Top 7 Epic Cards (January 2017)



These are the seven best epic cards in the game, and the ones that should be in your deck. While epics may not be as good as commons or rares, they still provide a huge influence on the game, especially in the lower arenas. If you haven’t read other Top X Cards for each rarity, make sure to check them out as well.

Hope you enjoy, and don’t forget to rate us down below!

This is a 3rd part in our 7 best cards series that will be completely published in Jan 2017. Next up will be top 7 Legendary cards, but here we will concentrate on best epic cards to have in your deck this year! We will update this guide and Supercell makes updates to the game and meta changes.

See also our roundups of best cards to have in your deck and play in 2017

Top 7 Common cards in Clash Royale
Top 7 Rare cards in Clash Royale



With that said, let’s get started with BEST EPIC Cards for 2017!

Best Epic Cards in 2017

7. Lightning

Description: “Bolts of lightning damage and stun up to three enemy troops or buildings with the most hitpoints in the target area. Reduced damage to Crown Towers.”

Stats at Tournament Level:

  • Count: x3
  • Stun Duration: 0.5 Seconds
  • Damage: 864
  • Damage per Second: 346
  • Radius: 3.5

Conclusion: The lightning spell is deadly, and with the added stun effect, it has become even better. Capable of taking out several glass cannons that are so common in today’s meta such as the mega minion or the musketeer, it provides great value for only six spell.

Try to lightning a big push so that you eliminate most of the damage dealing troops.



6. Giant Skeleton

Description: “The bigger the skeleton, the bigger the bomb. Carries a bomb that blows up when the Giant Skeleton dies.”

Stats at Tournament Level:

  • Hit-points: 2660
  • Damage Per Second: 114
  • Damage: 172
  • Death Damage: 957
  • Hit Speed: 1.5 Second
  • Targets: Ground
  • Speed: Medium
  • Range: Melee
  • Deploy Time: 1 Second

Conlcusion: While the giant skeleton hasn’t really ever found its place in the meta, it has its own niche where it can be very effective. It can stop pushes in their tracks and can decimate a tower if not dealt with quickly enough.

One cool strategy with the giant skeleton is to clone it; this way, the cloned giant skeleton’s bomb will deal with the troops in the original’s path.

 

5. Goblin Barrel

Description: “Spawns three Goblins anywhere in the Arena. It’s going to be a thrilling ride, boys!”

Stats at Tournament Level:

  • Radius: 1.5
  • Goblin Level: 9
  • Goblin Count: x3

Conclusion: The goblin barrel is a great card, capable of dealing insane damage. Try to distract the tower with a tank like a giant, and then deploy your goblin barrel when they aren’t ready for it.

Keep on moving around your placement, so your opponent can’t prediction zap it (try throwing in the corner).

 

4. Golem

Description: “Slow but durable, only attacks buildings. When destroyed, explosively splits into two Golemites and deals area damage!”

Stats at Tournament Level:

  • Hit-points: 4256
  • Damage Per Second: 103
  • Damage: 259
  • Death Damage: 259
  • Golemite Level: 4
  • Hit Speed: 2.5 Seconds
  • Targets: Buildings
  • Speed: Slow
  • Range: Melee
  • Deploy Time: 3 Second

Conclusion: The tankiest troop in the entire game, the golem provides a huge “rock shield” for your other troops. Combined with the recent update that allows it to kill minions and air troops, the golem is one of the best cards in the game.

Combine with an electro wizard for a great combo.



3. Guards

Description: “Three ruthless bone brothers with shields. Knock off their shields and all that’s left are three ruthless bone brothers.”

Stats at Tournament Level:

  • Hit-points: 86
  • Shield Hit-points: 199
  • Damage per Second: 71
  • Damage: 86
  • Hit Speed: 1.2 Seconds
  • Targets: Ground
  • Speed: Fast
  • Range: Melee
  • Deploy Time: 1 Second
  • Count: x3

Conclusion: The guards are a hard counter for all glass cannons, and they provide a great counter for the Sparky. Similar to goblins, but with the added health of the shield, they can also be used offensively like with a pig push.

If confronted with a valkyrie, the guards’ spears actually allow them to out-range the valkyrie when she is attacking another target.

