Clash Royale cards guide to help you learn more about how to play and counter every card in the game.
There are plenty of cards to play in SuperCell’s Clash Royale. Each of these cards are unique in their effect and when used properly; can turn the tables in a battle.
Clash Royale Cards Guide
This guide essentially details how to play and counter each and every card in the game which will help you out in the long run:
This card can one-shot Spear Goblins, Goblins, Goblin Barrel, Minions, Skeletons, Princess, and more. It can also put the user on an elixir advantage. To counter it, you need and try to force it out before sending in Minion Swarm or Goblins.
This card works similar to Arrows, but must be used behind a tower or a tank. When behind a tower, you can use a Fireball to counter it and when behind a tank, a Knight should suffice. Moreover, it only requires 2 tower hits to go down.
This card is weak, but can dish out a lot of damage. There are things such as Wizards, Baby Dragons, Bombers, and Fireballs which can easily destroy the card. However, when using Fireballs; make sure to damage something else to maximize output.
This card is pretty tanky and can dish out a lot of damage; specially to towers. Due to its melee nature, air troops work really well against it! You can also use Bombers or Wizards to do the job, but only if there is a tanky unit to absorb the damage.
This card can play similar to Arrows in the sense that it can one-shot most of the unit including Bombers, Wizards, Musketeers and others. As for countering it, you can do so in the same fashion as with Arrows.
This card has quite less HP, but deals insane amount of damage. You need to have a tank to absorb all the damage or Pekka will die in a heartbeat. To counter it, you can distract it away from the tank and do the deed.
Just as Pekka, Musketeer can also dish out a lot of damage, but die quickly. You need something like a tank or a tower to absorb the damage while Musketeer deals the damage. As for counter, it can be done with Knight, Fireball, or Goblin.
This card can be used to protect weak units behind it and target buildings. In order to counter it, you can use Cannon or Tesla to distract it while dishing out some damage. Goblins and Barbarians can also do a lot of damage to the card.
Lastly, do note that there is no use pushing a lone Giant without any backup. Have Fireball or Arrows behind the Giant as it breaks through enemy defenses.
The card is quite agile, tanky, and deal a lot of damage which is increased by x2 on the next hit. As for countering it, you can use Skeleton Army, Tombstones, Goblins, and Spear Goblins. Deploy them in such a way that Prince receives max tower damage.
You essentially need to distract the Prince while the tower does its job and eliminates it.
Probably the best card in the game, BD can easily eliminate anything in its way, however, Musketeer, Tesla, and Inferno Towers can trade with it. If you do not the units, let BD lock onto a tower and use Spear Goblins and Arrows to deal damage.
Lastly, it is important to note that BD does not deal much tower damage, but other than this, it can eliminate most of the units with its splash damage alone.
The card is quite good for surrounding and eliminating large threats, but struggle against BD, Wizard, Bombers, or almost anything with splash damage.
Aside from skeletons, Witch is capable of dishing out a little damage, but can easily be taken out with a Fireball or Knight.
The card spawns 3x Goblins having quite decent damage which is why a lot players use them a lot. Anything with splash damage can easily eliminate all 3 with a single hit, but you can also use Fireball if there are other troops in there as well.
Lastly, do note that since towers can easily eliminate the card without sustaining any damage, you can save your troops.
The card is same as Spear Goblins and can be countered exactly as Spear Goblins.
The card can be used at the same time with other troops. However, you can leave them alone if there are a couple of them and let the tower deal most of the damage. Do note that Lightning or Poison to dish out heavy damage to them.
This card deals splash damage all around, but can easily be eliminated with a Knight. You can also use Barbarian, but expect the card to sustain some damage.
This card is capable of dishing out damage both to towers and troops at the same time. However, the downside of the card is that it is quite expensive to use. You can use it to clear Hut, Xbow, and defense.
The card can dish out some insane damage to towers if left unchecked – works well when thrown on top of the tower. You can use Fireball or some cheap troops to divert the card’s attention away from the tower.
The card is quite good when it comes to distracting troops away from the tower or dealing with Prince and Hog Rider. However, the card can easily be countered with anything with splash damage.
If you wish to use Fireball or Arrows to deal with the card, make sure to maximize the output. If not possible; there is no point using Fireball or Arrows.
The card can be considered as aerial Spear Goblins and can be dealt as such. As with Spear Goblins, you can leave the card to towers or use Fireball if there are some other troops nearby. Zap can also deal with them effectively!
The card can easily deal with Prince and Hog Rider while stationed on defense. However, when it comes to countering it, you simply need to increase your troops to get past them.
