Category:Champion Cards | Clash Royale Wiki | Fandom
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For key information about all cards in the game, see Card Overviews.
Champion is a card rarity in Clash Royale. It consists of 8 cards so far. Like all other cards, Champion cards can be obtained through the Trophy Road, starting in Arena 16.
Summary[]
- Champion cards start at level 11.
- Champion cards have an unique gimmick special to their rarity, which are Abilities. Abilities are accessible from the bottom rightmost side of the screen, just above the player's “hand” in battle. They cost Elixir to cast, granting the lastest played Champion a special ability depending on the Champion card, and will only stay as long as the Champion card that was played last is alive.
- The average Elixir cost in the deck menu only counts the base Elixir cost instead of both the base and the ability.
- Only two Champion cards can be in a deck at a time, and only in the Hero slots. Those slots are also shared with Heroes, which means that the player can have 1 Champion and 1 Hero at the same time.
- Clone can be used on a Champion card, but the Champion card's ability will only be used by the original.
- When a Champion card activates their ability, but did not start casting it before they are defeated, the Elixir spent on the ability will be refunded once they are defeated.
- Champion Wild Cards can be used to upgrade them.
Troops[]
Golden Knight

The Golden Knight makes a force through the Arena, slashing enemies through the power of his moderate damaging sword and absorbing through his very healthy golden bodyplate, all for 4 Elixir.For 1 Elixir, you can use his dashingly Dashing Dash, causing him to run around until he approaches an enemy, instantly dashing through a foe through another for up to 10 times, and delivering mean swings afterwards! On top of everything else, very much like his former associate, the Bandit, he is completely invulnerable to anything while dashing! Combine that with his constant dashing without a skip, and you get a juggernaut who's figuratively and literally gold. The ability has a 8 second cooldown, and once he dashes onto a tower, he stops dashing, no matter how many units he has hit before.
Skeleton King

For 4 Elixir, the almighty dynast of the dead rises through the Arena, clubbing everything through his way with a moderate damage melee splash attack! While he stays in the Arena, any form of life destroyed in the entire battlefield, whether it be friend or foe, will make a fine addition to his Soul Counter, albeit with a limit of 14 souls.For 2 Elixir, you can use his Soul Summoning ability right above your hand. It will release all of the souls he kept for battle in form of Skeletons around a royal Graveyard aura around him, and adds in 6 more Skeletons among the skeleton squad! Be a bit cautious, as some splash damage dealers will shrug off his reincarnated henchmen and kill a royal entity not even he could revive. It also has a 20 second cooldown, and reset the Skeleton King's soul counter.
Boss Bandit

The boss of the secret Forest Gang association, and the one on all the wanted posters. For 6 Elixir, the Boss Bandit is far more powerful than the Bandit, with far more dangerous and damaging hits and dashes, while making her harder to take out.For 1 Elixir, you can use her Getaway Grenade, she turns invisible while teleporting back 6 tiles, making her dash again if her target stays away! The ability can be used a total of 2 times, building her a great getaway (and grenade) plan!
Archer Queen

The queen and coach of all Archers. A powerful glass cannon rocks the Arena with her crossbow and its mean bolts that she constantly fires slowly for 5 Elixir.For 1 Elixir, you can use her Cloaking Cape ability, mitigating the glass part of her by turning herself invisible, just like the Royal Ghost: unable to be targeted for 3.5 seconds! For the cherry on top, she also increases her fire output for herself drastically while under her invisibility cape, dishing out more impressive loads of damage onto her foes while still being safe inside her hidden cloak! She's vulnerable to heavy spells and large swarms, and walks slower under her maybe heavy cape, but with great power comes great responsibility and a 17 second cooldown, so be careful!
Mighty Miner

You don't need a shovel to mine skillfully! One big, strong, drilling, punch-packing hunk is spawned for 4 Elixir! He packs high health, weak damage that ramps up over time to significant measures, similar to the Inferno Dragon. He can easily melt large, tanky troops (or your tower) with just a drill, but struggles with swarms! But wait, there's more!For 1 Elixir, you can use his Explosive Escape, which makes him drill underground and cross over to his other side, parallel to the tile he was in! Now here comes the "Explosive" part of it: when burying himself, he will leave a big bomb that explodes after one second, dealing moderate damage to troops, annihilating swarms, and pushing back units vulnerable to knockback! So when you face this mega mine muncher, prepare for climax, and expect the unexpected! His ability has a 13 second cooldown.
Goblinstein

IT'S ALI-I-I-I-VE! Doctor Goblinstein is a mad scientist ready to drop in the arena with his mad inventions, such as his trusty Monster, delicately crafted with high health and a vendetta for buildings, although Goblinstein forgot that his creation's a bit vulnerable to tank killers when the Doctor's not in. He holds a remote that shoots some lightning, stunning enemies for a split second, while being safely protected by the green hunky creation of a mastermind. These 2 can attack and/or defend one or two lanes, all for only 5 Elixir!For 2 Elixir, you can use his Lightning Link, which is quite shocking for him and the Monster! Goblinstein will link through the monster's antenna, creating an electrical passage between them, dealing a shocking amount of damage to anything brave enough to stand near the electricity for a while. If his Monster dies, he'll drop his antenna, which will still go on! The ability has a 17 second cooldown, and it immediately stops once the Doctor is defeated. Even if the Monster is alive, the ability cannot be activated.
Little Prince

Now who was the irresponsible parent that let their nephew to the Arena? This mischievous brat loads in his crossbow and fires them at all enemies. His crossbow attack ramps up in DPS the longer he stays still, and unlike the Inferno Dragon, he doesn't stop his crossbow's ramping up when he destroys an enemy. He does stop when he moves an inch, though, making knockback come in handy, as well as stunners.For 3 Elixir, you can use his Royal Rescue to meet his guardian: Guardienne, creating the most mischievous tank + glass cannon combo. She dashes her way from behind the kid and on the way to be in front of the Little Prince himself, damaging and knocking back enemies during her dash, and hopefully letting said Little Prince stay a little longer to charge his crossbow. The Guardienne will act like a Knight as long as it stays alive. The ability has a 30 second cooldown.
Monk

Make the opponents wish they've never fought in the first place with this peacemaking powerhouse! With 5 Elixir, a tank is spawned, attacking through foes through melee attacks, with the third one dealing triple the damage of said attack AND pushing the victim a few tiles back.For 1 Elixir, you can use his Pensive Protection, an ability that makes him meditate for a while and chill out. But not only that, a zen shield forms around himself, making him take less damage! When a projectile approaches it, he'll throw hands, nullifying AND deflecting it to the nearest Crown Tower. It can deflect a lot from fire to ice. And yes, it can deflect projectile SPELLS. That includes Rockets. It can deflect as long as it is travelling in the air with velocity not too high, meaning it cannot deflect stuff like Inferno Beams, stunning electricity, or a sword.
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