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List of Cards, Abilities, Strategies, and more

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Barbarian evolution

Clash Royale on June 19th introduced the Card Evolution update which seems to have been a great addition in the future. Card Evolution is an innovative system that revolutionizes traditional card battles by introducing a dynamic evolution mechanic. In this system, cards have the ability to evolve and unlock exciting new abilities as the battles progress. As the team releases new cards, players would love to know more about the abilities of each and the strategies they can adapt. For the same reason, we have come up with this guide to list all the Clash Royale Card Evolution cards in the game and know more about each.

List of all Clash Royale Evolution Cards

Barbarian

Image via Supercell
  • Elixir Cost: 5
  • No of Cycles: 1

Introduction

Among the first cards in the game to be announced for card evolution, the Barbarian has one of the best abilities in the game. The Barbarian’s hit speed and movement speed are enhanced with each successful hit, and this effect can be accumulated indefinitely.

Strategies

The Evolved Barbarians are pretty devastating when it comes to dealing damage, and have be a great solution to counter cards with high Hitpoints. Again, the counter for these lies with the Air troops like Minion Hoarde and Bats, while also being vulnerable to area damage spells. Hence using the evolution should be done precisely well to make sure you get the maximum benefit of it.

Firecracker

Image via Supercell
  • Elixir Cost: 3
  • No of Cycles: 2

Introduction

The evolution card for Firecracker introduces a significant upgrade to its weaponry, enabling it to launch explosive sparks with enhanced power and capabilities. These sparks possess the ability to cause area damage, impacting a wider radius and affecting multiple targets simultaneously.

Strategies

The use condition is similar to that of your normal firecracker, but since she’s a lot better in the Evolution aspect, playing her after the spells or hard counters for her are deployed already would be the right move. Since the Big Spark Duration is 2.5 seconds, you can wait for a push to deal a greater damage to the surrounding troops. She would work well with mini tanks like Knight, Mini PEKKA, Elixir Golem, etc.

Skeletons

Image via Supercell
  • Elixir Cost: 1
  • No of Cycles: 2

Introduction

With the evolution card equipped, the Skeleton unit gains a remarkable ability that greatly enhances its effectiveness in battle. Each time the Skeleton unit successfully lands a hit on an enemy target, it will summon another Skeleton to join its ranks. First launched with six, a balance update has brought up the maximum skeleton count is capped at eight before once again changing it.

Strategies

Depends on the scenarios, apart from your usual counters to the PEKKA. But given the spawning, you will end up with a positive elixir trade. Very susceptible to Poison, Log, and Earthquake spell, so you need to be careful during their deployment. You can make the best use of this Evolution with the cheap cycle decks.

Royal Giant

Image via Supercell
  • Elixir Cost: 6
  • No of Cycles: 1

Introduction

Undoubtedly the best evolution concept by a small margin, Royal Giant gets a great upgrade that unleashes its powerful attack with much better cannon damage. Alongside, it now inflicts recoil damage upon itself. This recoil effect causes a forceful impact that not only pushes back nearby enemies but also deals damage to them within a small radius.

Strategies

Number of balance updates for this guy but he has been great overall. Since you have a single evolution cycle, you can get him back a lot of times during the battle. His chip damage might work against smaller troops with low hitpoints but you need to be vary on air threats. Apart from spells like Tornado, Freeze, you can have reset cards like Electro Spirit, Zap, Electro Wizard to work well.

Mortar

Image via Supercell
  • Elixir Cost: 4
  • No of Cycles: 2

Introduction

Announced in Season 49, the evolved Mortar introduces an exciting new feature to its arsenal. In addition to its regular projectile, it now launches a goblin alongside it. It also got some significant improvements to its hit points (HP), making it more resilient and capable of withstanding enemy attacks for a longer duration.

Strategies

With more hitpoints and faster shoot speed, the Mortar is a very valuable card if used correctly. As a single defensive unit, it is good enough to damage and distract the heavy units from the opposite end, as if you are playing it on the bridge make sure you get a card infront to distract units as much as possible.

Knight

Image via Supercell
  • Elixir Cost: 3
  • No of Cycles: 2

Introduction

Season 50 saw the arrival of the Knight to the Clash Royale Card Evolution List, whose ability bolstered an already capable Knight even more. As the Evolution Knight moves, they acquire a distinct Shield that enhances their performance in close-quarters combat. This Shield makes it so that they only take 20% of the damage they would normally take, making them much tougher in battles.

