What was the first Clash Royale card?

At the launch of the game we had 14 commons, rares and epics.

Commons:

  • Arrows

  • Bomber

  • Archers

  • Knight

  • Speak Goblins

  • Goblins

  • Skeletons

  • Minions

  • Cannon

  • Barbarians

  • Tesla

  • Minion Horde

  • Zap

  • Mortar

Rares:

  • Fireball

  • Mini Pekka

  • Musketeer

  • Giant

  • Goblin Hut

  • Valkryie

  • Tombstone

  • Bomb Tower

  • Rocket

  • Barbarian Hut

  • Inferno Tower

  • Hog Rider

  • Wizard

  • Elixir Collector

Epics:

  • Prince

  • Baby Dragon

  • Skelton Army

  • Witch

  • Lightning

  • Goblin Barrel

  • Giant Skeleton

  • Balloon

  • Rage

  • X-bow

  • Freeze

  • Pekka

  • Mirror

  • Golem

Then with the first update for new cards on 2/29/16 6 new cards were introduced along with a new card rarity called legendary that has unique interactions and can not be replaced by any other card in the game.

Commons:

  • Royal Giant

Rares:

  • Three Musketeers

Epics:

  • Dark Prince

  • Poison

Legendaries:

  • Princess

  • Ice Wizard

On 5/29/16 came the second update that added new cards which added 1 card each to the original rarities and 3 to the legendary rarity.

Common:

  • Fire Spirits

Rare:

  • Furnace

Epic:

  • Guards

Legendary:

  • Lava Hound

  • Miner

  • Sparky

7/4/16 was the next card update and this introduced us to 1 new common and epic along with 2 new legendaries, a new rare however was noticeably missing.

Common:

  • Ice Spirit

Epic:

  • Bowler

Legendaries:

  • Lumberjack

  • The Log

With the latest update on 9/19/16 a new card will come out every two weeks they have been all but confirmed through various leaks and they're will be 2 new rares and 2 new legendaries. The lack of commons and epics here may raise a few eyebrows.

Rares:

  • Mega Minion

  • Ice Golem (not confirmed)

Legendaries:

  • Inferno Dragon

  • Graveyard (not confirmed)

After all these new cards have been added there will be 17 common cards, 18 rare cards, 18 epic cards and 9 legendary cards.

What do you think of this shift in card ratios? Legendaries first started of as 2 in number while commons, rares and epics were around 15 each but have now seen a rapid increase and are 9 in number for around 18 commons, rares and epics.

Do you think that legendaries should keep increasing in number until they are the same as the other rarities or would you rather they keep them smaller in number and only make them have very unique abilities that you wouldn't see everyone using? Are there any cards that are not in the right rarity in your opinion? Do you think more commons need to be added in the future updates or do you like having a higher chance of getting a legendary even if it may not be the specific one you want?

Personally I would rather they have a ratio of 1:4 for legendaries to other rarities so if commons rares and epics are around 14 there should only be between 4-5 legendaries. This wouldn't mean the chances to get a legendary are decreased but that they are more unique and special and isn't as though each one has a different gimmick. If I could choose I'd keep princess, ice wizard, miner and lumberjack. I'd just axe the whole concept of sparky and move lava hound to an epic and log to a rare or common. Also change a giant from rare to epic. (I have miner ice wiz and log)

Thanks for taking the time out to read and leave your opinions below and please be friendly.

Edit: Formatting

What was the first Clash Royale card?

This page is about what cards exactly are in general. To read more about the individual cards in Clash Royale, click here.

What was the first Clash Royale card?

Cards are the only method of deploying troops, spells, and buildings onto the battlefield. Deploying cards costs Elixir, which is gradually gained during battle. Cards are primarily obtained through buying them with Gold or Gems in the Shop, or through finding them in Chests. Cards can also be received through trading or through clan members fulfilling requests. Duplicate cards obtained will fill up an upgrade meter. Once the meter is full, you can upgrade the card with Gold. All health and damage statistics are increased by roughly 10% per level. Cards that are able to spawn troops, such as the Goblin Hut and Graveyard, will have their spawned troop level increased by 1 per level.

