Breakdown of the 6 new cards coming to Clash Royale

Well that didn’t take long!  Within just hours of information on new cards being leaked, the Clash Royale team has officially released information on the 6 new cards which will be introduced with the big update tomorrow.  Below is a detailed breakdown and our first thoughts on each of these cards:

Fire Spirits

Screen Shot 2016-05-02 at 5.06.28 PM

As per the card description, the Fire Spirits are weak troops that are essentially “on a kamikaze mission”, dealing area damage while destroying themselves as a result.  Since they target both air and ground and deal area damage, the Fire Spirits are a great counter for Minion Hordes and other low HP troops.  It’s low cost also makes them an asset for decks relying on fast card rotations.  On the down side, it is able to deal damage only once (as opposed to Goblins and Spear Goblins, which can keep attacking as long as they’re not being targeted), so it’s purpose will be mainly for defense.


Screen Shot 2016-05-02 at 5.07.21 PM

Another spawner building!  The Furnace churns out 2 Sparkies every 10 seconds, meaning that it’ll be able to produce 10 Sparkies over its 50 second lifetime if undamaged.  The AoE damage from Sparkies will be a pain to overcome for any players trying to push down the same lane.  Its relatively high HP and lifetime will likely make Furnace a popular defense building option, especially with the upcoming nerfs on Bomb Tower and Cannon.


Screen Shot 2016-05-02 at 5.07.50 PM

Everyone thought they’d be called Skeleton Knight, but the Clash Royale team opted to give these armored skeletons the simple name of “Guards”.  Guards are 3 troops that have a Shield to absorb the initial damage, but have a fragile body once that shield is knocked away.  Guards are going to be an absolute menace on defense; a P.E.K.K.A will require SIX HITS before it can get pass the Guards and their shield!  Spells like Arrows and Fireball will trade terrible with it as only the shield will be knocked off by the damage.  On top of that, the Guards have Fast speed, so ranged troops will likely not be able to take these guys down before the Guards get close enough for the melee kill.  Flyers like Minion Horde and Baby Dragon would be your best best against these guys, but at a cost of only 3-elixir, I expect the Guards to quickly become a staple into many decks as soon as they are unlocked.


Screen Shot 2016-05-02 at 5.09.53 PM

Almost everyone thought this Legendary card was going to be a healer/medic type troop, but looks like we were way off!  Miner does not heal or fix things; instead, you can plop Miner ANYWHERE in the Arena and he’ll go wrecking on any building/troop/tower that he is near!  Two things to note about the Miner: 1) you can see his underground track as he burrows his way to his destination, which takes about as long as a Fireball/Arrow/Goblin Barrel reaching their destination, and 2) its damage to Crown Towers is halved.  With Miner in the picture, your Elixir Collector and Barbarian/Goblin Huts are no longer safe from damage!  And if its ability to crawl to anywhere in the Arena isn’t scary enough, his decent hitpoints means that the Miner will almost guarantee damage the minute he plops out from underground!  I have a feeling that this is going to be a card that will get on a lot of people’s nerves once it comes out.

Lava Hound

Screen Shot 2016-05-02 at 5.10.24 PM

Essentially a flying Golem, the Lava Hound only goes after buildings, and spawns 6 Lava Pups upon being destroyed.  It deals less damage than the Golem, but hits faster, costs 1 less and can fly!  So even if your Minion Horde manages to wipe out the Lava Hound, chances are they won’t survive the ensuring battle with the Pups.  Inferno tower will also be a lot less effective after the Lava Hound is dead as the building will then have 6 Pups to deal with instead of 2 Golems.  I really can’t see any reason why anyone would use Golem once the Lava Hound drops tomorrow (other than the fact that it’ll be super hard to unlock as a Legendary card…)


 Screen Shot 2016-05-02 at 5.10.51 PM

Sparky is just straight up ridiculous: at a reasonable 6-elixir cost, Sparky has a 4.5 attack range and does 1300 AoE damage!! The only drawback with Sparky is that it has a relatively weak body for a card of its cost, and takes 5 seconds to fire off each shot, but if well protected up front (say by Guards), Sparky can simply keep moving forward and take out the opponent’s crown towers in just a few shots!  Also see a swarm of troops coming in?   No problem, place Sparky behind your tower and let it wipe out everything on the ground!  It is definitely worth noting though that Sparky only targets Ground troops, so Minion Hordes again will come in handy against Sparky – if your opponent doesn’t have counters for your Minion Hordes that is!

It’ll be interesting to see how these new cards will change the current balance in the game, and how they fit in with current deck structures.  I am sure that we should be seeing them played immediately by many of the top players in the game, and there will inevitably be a lot of talk regarding the need to “nerf” some of these cards in the future (and I am saying this even before the cards are out!!)

1 Comment

  1. Pingback: Rumor: Six new Clash Royale cards coming with the next update |

Leave a Comment

Your email address will not be published. Required fields are marked *