Common cards are the most basic and widely available rarity in the game. They are unlocked early, cost little to upgrade compared to higher rarities, and often form the backbone of many decks due to their reliability and versatility. To support their progression, the Common Wild Card (pictured above) can be used as a substitute for any Common card, allowing players to upgrade whichever Common card they choose.
Rare cards bring a touch of prestige to your collection. Unlocked at a slightly later stage and more expensive to enhance than Commons, they pack stronger abilities that elevate your strategies. To help you wield them, the Rare Wild Card (pictured above) lets you instantly upgrade any Rare card of your choice—making your deck feel refined and powerful.
Epic cards ramp up the drama in any deck. Tougher to unlock and pricier to power up than Rares, they often deliver bold, game-changing effects that can shift momentum in an instant. The Epic Wild Card (pictured above) gives you the freedom to upgrade any Epic card you want—perfect for when you’re ready to make a bold strategic statement.
Legendary cards are the crown jewels of your collection. Exceedingly rare and costly to enhance, they bring iconic, deck-defining power that often underpins your entire strategy. And with the Legendary Wild Card (pictured above), you can unlock epic-level impact by upgrading any Legendary card of your choice—turning your deck from strong to unforgettable.
Champion cards are the elite heroes summoned by the king’s decree—recruited through royal summons to bring unmatched power to the battlefield. Unlike other rarities, you can only include one Champion per deck, and once deployed, that Champion stands alone—only one can be on the battlefield at a time. The champion wildcard ( pictured above ) can be utilised to upgrade ANY champion card you own. Further enhancing you battle decks' capabilies.
In Clash Royale, a win condition is the main card or strategy you rely on to consistently deal tower damage and secure victory. Examples include direct attackers like Hog Rider, Royal Giant, or Miner. They’re the core of your deck, and everything else usually supports them.
Tanks are high-health troops that absorb damage, and lead pushes, protecting your other cards as they advance toward enemy towers. They can also be weak but high damage troops. Examples: Knight,P.E.K.K.A, Mini P.E.K.K.A
Spells are versatile cards that deal damage or provide utility from a distance, helping control the battlefield or support your pushes. Examples: Fireball, Lightning, Zap.
Spawners create a steady stream of troops over time, applying constant pressure and distracting enemy units. Examples: Goblin Hut, Barbarian Hut, Furnace.
Buildings can defend your towers, control enemy movement, or chip away at enemy health, serving both defensive and offensive roles. Examples: Cannon, Inferno Tower, Tesla.
Air defence troops target and damage both ground and flying units, protecting your towers from aerial attacks.Examples: Minions, Baby Dragon, Mega Minion.