Types of Cards

There are three main types of cards: troops, spells, and buildings. Generally, spells are temporary and can be cast anywhere in the battlefield (with the exception of The Log, Barbarian Barrel, and Royal Delivery), while buildings (which are stationary and decay over time) and troops (which can move) can only be spawned on the player's territory (with the exception of the Miner and Goblin Drill). There are also 5 card rarities: Common (signified by grey or pale blue), Rare (signified by orange), Epic (signified by purple), Legendary (signified by a rainbow gradient) and Champion (signified by a bright yellow). Each rarity has a different number of levels.

  • Common cards have 14 different levels, ranging from level 1 to level 14.
  • Rare cards have 12 different levels, ranging from level 3 to level 14.
  • Epic cards have 9 different levels, ranging from level 6 to level 14.
  • Legendary cards have 6 different levels, ranging from level 9 to level 14.
  • Champion cards have 4 different levels, ranging from level 11 to level 14.

Champion Cards

Champion cards share functions which are unique to their rarity.

  • All Champion cards are troops, and when they are deployed, an ability icon will appear at the righthand side of the player's screen. At any time, the player can tap the icon in order to activate their Champion's unique ability. Activating an ability costs a certain amount of Elixir. The abilities adhere to the server's 1 second deployment delay. After the ability's duration concludes, the abilities will go on a cooldown, which prevents them from being used for some time. The cooldown will instantly reset if the player's Champion dies.
  • Additionally, Champions do not adhere to the regular card cycle rules. While the player's Champion is present on the arena, the Champion's card will be kept out from the cycle until the Champion dies. Thus, it is impossible for there to be more than 1 player-aligned Champion to be active at any time. Once the Champion dies, the Champion will be added back to the card cycle. They will return to the player's hand after 3 cards are played.
  • Only 1 Champion card can be present in a deck at any time.
  • Champions are "immune" to Mirror. If the player's last played card was a Champion, the Mirror will ignore it and repeat the card played before the Champion card.
  • Cloned Champions cannot use abilities. Activating an ability while a cloned Champion is on the arena will only trigger it for the original troop.

Ranges

Each troop and defensive building in Clash Royale has a range, specified in tiles.

  • Cards that have a range of 0.8 tiles or less are classified as "Melee: Short". Should a card have less than 0.8 tiles of range, the table below will specify the exact numbers.
  • Cards that have a range of 1.2 tiles are classified as "Melee: Medium".
  • Cards that have a range of 1.6 tiles are classified as "Melee: Long".
  • Cards with a range of 2 or more tiles are simply classified as being ranged.

Card Comparison

Click a column header to sort a table. Note: the levels of the cards in the tables below are currently those of the Tournament Standard Rules (11).

