Top 7 Common Cards (January 2017)

Here are the top seven common cards in Clash Royale in Jan 2017, which will allow you to beat more player. Many players use cards that aren’t in the meta, and this gives them a significant disadvantage over those who know the meta and exploit it. By reading this guide, you will have a pretty good indication of which cards you should use in your deck. Hope you enjoy and don’t forget to rate us down below!

7. Royal Giant

Description: “Destroying enemy buildings with his massive cannon is his job; making a raggedy blond beard look good is his passion.”

Stats at Tournament Level:

  • Hit-points: 2544
  • Damage Per Second: 93
  • Damage: 159
  • Hit Speed: 1.7 Seconds
  • Targets: Buildings
  • Speed: Slow
  • Range: 6.5
  • Deploy Time: 1 Second

Conclusion: The Royal Giant has fallen out of the meta in recent months, but it is still good nonetheless. Out-ranging all defenses if placed correctly, the royal giant deals guaranteed damage to the tower.

When a tower is down, the royal giant can even out-range the king tower while attacking the other crown tower!

6. Fire Spirits

Description: These three Fire Spirits are on a kamikaze mission to give you a warm hug. It’d be adorable if they weren’t on fire.

Stats at Tournament Level:

  • Hit-points: 91
  • Area Damage: 169
  • Targets: Air & Ground
  • Speed: Very Fast
  • Range: 2
  • Deploy Time: 1 Second
  • Count: x3

Conclusion: Fire spirits are the equivalent of kamikaze goblins. While they not provide as much damage, they can still pig push, and they have the added benefit of being able to kill swarms such as minion hordes or barbarians, the main counters to a hog rider.

5. Minions

Description: “Three fast, unarmored flying attackers. Roses are red, minions are blue, they can fly, and will crush you!”

Stats at Tournament Level:

  • Hit-points: 190
  • Damage Per Second: 84
  • Damage: 84
  • Hit Speed: 1 Second
  • Targets: Air & Ground
  • Speed: Fast
  • Range: 2
  • Deploy Time: 1 Second
  • Count: x3

Conclusion: Minions are a great card, boosted by the fact hat they can target air. Most opponents will not arrow or zap them due to their low elixir cost.

While they may look weak, they deal hundreds of damage on the tower if left unattended. With the added bonus of being able to fly, they are able to deal with most air pushes.

4. Archers

Description: “A pair of lightly armored ranged attackers. They’ll help you take down ground and air units, but you’re on your own with hair coloring device.”

Stats at Tournament Level:

  • Hit-points: 265
  • Damage Per Second: 71
  • Damage: 86
  • Hit Speed: 1.2 Seconds
  • Targets: Air & Ground
  • Speed: Medium
  • Range: 5
  • Deploy Time: 1 Second
  • Count: x2

Conclusion: A card that just recently became popular, the archers are a great support troop, and as mentioned with minions, they provide a bit of air defense in a meta that’s dominated by ground troops.

Taking out troops from behind a tank is what they’re best at, and this is how you should use them.

3. Ice Spirit

Description: “Spawns one lively little Ice Spirit to freeze a group of enemies. Stay frosty.”

Stats at Tournament Level:

  • Hit-points: 209
  • Area Damage: 116
  • Freeze Duration: 1.5 Seconds
  • Targets: Air & Ground
  • Speed: Very Fast
  • Range: 2.5
  • Deploy Time: 1 Second

Conclusion: The Ice Spirit is a formidable foe. For just one elixir, it resets an inferno tower, brings minions down to a zappable health, and it freezes your opponent’s troops.

Having the lowest elixir value of any troop, it still influences the battle more than some of the higher elixir cards such as the rage spell.

2. Zap

Description: “Zaps enemies, briefly stunning them and dealing damage inside a small radius. Reduced damage to Crown Towers.”

Stats at Tournament Level:

  • Area Damage: 169
  • Crown Tower Damage: 68
  • Stun Duration: 0.5 Seconds
  • Radius: 2.5

Conclusion: The zap is by far the best spell in the game, and many players believe that it is just as good, if not better than most legendary cards. Useful on both offense and defense, the zap can allow you to deal hundreds of damage if utilized correctly.

Zap’s versatility is what earns it he third spot on this list, and it’s why the majority of players have it in their deck.

1. Elite Barbarians

Description: “Spawns a pair of leveled up Barbarians. They’re like regular barbarians, only harder, better, faster and stronger.” Basically Elite Barbarians arr RIDICULOUSLY strong and fast… And its a common card – OMG.

Stats at Tournament Level:

  • Hit-points: 1060
  • Damage per second: 189
  • Damage: 265
  • Hit Speed: 1.4 Seconds
  • Targets: Ground
  • Speed: Very Fast
  • Range: Melee
  • Deploy Time: 1 Second
  • Count: x2

Conclusion: Elite barbarians are arguably the best card in the game right now. Their speed combined with their damage mean they are almost like two lumberjacks, without the rage effect of course.

This element of surprise is dangerous, and one mistake can lead to defeat. With practically zero counters besides skeleton army and elite barbarians themselves, you will either need to join the elite barbarian users or place skeleton army in your deck just for that reason.

The elite barbarians are simply too strong right now, and Supercell has said they will be receiving a nerf very soon.


Conclusion: These are what I feel are the best common cards in the game. Stay tuned for lists for the other rarities, and I will update this list if I feel one of the Jungle Arena commons is better. These cards are pesky to level up, so if may need gems. Link describes how to.get gems for free, witho cheats or hacks.

As always, hope you enjoyed and keep on clashing!


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