with devastating effect.
  • Close-Range Combatant: Uses her staff to strike enemies up close.
  • Glass Cannon: 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.
  • Magic Staff: 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 glow team-colored and emit glowing sparks whenever she's striking someone with it.
  • Mook Maker: Constantly summons Bats to do her dirty work.
  • Taking You with Me: Upon dying, she explodes into a small swarm of Bats to clean up any leftover enemies.
  • Zerg Rush: Can do this with Bats. More so than the normal Witch due to exploding into them upon death.

     Builder's Workshop Cards 


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

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.
  • Asteroids Monster: 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.
  • Dem Bones: The Skeletons.
  • It's Raining Men: Well, Skeletons anyway.
  • No-Sell: Should the barrel be destroyed even by area damage, the Skeletons will be completely unharmed when released.
  • Spikes of Doom: Although they don't serve any purpose.
  • Zerg Rush: 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.


A flying troop that drops extremely powerful bombs on buildings and crashes upon death to do more damage. Costs 5 Elixir.

Inferno Dragon

A flying unit that roasts targets for increasing damage. Costs 4 Elixir.
  • Achilles' Heel: It can only roast one target at a time, so swarms will kill or distract it easily. Especially Minions.
  • Anti-Armor: Its beam will melt through anything and everything in time, including Crown Towers.
  • Armor Is Useless: 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 Anti-Armor based unit.
    • Averted as of the June 2017 patches that gave him more HP than his unarmored counterpart.
  • Cool Helmet
  • Death Ray: A beam of heat that builds up damage over time.
  • Expy: Is essentially a mobile, offensive Inferno Tower.
  • Kill It with Fire: Like the Inferno Tower.


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 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.

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.


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..."

Flying Machine

An aerial vehicle with long range and good damage, but low health. Costs 4 Elixir.
  • Airborne Mook: 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.
  • Glass Cannon: In a similar vein to the Musketeer, it has fast, long-ranged attacks that inflict heavy damage, but has low HP.

     Royal Arena Cards 

Elite Barbarians

Summons a pair of souped-up Barbarians for 6 Elixir.
  • Cool Helmet: Their distinguishing feature is a horned metal helmet.
  • Elite Mook: To the normal Barbarians.
  • Lightning Bruiser: 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.
  • Game-Breaker: 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.
  • Shout-Out: Their description references Daft Punk.
    Elite Barbarians: "Summons a pair of leveled up Barbarians. They're just like normal Barbarians, but harder, better, faster, and stronger.

Royal Giant

A Giant wielding a cannon that allows him to destroy buildings at range. Costs 6 Elixir.
  • Badass Beard: Sports a glorious one that is mentioned in his description.
  • BFG: He wields a cannon as his weapon. Given his size, it's really not that surprising.
  • Elite Mook: To Giants.
  • Game-Breaker: 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.
  • Giant Mook
  • Mighty Glacier: He's essentially a less beefy Giant with longer range. Despite his increased range, his speed hasn't changed.

Three Musketeers

Summons a trio of equally-leveled Musketeers for 9 Elixir. Refer to tropes for the Musketeer.
  • Awesome, but Impractical: 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.
  • There Is No Kill Like Overkill: 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.


A trio of shield-bearing skeleton guards with spears. Costs 3 Elixir.
  • Blade on a Stick: Their weapon of choice.
  • Dem Bones
  • Elite Mook: To normal Skeletons (the unit, not the card).
  • Luckily, My Shield Will Protect Me: 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.
  • No-Sell: Despite their fragility, their shields negate any extra damage from the hit that destroyed them, meaning they can survive normally-overkill attacks like Rocket or Sparky. This also makes using spells on them highly ineffective.

Dark Prince

A shielded variant of the Prince that trades attack and health for the ability to deal area damage. Costs 4 Elixir.
  • Area of Effect: 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.
  • Bucket Helmet: Sure looks the part.
  • Carry a Big Stick: Wields a spiked metal club.
  • Lightning Bruiser: 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.
  • Luckily, My Shield Will Protect Me: 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.
  • No-Sell: 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.
  • The Unintelligible: His voice is muffled by his helmet. The game even says he sounds like he has a bucket on his head.