Troops

Card
What was the first Clash Royale card?
Cost
What was the first Clash Royale card?
Health (+Shield)
What was the first Clash Royale card?
Damage
What was the first Clash Royale card?
Hit Speed (seconds)
What was the first Clash Royale card?
Damage per Second
What was the first Clash Royale card?
Spawn/Death Damage
What was the first Clash Royale card?
Range
What was the first Clash Royale card?
Count
What was the first Clash Royale card?
Archers 3 304 107 1.1 97 0 5 2
Archer Queen 5 1,000 225 1.2 188 0 5 1
Baby Dragon 4 1,152 160 1.5 107 0 3.5 1
Balloon 5 1,680 640 2 320 240 (Death) 0.1 (Melee: Short) 1
Bandit 3 907 193 1 193 0 0.75 (Melee: Short) 1
Barbarians 5 670 192 1.4 137 0 0.7 (Melee: Short) 5
Bats 2 81 81 1.3 62 0 1.2 (Melee: Medium) 5
Battle Healer 4 1,717 148 1.5 98 0 1.6 (Melee: Long) 1
Battle Ram 4 911 286 N/A N/A 0 0.5 (Melee: Short) 1
Bomber 2 332 222 1.8 123 0 4.5 1
Bowler 5 2,080 288 2.5 115 0 4 1
Cannon Cart 5 892 (+892) 212 1 212 0 5.5 1
Cursed Hog N/A 520 44 1.2 36 0 0.75 (Melee: Short) 1
Dark Prince 4 1,200 (+240) 248 1.3 190 0 1.2 (Melee: Medium) 1
Dart Goblin 3 260 131 0.7 187 0 6.5 1
Electro Dragon 5 950 192 (x3) 2.1 91 (x3) 0 3.5 1
Electro Giant 7 3,536 163 2.1 77 0 1.2 (Melee: Medium) 1
Electro Spirit 1 230 99 N/A N/A 0 2.5 1
Electro Wizard 4 713 110(x2) 1.8 122 192 (Spawn) 5 1
Elite Barbarians 6 1,341 384 1.4 274 0 1.2 (Melee: Medium) 2
Elixir Blob N/A 360 63 1.3 48 0 0.8 (Melee: Short) 4
Elixir Golem 3 1,441 254 1.3 195 0 0.75 (Melee: Short) 1
Elixir Golemite N/A 720 127 1.3 98 0 0.8 (Melee: Short) 2
Executioner 5 1,280 169 (x2) 2.4 141 0 4.5 (Projectile 6.5) 1
Firecracker 3 367 77 (x5) 3 128 0 6 (Projectile ~3) 1
Fire Spirit 1 230 227 N/A N/A 0 2.5 1
Fisherman 3 871 193 1.3 148 0 1.2 (Melee: Medium)/7 1
Flying Machine 4 614 171 1.1 155 0 6 1
Giant 5 4091 254 1.5 169 0 1.2 (Melee: Medium) 1
Giant Skeleton 6 3,600 267 1.4 191 534 (Death, x2 to towers) 0.8 (Melee: Short) 1
Goblin Brawler 4 853 279 1.1 240 0 0.8 (Melee: Short) 1
Goblin Gang 3 202/133 120/81 1.1/1.7 109/48 0/0 0.5 (Melee: Short)/5 3/2
Goblin Giant 6 3,147 176 1.5 117 0 1.2 (Melee: Medium) 1
Goblins 2 202 120 1.1 109 0 0.5 (Melee: Short) 3
Golden Knight 4 2,000 160 0.9 177 0 1.2 (Melee: Medium) 1