 

2. Bowler

Description: “This big blue dude digs the simple things in life – Dark Elixir drinks and throwing rocks. His massive boulders roll through their target, hitting everything behind for a strike!”

Stats at Tournament Level:

  • Hit-points: 1596
  • Damage Per Second: 95
  • Area Damage: 239
  • Hit Speed: 2.5 Seconds
  • Targets: Ground
  • Speed: Slow
  • Range: 5
  • Deploy Time: 1 Second

Conclusion: The bowler is the most annoying card in the game, but his pesky attack mechanism makes him one of the best cards in the game. Capable of shutting down a troop before it can reach the bowler itself is one of his strong suits due to his knockback effect.

This defensive capability makes him the second best epic in the game.

1. Skeleton Army

Description: “Summons an army of skeletons. Meet Larry and his friends Harry, Gerry, Terry, Mary, etc.”

Stats at Tournament Level:

  • Skeleton Level: 9
  • Skeleton Count: x16
  • Deploy Time: 1 Second

Conclusion: Previously one of the worst cards in the game, the skeleton army has finally entered the meta due to the new upgrade (lower elixir cost and increased skeleton level). It’s one of the few counter to elite barbarians, and it provides an unexpected attack for most opponents.

Used in a zap/arrow bait deck (goblin barrel, skeleton army, princess), the skeleton army can be lethal.

Conclusion: These are the seven best epic cards in the game in my opinion. I prefer commons and rares to epics. In fact, I don’t have any epics in my deck, but epics are good if you can level them up high enough. Even with the Epic Sunday request feature, epics are still extremely difficult to level up. Luckily, there’s a quick and easy way to get them to tournament level. With free gems, you can easily level up your cards and maybe even get a few legendaries in the process. Just download FreeMyApps through this link, and start downloading apps to make money. It’s quick, safe, and easy.

Lastly check out our Legendary, Super Magical, Epic Chests Cycle guide, to find out you you can get these chests, and have better cards!

As always, hope you enjoyed and keep on clashing!



5 Comments

  1. No witch or baby D! Those are the big staples for me, especially witch is number one in my book. Huh I don’t really think any of those cards are that great. I keep half deck at least splash as do most and that pretty much makes skeleton army pretty useless in most matches. The witch can be used as a good counter to every single one on this list except lighting and bowler with most of them it would be able to use defensively without taking a scratch and then make an offensive push. I don’t have the Executioner and Bowler leveled up enough but I would imagine they could give the Witch a run for its money for number one. The baby dragon is such a good utility player a fastish, splashy and tankish troop. It can be support or the tank and one of the few flying troops. But I suppose it all depends on ones own strategy. To each their own and let’s settle it on the battlefield.

  2. I agree with the skeleton army being the best epic card, but some of these cards are better than mentioned. The executioner should probably be second on this list. I’m assuming that it hadn’t come out at the time of this writing. Another thing is Goblin Barrel should be 3rd hands down.

    Guards are one of the weakest cards I’ve ever seen. Probably as bad as mortar. I’m surprised it even made the list.

    • Goblins Barrel is only good if your opponent does not react – then they can do a lot of damage… otherwise its a waste of 4 elixir, and only a few hit points off the tower …

      About skeleton army – I’m actually very torn about it … I am considering not ever upgrading this card, because you waste all that gold, and they are still very weak … the only positive is they will do more damage …

      But even with hit points increase they still die from ONE shot of EVERY other card (except if you counter them with lower level skeletons)

      Also even Level 10 skeletons still will all die to LVL 1 Zap 🙂 … so trying to upgrade these is pointless in my opinion

      • Those few extra damage points can also be the deciding factor of a match though and when there is a lot of skeletons attacking something, like a giant or elite barbs, they do significantly more damage.

        Goblins can be worse versus some decks, but some of those decks are unbalanced and vulnerable to other things. Overall though I think it does quite well. If your opponent has zap, you can do things to get them to use it on another troop. Then you can get your goblins to their towers zap free.

        If you have both goblin barrel and skeleton army in your deck then your opponent will have a hard time zapping both of them.

        I find that goblin barrel works well when in combination with something already attacking the tower. If the tower is already attacking a baby dragon then the goblins can bring the towers health very quickly down to zero.

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