A unit with extreme range who deals area damage with volleys of arrows. Costs 3 Elixir
  • Area of Effect: Can inflict this over a long range.
  • Action Girl: Fights in the arena instead of on the Crown Towers like the other Princesses.
  • Arrows on Fire / Rain of Arrows: Fires barrages of flaming arrows to deal damage in a wide area.
  • Glass Cannon: Can deal high damage at insane range, but has incredibly low health.
  • Multishot: Fires a small barrage of arrows at once.
  • Suddenly Voiced: Has a couple of spoken lines.
  • Sarcasm Mode: She sometimes will say an incredibly bored-sounding "Yay" upon deployment.

Electro Wizard

A card who deals damage around him when deployed and shoots stunning lightning at up to 2 targets at once. Costs 4 Elixir.
  • Dual Wielding: 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.
  • Dynamic Entry: Lands in the Arena with a blast of lightning that damages and stuns all nearby targets.
  • Fire, Ice, Lightning: The Lightning of the three Wizards.
  • Shock and Awe: Uses lightning to zap his foes.
  • Stun Lock: 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.
  • Suddenly Voiced: Has his own voice lines.

     Frozen Peak Cards 

Ice Spirit

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

Ice Golem

A tough troop that targets buildings and explodes into a slowing blast upon death. Costs 2 Elixir.
  • An Ice Person: Well, he's made of ice.
  • No-Sell: Typical swarming tactics don't work because of it's death damage.
  • Snowlems
  • Scratch Damage: Has the lowest DPS of any card in the game.
  • Stone Wall: For it's incredibly cheap cost, it has a pretty good amount of health.
  • Taking You with Me: 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.


A beefy troop that rolls boulders to damage and knock back everything in their path. Costs 5 Elixir.
  • Area of Effect: 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.
  • Mighty Glacier: Very slow moving, but has a lot of health and can deal tons of damage.
  • Super Strength: 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.


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.


A fast melee troop that drops a Rage spell upon death. Costs 4 Elixir.
  • An Axe to Grind: Wields a wood-chopping axe.
  • Arch-Enemy: To The Log...somehow.
  • Boisterous Bruiser: Possibly an effect of drinking too much Rage.
  • Drunken Master: Sort of. He takes a long swig of Rage before charging into battle.
  • Lightning Bruiser: Extremely fast speed, decent health and rapid, punishing strikes make this card one not to be taken lightly.
  • Noodle Incident: Apparently the Lumberjack and The Log go way back...
  • Taking You with Me: Drops a Rage spell upon death that greatly bolsters the attack and speed of all nearby friendlies to allow them to follow up on his charge.

Elixir Collector

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

     Jungle Arena Cards 

Goblin Gang

Summons 5 Goblins-2 Spears, 3 Swords-at a discounted price of 3 Elixir.
  • Our Goblins Are Different
  • Fragile Speedster: All of them move very fast, but can't take too many hits.
  • Jack-of-All-Stats: 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.
  • Power Creep: The addition of the Goblin Gang made the normal and Spear Goblins practically obsolete in every way.
  • Zerg Rush: Their entire shtick.

Dart Goblin

A fast Goblin who uses equally fast ranged attacks on any target. Costs 3 Elixir.
  • Blow Gun: His weapon of choice.
  • Death of a Thousand Cuts: 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.
  • Fragile Speedster: Has pathetic health, but moves at the same speed as normal Goblins (read: very fast).
  • Glass Cannon: 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.
  • Tranquilizer Dart: Is depicted as using these in his trailer. His darts in game are just normal projectiles.


A powerful unit that throws an axe that damages everything in a line before returning to him to do damage again. Costs 5 Elixir.
  • Area of Effect: Hits everything in the axe's path twice.
  • An Axe to Grind: A giant one that he throws.
  • Jack-of-All-Stats: 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.
  • Precision-Guided Boomerang: 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.
  • Unorthodox Reload: The only card to have a boomerang attack.