The card not only deals insane amount of splash damage, but is also very tanky. However, it is potentially useless against aerial troops which is where Minion and Baby Dragon come in.
However, if you wish to rely on ground troops, you can use them behind something like a PEKKA, Golem, or Giant.
After the death, the card drops a bomb that deals almost 50% damage to the tower. To counter it, you need to lure it away from the tower and use cheap troops to deal continuous damage.
Do note that you need to keep it away from the tower as much as possible – this is more important than eliminating it near the tower.
The card is capable of dealing massive amount of damage, but struggles against aerial troops. You can simply head in and eliminate the card, but you will require Musketeer to do the deed.
This is pretty good for dealing with Giants, Golems, and Hogs in the game. The only drawback of the card is that it cannot be used to hit aerial troops.
Barbarians are not only tanky, but also deal a lot of damage. Since the card can easily take out towers, it is a good idea to use Fireball or anything with splash damage to eliminate them as soon as possible.
In the absence of splash damage, make sure to lure them away from the towers and increasing the chances of eliminating them by towers. Lastly, you can also use Baby Dragon, Wizards, or Bombers to eliminate them.
This card is the highest damage spell in the game and can eliminate towers within the blink of an eye. However, you can easily avoid the situation by halting your opponents progress and reinforce your troops to break through the enemy defense.
The expensive card can deal and sustain a lot of damage in the form of Barbarians. However, due to the cost, the entire thin can leave the opponent open for a counter-attack.
To do so, you can go with Fireball, Poison, or Lightning and complete the job.
You can use Fireball or Arrows to counter rage and protect your towers from going down.
The low HP card can be dealt with a Minion Horde, Fireball, or Lightning. However, do note that you cannot deal damage when it is below ground.
This is one of the highest damage-dealing card that can be eliminated rather easily using Arrows, Fireball, or Wizard. Your opponents will always try to force you to burn your spells and then use the Minion Horde.
To counter it, you need to have a couple of splash damage unit at your disposal or use a plethora of cheap units and try to overwhelm the Minion Horde by sheer numbers.
The card can deal a ton of damage in a short while. However, you can counter it using cheap units such as Goblins, Skeletons, and Minions. Moreover, Lightning can also deal with the IT, but always make sure to maximize the overall output!
This card is not only agile and tanky, but can also dish out insane amount of damage. Since the card only targets buildings, it is a good idea to line-up cheap units in front of buildings that will dish out tons of damage to the card and protect the structures.
At this point, cards such as Barbarians and Goblins come into play. Aside from this, Cannons, Tombstones, Tesla, and Inferno Tower can also chip away Hog Rider in a matter of seconds.
The card has insane amount of HP and can deal with towers in mere 3-4 hits. However, due to her sluggish speed, you can use cheap units in order to distract her away from the towers, but still in range for the tower to chip away her HP.
The card is capable of dishing out minute amount of damage and can also stun opponents. The card can easily be countered with some cheap units such as Goblins.
The card is capable of dealing insane amount of damage to both aerial and ground units, but is insanely squishy. The card can be eliminated using a Fireball, but again, do not forget to maximize the output!
You should avoid engaging the card with units such as Spear Goblins and Minion Hordes as it can simply one-shot them. Instead, use something more tanky and you will do just fine.
The card basically slows and deals damage to all units in a fixed area-of-effect. Since the card can easily eliminate Minions or Goblins; you need to spread them out and prevent them from entering the area-of-effect.
This basically allows the caster to re-use the last played card for +1 elixir. Pretty straightforward!
This card has the range of X-Bow and can dish out insane amount of damage. However, due to the squishy nature, you can use Arrows to deal with it and lure it away from the towers.
Although the card is capable of one-shotting Goblins and Spear Goblins, you can use troops such as the Barbarians to deal with it.
The card requires +10 elixir and can be dealt with Fireball. If the Fireball is not sufficient, you can call in Arrows in order to complete the job.
The card can be dealt with in the same way as the Giants – the card is similar to Giants, but are ranged and possess less HP.
An alone Golem do not pose much of a threat and can be dealt with Skeletons, Spear Goblins, and Goblins. However, if a Goblin is with other supporting troops; you need to ensure that you deal with those first and then focus on the Golem. Do note that you can also use Inferno Towers to get through an army of Golems – not a problem.
The card can be considered as a miniature x-bow. However, its attacks are relatively slower and are vulnerable to counter-attack. The best way to use Mortar is to put pressure in one lane and use troops to push the other lane.
This is all we have on Clash Royale Cards guide. If there is something else you would like to know, make sure to let us know in the comments section below!