Golem 8 5,120 312 2.5 124 224 (Death) 0.75 (Melee: Short) 1
Golemite N/A 1,040 49 2.5 19.6 99 (Death) 0.25 (Melee: Short) 2
Guards 3 81 (+240) 121 1 121 0 1.6 (Melee: Long) 3
Hog Rider 4 1,696 318 1.6 198 0 0.8 (Melee: Short) 1
Hunter 4 838 84(x10) 2.2 381 0 4 1
Heal Spirit 1 231 110 N/A N/A 0 2.5 1
Ice Golem 2 1197 84 2.5 33 84 (Death) 0.75 (Melee: Short) 1
Ice Spirit 1 230 110 N/A N/A 0 2.5 1
Ice Wizard 3 688 90 1.7 53 84 (Spawn) 5.5 1
Inferno Dragon 4 1294 36-423 0.4 90-1057 0 3.5 1
Knight 3 1666 202 1.2 168 0 1.2 (Melee: Medium) 1
Lava Hound 7 3,811 54 1.3 42 0 3.5 1
Lava Pup N/A 216 90 1.7 53 0 1.6 (Melee: Long) 6
Lumberjack 4 1,282 242 0.8 302 0 0.7 (Melee: Short) 1
Magic Archer 4 440 111 1.1 100 0 7 (Projectile 11) 1
Mega Knight 7 3,993 268 1.7 157 429 (Spawn) 1.2 (Melee: Medium) 1
Mega Minion 3 837 311 1.6 194 0 1.6 (Melee: Long) 1
Mighty Miner
Miner 3 1,210 193(58) 1.2 160 (48 to Towers) 0 1.2 (Melee: Medium) 1
Mini P.E.K.K.A. 4 1,361 720 1.8 450 0 0.8 (Melee: Short) 1
Minions 3 230 102 1 102 0 1.6 (Melee: Long) 3
Mother Witch 4 532 133 1.1 121 0 5.5 1
Musketeer 4 720 218 1 218 0 6 1
Night Witch 4 907 314 1.5 209 0 1.6 (Melee: Long) 1
P.E.K.K.A. 7 3,760 816 1.8 453 0 1.2 (Melee: Medium) 1
Prince 5 1,920 392 1.4 280 0 1.6 (Melee: Long) 1
Princess 3 261 169 3 56 0 9 1
Ram Rider 5 1,767 266/104 1.8/1.1 148/95 0 0.8 (Melee: Short)/5.5 1
Rascal Boy 5 1,830 133 1.5 89 0 0.8 (Melee: Short) 1
Rascal Girl 5 261 133 1.1 121 0 5 2
Royal Ghost 3 1,210 261 1.8 145 0 1.2 (Melee: Medium) 1
Royal Giant 6 3,072 307 1.7 181 0 5 1
Royal Hogs 5 837 74 1.2 61 0 0.7 (Melee: Short) 4
Royal Recruits 7 532 (+240) 133 1.3 102 0 1.6 (Melee: Long) 6
Skeletons 1 81 81 1 81 0 0.5 (Melee: Short) 3
Skeleton Barrel 3 532 133 N/A N/A 133 (Death) 0.35 (Melee: Short) 1
Skeleton Dragons 4 532 161 1.9 85 0 3.5 2
Skeleton King 4 2,300 205 1.6 128 0 1.2 (Melee: Medium) 1
Sparky 6 1,452 1,331 4 333 0 5 1
Spear Goblins 2 133 81 1.7 48 0 5 3
Three Musketeers 9 598 181 1.1 164 0 6 3
Valkyrie 4 1,908 267 1.6 178 0 1.2 (Melee: Medium) 1
Wall Breakers 2 331 392 N/A N/A 0 0.5 (Melee: Short) 2
Witch 5 838 134 1.1 122 0 5.5 1
Wizard 5 720 281 1.4 201 0 5.5 1
Zappies 4 530 116 2.1 55 0 4.5 3