A speedy troop that can dash at enemies to deliver an extra big hit. Costs 3 Elixir.
  • Action Girl
  • Achilles' Heel: 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.
  • Carry a Big Stick: Wields a wooden club.
  • Charged Attack: Charges for a second or so before using her dash.
  • Cool Mask: Apparently keeps her identity safe and gives her extra "coolness points".
  • Flash Step: Her dash, which also gives her temporary invincibility.
  • Glass Cannon: Not much health, but her dash damage is very high. And even after the dash, she has rather high DPS.
  • Fragile Speedster: She's already pretty fast, but with her dash ability, she can quickly close the gap between her and her target. And she hits hard.

     Hog Mountain Cards 


A spell that heals all friendly troops in the area. Costs 3 Elixir.
  • 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.

Bomb Tower

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

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.
  • Captain Obvious: 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."
  • Lightning Bruiser: 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.
  • Luckily, My Shield Will Protect Me: 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.
  • No-Sell: Any excess damage done to the shield is negated when it is destroyed.
  • Sentry Gun: Turns into one once its shield breaks.

Mega Knight

A beefy troop with enormous health and area damage. Deals huge damage upon being deployed, and also can jump to faraway targets to slam them for doubled damage in a wider area. Costs 7 Elixir.
  • Achilles' Heel: 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.
  • All Your Powers Combined: Best described as a combination of PEKKA, Electro Wizard, Dark Prince and Bandit.
  • Area of Effect: Deals splash damage in an area in front of him, and all around him when jumping.
  • Charged Attack: Charges up for a few seconds before jumping to his unlucky target.
  • Dynamic Entry: Lands in the arena with "the force of 1000 mustaches", flattening any unfortunate troops that happen to be under him when that happens.
  • Flash Step: 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.
  • Ground Pound: 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.
  • Mighty Glacier: 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.
  • Power Fist: He has a giant mace-head on each of his hands that he uses to smash people.
  • The Unintelligible: Much like the Dark Prince, he can't be heard properly through his helmet.


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.
  • Status Buff: To attack speed and movement speed.
  • Unstoppable Rage: What it causes in your troops.


A legendary troop that pulls enemies towards himself and pulls himself to opposing buildings. Costs 3 Elixir.
  • Jumping Fish: 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).

     Electro Valley Cards 


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.


Summons three miniature Zap machines that have a lot of health, do little damage, and stun with every attack. Costs 4 Elixir.
  • Achilles' Heel: Despite how powerful they are when they work as a unit, they're completely helpless against air troops.
  • Charged Attack: A quick one, but its charge can be seen.
  • Goddamned Bats: 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.
  • Mighty Glacier: They're somewhat slow and are expensive for a swarm, but their high health and stun ability is worth it.


A tank with an electric cannon that charges up before unleashing insane area damage. Costs 6 Elixir.
  • Anachronism Stew: A lightning tank? In this time period?
    • Then again, it's probably some kind of magic like Tesla.
  • Achilles' Heel: Flying troops will shut her down quickly. In addition, stuns will reset her charge timer.
  • Area of Effect: The reason why swarming doesn't work on her.
  • Awesome, but Impractical: 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.
  • Charged Attack: Sparky can be visually seen and heard charging her lethal attack. Said charge takes a whole 5 seconds.
  • Lightning Gun
  • No-Sell: It's splash damage makes swarming troops useless.
  • Shock and Awe: Is essentially a moving lightning cannon.
  • There Is No Kill Like Overkill: 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.
  • Viewer Gender Confusion: Yes, Sparky is confirmed to be female.

     Spooky Town Cards 

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).

Elixir Golem

A builiding-targeting troop that explodes into golemites who explode into sentient blows giving your opponent +1 Elixir upon death. Costs 3 Elixir.


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.


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


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