This is the post for the card concepts for cards from clash mini in clash royale and these are just short descriptions of what each of them might do because yeah as I mentioned earlier in the post I made for merge tactics they should port more of the clash mini cards besides monk so here’s the short concepts for them and it should also be acknowledged that they’re from clash mini except for barbarian king villager the wardens and royal champion who are from clash of clans along with mentioning that battle machine has builder from clash of clans and it should also be acknowledged that monk’s from clash mini as well .
These are the 22 cards that are in clash mini but not in clash royale and it’s 22 because monk was already ported from clash mini in 2022 which was soon after clash mini released it would be 23 if I included monk but he already got ported to clash royale.
- Sailor
(Epic – 4 Elixir)
Role: Versatile control melee with water theme
Mechanic: Deals extra knockback to lighter units (think Skeletons, Archers, etc.). Gains a brief movement speed boost after hitting a troop into an Arena wall.
Playstyle: Zone control, anti-swarm.
- Wave Master
(Champion – 5 Elixir)
Role: Mobile tanky disrupter
Champion Ability – “Tidal Slam”: Leaps to the farthest enemy troop, stunning on impact in a small area.
Passive: Small knockback on every swing.
Playstyle: Brawler control champion that breaks formations.
- Shark Bait
(Legendary – 3 Elixir)
Role: Trap unit
Mechanic: First troop to pass triggers Shark Bait, releasing a water-shark attack that bites the target for huge burst damage. The trap takes 5 seconds to set up and the trigger range is melee long and shark bait can only target troops with the trap but it can attack.
Playstyle: Punish over-aggressive pushes, pairs well with defenses.
- Villager
(Epic – 3 Elixir)
Role: Support troop
Mechanic: Buffs nearby buildings and troops with +10% health regen slowly over time and it does actually attack with melee medium range.
Playstyle: Generalist Healer that can somewhat attack.
- Dagger Thrower
(Epic – 4 Elixir)
Role: Fast ranged attacker
Mechanic: Throws daggers in pairs, targeting two enemies per cycle if possible.
Playstyle: Anti-swarm with fast pressure potential.
- Shield Maiden
(Legendary – 5 Elixir)
Role: Tanky defensive bruiser
Mechanic: Reflects 50% of direct hit damage back to attackers when shield is active (cooldown-based shield every 12 seconds).
Playstyle: Defensive counter-push, anti-swarm.
- Grand Warden
(Champion – 5 Elixir)
Role: Ranged support Champion
Champion Ability – “Sanctuary Pulse”: Creates a protective aura for 6 seconds that makes nearby troops immune to death (can’t go below 1 HP). Cooldown: 35s.
Passive: Small healing aura to nearby troops.
Playstyle: Defensive support, enables heavy pushes.
- Inferno Warden
(Legendary – 5 Elixir)
Role: Area denial / control
Mechanic: Creates a burning zone around itself that ramps up damage the longer enemies stay inside. Short-range aura, constant burn and the damage slightly scales with hp.
Playstyle: Defensive control, punishes troops for lingering too close.
Playstyle: Area Denial and Anti Swarm and also somewhat counters tanks.
- Healing Ranger
(Rare – 3 Elixir)
Role: Support healer
Mechanic: Throws it’s spear at enemies to attack and heals nearby allies when it attacks.
Playstyle: Sustain support in swarm decks.
- Apprentice Monk
(Epic – 4 Elixir)
Role: Mini bruiser
Mechanic: Gains a short-lived “focus” buff after defeating a troop, increasing speed and attack for 3 seconds.
Playstyle: Snowball potential, punish light troops.
- Countess
(Champion – 4 Elixir)
Role: Assassin Champion
Champion Ability – “Shadow Blink”: Teleports behind a selected target and attacks them the teleport range is 5 tiles.
Passive: 10% lifesteal when attacking including when using the ability.
Playstyle: Backline assassin, counters ranged.