Defensive Buildings

Damaging Spells

Spawners

Please note that some cards have been omitted from these tables due to their unique abilities that would make it difficult to compare them to other cards.

History

  • The 4/1/2016 soft launch originally had 42 cards, with 14 Common cards, 14 Rare cards and 14 Epic cards.
  • On 2/2/2016, the February 2016 Update, added level caps for Friendly Battles and Tournaments: King's Tower and Crown Towers - 8; Common - 8; Rare - 6; Epic - 3
  • On 29/2/2016, the March 2016 Update, added the Legendary rarity which was capped at level 1 in Friendly Battles. The update also added six new cards immediately. They are Royal Giant, Three Musketeers, Dark Prince, Poison, Ice Wizard, and Princess.
  • On 3/5/2016, the May 2016 Update, added six new cards immediately. They are Fire Spirit(s), Furnace, Guards, Lava Hound, Miner, and Sparky.
    • The update also changed the maximum levels for King's Tower and Cards: King's Tower: 13 (from 12); Common - 13 (from 12); Rare - 11 (from 10); Epic - 8 (unchanged); Legendary - 5 (from 6).
    • This means that there are new level caps for Friendly Battles and Tournaments: King's Tower - 9 (from 8); Common - 9 (from 8); Rare - 7 (from 6); Epic - 4 (from 3); Legendary - 1 (unchanged).
    • The number of Epic card needed to upgrade from level 7 to level 8 was also reduced to 200 cards (from 300).
    • All the players that had already collected their Epic or Legendary cards past the post-upgrade cap received Gem refunds for every card over the cap.
  • On 18/5/2016, a Balance Update, fixed the Experience gained from upgrading Epic and Legendary cards.
  • On 4/7/2016, the Tournaments Update, added four new cards immediately. They are Ice Spirit, Bowler, The Log, and Lumberjack.
  • On 19/9/2016, the September 2016 Update, added four new cards over time. They are Mega Minion, Inferno Dragon, Ice Golem, and Graveyard. Supercell stated their intention to release one new card every two weeks following these additions.
  • On 1/11/2016, the November 2016 Update, added four new cards over time. They are Tornado, Elite Barbarians, Clone, and Electro Wizard.
  • On 15/12/2016, the December 2016 Update, added four new cards over time. They are Dart Goblin, Executioner, Battle Ram, and Goblin Gang.
  • On 13/5/2017, the March 2017 Update, added four new cards over time. They are Bandit, Heal, Night Witch, and Bats. After this set of cards was announced, Supercell announced that it would no longer follow the two-week release scheme that was in place from September 2016. The same update also added a "Tournament Level" button to see their stats at that level.
  • On 12/6/2017, the June 2017 Update, added four new cards over time. They are Cannon Cart, Mega Knight, Flying Machine, and Skeleton Barrel.
  • On 12/12/2017, the Electrifying Update, added two new cards immediately. They are Hunter and Zappies. The update also added three new cards over time. They are Royal Ghost, Magic Archer, and Barbarian Barrel.
  • On 25/4/2018, the Clan Wars Update, added one new card over time. It is Rascals.
  • On 20/6/2018, the Summer Update, added two new cards immediately, they are the Royal Hogs and Giant Snowball. The update also added Royal Recruits over time.
  • On 3/9/2018, a Balance Update, increased the number of cards players can hold after maxing it out (or collecting enough to max it out) in anticipation of the Trade Tokens that will be added with the following update.
  • On 5/9/2018, the September 2018 Update, added the Goblin Giant card immediately. The update also changed how cards' levels were numbered, such that all cards of equal level have similar levels of strength: Rare, Epic, and Legendary cards are now unlocked at level 3, 6 and 9 respectively, and all three max out at level 13 just like Common cards.
  • On 9/11/2018, the Electro Dragon was added to the game. However, players could use the Electro Dragon from as early as 27/10/2018 by completing the Electro Dragon Challenge.
  • On 24/12/2018, the Ram Rider was added to the game.
  • On 26/2/19, the Wall Breakers were added to the game.
  • On 15/4/19, the Trophy Road Update added the Earthquake immediately. The update also added the Goblin Cage over time.
  • On 5/8/19, the Fisherman was added to the game. However, players could use the Fisherman from as early as 4/7/2019 by completing the Fisherman Draft Challenge.
  • On 3/11/19, the Elixir Golem was added to the game. However, players could use the Elixir Golem from as early as 10/10/2019 by completing the Elixir Golem Draft Challenge.
  • On 6/1/20, the Battle Healer was added to the game. However, players could use the Battle Healer from as early as 2/12/2019 by completing the Battle Healer Challenge and via Trophy Road rewards.
  • On 3/2/20, the Firecracker was added to the game. However, players could use the Firecracker from as early as 6/1/2020 by completing the Firecracker Challenge and via Trophy Road rewards.
  • On 2/4/20, the Heal Spirit was added to the game. It replaced Heal.
  • On 6/4/20, the Royal Delivery was added to the game.
  • On 5/6/20, the Skeleton Dragons were added to the game.
  • On 2/11/20, the Electro Spirit and the Electro Giant were added to the game.
  • On 7/12/20, the Mother Witch was added to the game.
  • On 11/7/21, the Goblin Drill was added to the game. However, players could use the Goblin Drill from as early as 12/6/2021 by completing the Goblin Drill Draft Challenge.
  • On 27/10/21, the Champion rarity was added to the game, as well as 3 new Champion cards: the Golden Knight, Archer Queen and the Skeleton King.
    • The update also changed the maximum levels for King's Tower and cards to level 14 (from 13).
    • This also changed the level cap for Friendly Battles and Tournaments to level 11 (from 9).
    • All the players that had already collected their cards past level 11 received some card refunds, for every card at that level, depending on the card rarity and level.
  • On 29/3/22, the Champion card Mighty Miner was added to the game.