Strategies

Knight is basically that go-to guy if you are playing him in your deck, and particularly don’t see and play strategies with him. However, he’s more defensive now, so you can have a hard-hitting low HP card like a Musk or Firecracker behind to let him absorb the damage while trying to counter the higher cards to get a positive elixir trade.

Royal Recruits

Image via Supercell
  • Elixir Cost: 7
  • No of Cycles: 1

Introduction

In Season 51, the Royal Recruits Card Evolution was introduced. It maintains its original cost of 7 Elixir and deployment of 1 cycle. The notable addition is the new special ability, which allows the evolved Royal Recruit to initiate a charge toward the nearest target when its shield is depleted. This charge has a range of 1.5 tiles.

Strategies

Royal Recruits’ Evolution is a great defensive card, helping you defend both lanes effectively. Neglecting them can lead to significant damage to both Princess Towers. They excel at defense and can create a threatening counter-push when their shield is removed. To counter them, use area damage cards like Executioner with a tank or a combination of Bomb Tower and Valkyrie, and stun them when needed to make sure they won’t trouble you when the ability is active.

Bats

Image via Supercell
  • Elixir Cost: 2
  • No of Cycles: 2

Introduction

In Season 52, the Card Evolution feature extended to include the Bats. These evolved Bats now possess a unique healing ability, which activates every two cycles. This newfound ability enables the Evolved Bats to recover their health every time they attack having two healing pulses with a 0.5-second interval. As a result of this evolution, they can achieve a remarkable 50% increase in their total Hit Points.

Strategies

Bats are pretty decent, with their ability helping them to be the best according to me. Despite higher hitpoints, they can be countered by small spells like Zap or Giant Snowball. They can be great for counters including air-targeting ranged units and spawn damage troops that hit air targets. While pushing, make sure you always have a tank infront.

Archers

Image via Supercell
  • Elixir Cost: 3
  • No of Cycles: 2

Introduction

In Season 53, Archers underwent an evolution, resulting in the spawn of 2 Archers with 25% higher hitpoints and a 1.5-tile extended range, while maintaining the cost of 3 Elixir and requiring 2 cycles to deploy. Their new ability, Power Shot, enables them to shoot arrows over greater distances, inflicting increased damage and enhancing their battlefield effectiveness.

Strategies

The Archers come in very handy when they are made to utilize their ability effectively. To maximize the effectiveness of Power Shot, position Archers’ Evolution about 6-7 tiles from the opponent’s troops, ensuring a longer time within its range. Higher hitpoints allow them to survive Arrows now, and pushing them with a mini-tank helps you eliminate a lot of troops with an elixir advantage.

Ice Spirit

Image via Supercell
  • Elixir Cost: 1
  • No of Cycles: 3

Introduction

In Season 54, the 10th and final evolution card, the Ice Spirit arrived. Coming with the Ice Blast ability, it retains standard stats but freezes the target upon impact with a distinct label. Over the next few seconds, the target undergoes two additional freezes, affecting nearby troops and structures. Freeze blasts occur every 3 seconds, lasting 1.2 seconds, mimicking the regular Ice Spirit freeze. Activation takes 3 Cycles, resulting in an evolved Ice Spirit in 1 in every 4 deploys.

Strategies

Well, this is a great stop-gap to push card, which allows you to get ahead of your opponent moves if you are using a fast-cycle deck. They come in handy against cards that lock on to their targets, something like Infernos. Still, this can be easily countered with the same elixir troops like Skeletons that don’t carry this freeze effect.

Valkyrie

  • Elixir Cost: 4
  • No of Cycles: 2

Introduction

In Season 55, the first Evolution Card for the year 2024, Valkyrie joined the list as the 11th Clash Royale Card Evolution. This is the first Rare card evolution and is accessible with 6 Evolution Shards. Valkyrie’s evolved version introduces a unique ability called Spin Wind, which activates when she swings her axe at a ground target. This creates a small tornado that draws opponent troops towards her while dealing additional damage. This tornado effect affects both ground and air troops, making Valkyrie’s evolved form versatile.

Strategies

The Evolved Valkyrie boasts high health, damage output, and a significant pull effect upon attacking, where these positives can make her a mini tank. She proves highly effective against slow, building-targeting troops like Giant and Golem, consistently pulling them with her Tornado effect, hindering their progress toward Crown Towers.

What are your thoughts on this detailed Clash Royale Card Evolution cards List? Do let us know in the comments below!

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