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
1. Barbarian
- 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.
2. Firecracker
- 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.
3. Skeletons
- 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.
4. Royal Giant
- 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.
5. Mortar
- 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 I suggest you to make sure you get a card infront to distract units as much as possible.
6. Knight
- 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, I say 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.
7. Royal Recruits
- 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.
8. Bats
- 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
To be fair, I believe Bats are pretty decent, with their ability helping them to be that way but according to me they are not close to being the best evolution. 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 in front.
9. Archers
- 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.
10. Ice Spirit
- 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 cards, which allows you to get ahead of your opponent’s moves if you are using a fast-cycle deck. They come in handy against cards that lock on to their targets, something like Infernos if I were to give an example. Still, this can be easily countered with the same elixir troops like Skeletons that don’t carry this freeze effect.
11. 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 in my opinion. 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.
12. Bomber
- Elixir Cost: 2
- No of Cycles: 1
Introduction
In Season 56, Bomber arrives as the 12th Evolution Card. Its evolution ability is Bouncy Bomb. After the initial throw, the bomb bounces twice in a straight line, 3 tiles apart, dealing the same damage as the initial hit. It can hit troops in a wide area similar to the initial hit. Just like other evolutions, it is unlocked with 6 Evolution Shards.
Strategies
I suggest Bomber isn’t a strong card to use as an evolution, especially when you have strong cases of Knight, Firecracker, and others. It still can be countered effectively with Arrows, so you will have to read the opponent’s deck first. Its ability helps in dealing with the multiple defenses placed, with the bombs also having the ability to hit the siege building and then bounce onto the Crown Tower.
13. Wall Breakers
- Elixir Cost: 2
- No of Cycles: 2
Introduction
The Wall Breakers joins the list as the first Epic card to undergo card evolution in Clash Royale. Coming alongside the Bomber, the evolution summons 2 Wall Breakers with 50% higher damage than the originals. Barrel Walkers is its ability. When defeated initially, they explode, causing moderate damage. Afterward, they move swiftly into the arena and deal heavy damage upon reaching the nearest building.
Strategies
This card somewhat is of a great trade deal for elixirs. From what I have noticed, the evolved Wall Breakers can punish opponents who lack proper counters, resulting in positive Elixir trades and significant damage to the opponent’s towers. I recommend you practice the cycling-evolved Wall Breakers aggressively to capitalize on their overwhelming strength and force opponents into unfavorable trades to take the best advantage of them.
14. Tesla
- Elixir Cost: 4
- No of Cycles: 2
Introduction
Tesla arrived in Season 57 along with Zap, and both are 2 cycle cards. The Evo Tesla gains more HP thanks to evolution, and a new ability called Electro Pulse. When it pops up, it sends out a shockwave that damages and briefly stuns nearby troops, whether they’re in the air or on the ground. This effect activates every two cycles, providing extra protection against enemy troops.
Strategies
With increased HP and a stunning effect upon deployment, it excels in countering fast-paced decks and providing added versatility to various archetypes. I see its use to disrupt enemy pushes by placing it to stun and delay their troops. This can buy you time to counter their push or force them to commit more elixir to deal with the Tesla.
15. Zap
- Elixir Cost: 2
- No of Cycles: 2
Introduction
With no change in stats, Zap becomes the 15th Card Evolution in the game. Being the first spell in the game to do so, it receives a new ability called Triple Shock, where the spell zaps targets within its range three times instead of once. Similar to the Evo Tesla, the Evolved Zap needs two cycles to activate its evolution, so every third time you deploy it, you’ll trigger the evolved version.
Strategies
Zap strategies aren’t too much to think I would say, since this spell can be used in most of the decks since the synergy is that good. This now is a great counter for cards such as Goblin Gang or Minions where previously it wasn’t easy to get rid of them. This also is a huge elixir advantage, and with two cycles in a quick-cycle deck, it will work well.
16. Battle Ram
- Elixir Cost: 4
- No of Cycles: 2
Introduction
Season 58 introduced the Card Evolution for Battle Ram, making it the second rare card to be getting the process. When it evolves, it gains significant boosts with increased hit points (HP) by 25%, a faster attack speed with each hit, and a new ability called Super Charge. It gains strong pushback against attackers, deals area damage, and can repeatedly charge and bounce against buildings and towers until its HP runs out.
Strategies
Evolved Battle Ram is strong on offense but vulnerable to air units. Cards like Minions counter it well, reducing damage to your towers. Use stun or pushback cards to disrupt its charge, like Zap or Ice Spirit. Bowler is a solid counter due to its high health and pushback ability. For positive elixir trades, consider using Evolved Ice Spirit and Skeletons or Giant Snowball and Evolved Skeletons to counter it.
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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