Trivia

  • The chest you get is based on the Arena in which you battle in, not your current one. You will always fight in the higher arena (Example: if a player from Arena 5 is matched with a player from Arena 4, then they will fight in Spell Valley, which is Arena 5). This means that you can get cards from an Arena that you have not reached yet.
  • Epics can only be requested once every Sunday; Legendary and Champion Cards cannot be donated or requested.
  • If your card has reached the max level, each card received will give you a certain amount of Gold. This also holds true if you have enough cards to upgrade to the max level but haven't upgraded it yet. For example, when the upgrade meter of a level 14 Common card reaches "5000/5000", each additional card will be converted to 5 Gold.
    • Every Common collected over the maximum gives 5 Gold.
    • Every Rare gives 50 Gold.
    • Every Epic gives 500 Gold.
    • Every Legendary gives 20,000 Gold.
    • Every Champion gives 40,000 Gold.
  • In the Japanese language setting, Epic Cards are called Super Rare Cards while Legendary Cards are called Ultra Rare Cards, the terms often used in card collection games. In the Korean language setting, Epic Cards are called Heroic Cards.

Statistics

Card Level
What was the first Clash Royale card?
Number of Cards Required for Upgrade^
CommonRareEpicLegendaryChampion
1 1 N/A N/A N/A N/A
2 2 N/A N/A N/A N/A
3 4 1 N/A N/A N/A
4 10 2 N/A N/A N/A
5 20 4 N/A N/A N/A
6 50 10 1 N/A N/A
7 100 20 2 N/A N/A
8 200 50 4 N/A N/A
9 400 100 10 1 N/A
10 800 200 20 2 N/A
11 1,000 400 40 4 1
12 1,500 500 50 6 2
13 3,000 750 100 10 8
14 5,000 1,250 200 20 20
Total 12,087 3,287 427 43 31
Card Level
What was the first Clash Royale card?
Gold Required for Upgrade
CommonRareEpicLegendaryChampion
1 N/A N/A N/A N/A N/A
2 5 N/A N/A N/A N/A
3 20 N/A N/A N/A N/A
4 50 50 N/A N/A N/A
5 150 150 N/A N/A N/A
6 400 400 N/A N/A N/A
7 1,000 1,000 400 N/A N/A
8 2,000 2,000 2,000 N/A N/A
9 4,000 4,000 4,000 N/A N/A
10 8,000 8,000 8,000 5,000 N/A
11 15,000 15,000 15,000 15,000 N/A
12 35,000 35,000 35,000 35,000 35,000
13 75,000 75,000 75,000 75,000 75,000
14 100,000 100,000 100,000 100,000 100,000
Total 240,625 240,600 239,400 230,000 210,000
Card Level
What was the first Clash Royale card?
XP Gained from Upgrade
CommonRareEpicLegendaryChampion
1 N/A N/A N/A N/A N/A
2 4 N/A N/A N/A N/A
3 5 N/A N/A N/A N/A
4 6 6 N/A N/A N/A
5 10 10 N/A N/A N/A
6 25 25 N/A N/A N/A
7 50 50 25 N/A N/A
8 100 100 100 N/A N/A
9 200 200 200 N/A N/A
10 400 400 400 250 N/A
11 600 600 600 600 N/A
12 800 800 800 800 800
13 1,600 1,600 1,600 1,600 1,600
14 2,000 2,000 2,000 2,000 2,000
Total 5,800 5,791 5,725 5,250 4,400

^ The Total count of cards includes the Unlock cards as they can be used to upgrade a card to the next level. You can even donate or trade away the only non-Legendary or Champion card to unlock it and still be able to use the card at the lowest level.