- Barbarian King
(Champion – 5 Elixir)
Role: Tanky frontliner
Champion Ability – “Rage Shout”: Gives nearby troops and self +25% attack speed for 5 seconds. Cooldown: 10 seconds.
Passive: Charges at enemies like the prince and other charging units and targets towers with his charge.
Playstyle: Beatdown leader.
- Golden Giant
(Legendary – 5 Elixir)
Role: Tank with self-heal
Mechanic: Heals for 5% max HP every time he stuns an enemy (stuns when he attacks a enemy) the stun is for 0.5 seconds and his hitspeed is 1.5 seconds.
Playstyle: Sustain frontline.
- Head Hunter
(Epic – 4 Elixir)
Role: Fast anti-backline assassin
Mechanic: Throws poisoned axes that slow movement and damage over time. Targets ranged troops first when possible and targets towers if possible.
Playstyle: Anti-glass cannon, control.
- Decoy Adept
(Common – 3 Elixir)
Role: Distraction troop
Mechanic: Also deploys a decoy clone that draws aggro but can’t attack when placed.
Playstyle: Distract and stall.
- Defuser
(Common – 2 Elixir)
Role: Anti-spell utility
Mechanic: Removes active spells in its small radius upon deployment (e.g., removes Poison, Fireball DoT, Tornado effects) and it also blocks spells until it disappears and it has a 10 second lifetime.
Playstyle: Niche tech counter card.
- Storm Wizard
(Legendary – 5 Elixir)
Role: AoE control ranged
Mechanic: Launches chain lightning that arcs between 3 enemies per shot.
Playstyle: Anti-swarm control, pairs well with tanks.
- Battle Boxer
(Rare – 4 Elixir)
Role: Melee bruiser
Mechanic: Gains speed and attack speed stacks when landing consecutive punches on the same target. Resets if switching targets.
Playstyle: Focused brawler, melts tanks if unchecked.
- Chompy (Legendary – 3 Elixir)
Role: Ambush melee burst
Mechanic: Leaps at the nearest enemy on deployment, dealing area damage on impact. After landing, attacks fast in melee and it also has lifesteal and it leaps every 5 seconds after deployment as well the leap range being 3 tiles and you can select where chompy leaps to on deployment after the deployment chompy just leaps to the nearest troop and it targets the nearest tower when possible.
Playstyle: Surprise damage, anti-swarm, punish misplacement.
- Battle Machine (Legendary – 6 Elixir)
Role: Hybrid Melee + Ranged Control Tank
Mechanic:
• Primary Attack (Melee): Heavy hammer swings, slow but strong.
• Secondary Attack (Ranged): Fires a shockwave every few seconds while targeting distant enemies; pierces through up to 3 targets.
• Separate hit speeds: Melee is faster; ranged is slower but more impactful.
Playstyle: Slow-moving siege threat that controls space with piercing ranged shots while punishing close-range units with heavy melee hits. Great for building gradual, oppressive pushes.
- Royal Champion (Champion, 5 Elixir)
Wields bouncing spears as her base attack, hitting multiple enemies by ricocheting between targets. Her champion ability, Shield Throw, launches a powerful shield projectile that pierces through enemies and stuns them but it can’t stun towers.
- Pink Fury — Clash Mini Concept for Clash Royale
Class: Champion
Type: Melee
Elixir: 4
Description:
A fiery warrior fueled by rage, Pink Fury dashes into enemies, dealing quick melee hits. Her dash ability allows her to close gaps fast, stunning and damaging troops in her path. She thrives in the heat of battle, punishing clustered enemies with her aggressive style.
Abilities:
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Base Attack: Rapid melee swings with moderate damage and fast attack speed.
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Fiery Dash (Champion Ability): Pink Fury charges forward a short distance, dealing damage and briefly stunning all enemies in her path
Role/Strength:
Excellent at disrupting enemy formations and countering swarm units with her stun dash and quick melee attacks. Works well paired with ranged support.