Wiki Navigation
Cards
General About Cards • Card Overviews • Battle Decks • Deck Builder
Troop Cards CommonMinions • Archers • Knight • Spear Goblins • Goblins • Bomber • Skeletons • Barbarians • Skeleton Dragons • Fire Spirit • Bats • Royal Recruits • Royal Giant • Ice Spirit • Goblin Gang • Elite Barbarians • Minion Horde • Electro Spirit • Skeleton Barrel • Rascals • Firecracker
RareMini P.E.K.K.A. • Musketeer • Giant • Valkyrie • Mega Minion • Battle Ram • Wizard • Hog Rider • Flying Machine • Royal Hogs • Three Musketeers • Ice Golem • Dart Goblin • Zappies • Heal Spirit • Elixir Golem • Battle Healer
EpicBaby Dragon • Skeleton Army • Giant Skeleton • P.E.K.K.A. • Wall Breakers • Witch • Balloon • Dark Prince • Prince • Goblin Giant • Hunter • Golem • Electro Dragon • Electro Giant • Guards • Bowler • Executioner • Cannon Cart
LegendaryMiner • Princess • Mega Knight • Ice Wizard • Inferno Dragon • Ram Rider • Lava Hound • Electro Wizard • Sparky • Royal Ghost • Magic Archer • Bandit • Night Witch • Lumberjack • Mother Witch • Fisherman • Super Lava Hound+ • Super Witch+ • Super Mini P.E.K.K.A.+
ChampionArcher Queen • Golden Knight • Skeleton King • Mighty Miner
Spell Cards CommonArrows • Zap • Giant Snowball • Royal Delivery
RareFireball • Rocket • Earthquake • Heal
EpicBarbarian Barrel • Goblin Barrel • Lightning • Freeze • Poison • Mirror • Rage • Clone • Tornado
LegendaryThe Log • Graveyard
Building Cards CommonCannon • Mortar • Tesla • Barbarian Launcher+
RareGoblin Cage • Tombstone • Inferno Tower • Goblin Hut • Furnace • Bomb Tower • Elixir Collector • Barbarian Hut
EpicX-Bow • Goblin Drill
Battle
Basics Basics of Battle • Cards • Elixir • Arenas • Events
Modes Training Camp • Tournament (Special Event Challenges) • 2v2 • Touchdown • Heist
Crown Towers King's Tower • Princess Towers
Gameplay
Fundamentals Chests • Trophies • Experience • Esports • Supercell ID
Social Clans • Clan Wars • Friends • Friendly Battle • Trade Tokens • Emotes • Abbreviations • Clan ChestClan Wars I
Currencies Gold • Gems • Star Points • Magic Items
Features Shop • Pass Royale • Player Profile • Card Mastery • Battle Banners • TV Royale • Loading Screen Hints • Notifications • Soundtracks • AchievementsQuests

Current cards and features appear in blue. Formerly available cards and features that are no longer in the game appear in gray. Upcoming cards and features that are not yet in the game appear in yellow. A card with a + next to it denotes one that are only accessible through temporary events.

What is the rarest Clash Royale card?

1. Fireball. Finally, our rare card winner is the fireball. Fireball is so powerful and verstaile, it only cost 4 elixir and unlocked when you started the game, and it can badly damage or kill glass cannons such as Musketeers and Wizards.

How many cards were there when Clash Royale first came out?

Clash Royale first launched with 42 cards, consisting of 14 cards for each of three levels of rarity: Common, Rare, and Epic. The February 2016 update added two new cards under a new rarity level: Legendary. In October 2021, a new Champion card rarity was added to the game, with three new cards being added.

What is the most used Clash Royale card?

But not completely, the most used Clash Royale card in the game is, the one and only, Zap. A test-tube filled with a few millilitres of blue sparks stays on top for most of the time in the most used Clash Royale cards list.

What was Season 1 of Clash Royale?

List of Seasons.