Picking the best Card Evolution in Clash Royale is very important when it comes to building your perfect deck. However, there are 22 card evolutions, and each brings its own speciality to the game.
To help you with that, we have crafted a list of the best Card Evolutions in Clash Royale.
Let’s kick things off with the Tesla. Tesla’s Card Evolution is pretty unique. Every time it resurfaces or gets destroyed, it zaps everyone nearby. This zap stuns enemies for 0.5 seconds and has a range of six tiles. Like other Card Evolutions, it takes a couple of cycles to activate, and for Tesla, that means two cycles.
Next up is Zap. It works pretty much like the regular Zap, but with a twist. After it evolves, it can zap three times with a bigger AoE radius each time.
The catch is that the damage from the second and third zaps is reduced compared to the first. Still, it’s a favorite Card Evolution because it’s cheap on elixir. Evolved Zap has a cycle of one.
Bomber Evolution is one of the most popular in Clash Royale because it can deal triple damage with a single throw after evolving. Here’s the scoop: the bomber tosses a bomb that bounces twice, and each bounce deals AoE damage.
Plus, if you place him right, he can even hit the crown tower directly from the bridge thanks to his huge range. The only thing to keep in mind is that he has an elixir cost and takes two cycles to activate.
Goblin Cage Evolution acts like a trap. It captures any enemy within a three-tile radius and keeps them immobilized. Once the cage is destroyed, the trapped enemy becomes targetable again, and the Goblin Brawler that emerges gets an extra 10% hitpoints. Evolved Goblin Cage has a cycle of one.
Evolved Skeletons might look small, but they’re surprisingly dangerous because they gain an extra skeleton every time they hit an enemy. So, a one-elixir card can actually take down P.E.K.K.A., Mini P.E.K.K.A., Prince, and others.
Plus, after completing two cycles to activate evolution, they spawn as a group of four, which is a boost from the usual Skeletons.
The Knight's Card Evolution is very interesting. He gains a shield that protects him from being taken out in one shot. For example, P.E.K.K.A. won’t be able to one-shot him. Once the shield is gone, enemies around the Wizard are pushed back and take a lot of damage. Evolved Knight has a cycle of two.
Wizard's Card Evolution is a bit unique as he can spawn a shield around him, which will guard him from dying in one shot. For instance, P.E.K.K.A. can't one shot him, and once the shield is broken, all enemies around him will push back, inflicting a lot of damage. Evolved Wizard has a cycle of one.
Evolving the Mortar is a game-changer for siege decks. Instead of shooting big boulders, the evolved Mortar fires Goblins with a one-second faster hit speed.
These Goblins can cause substantial damage to the crown tower if not dealt with quickly. Evolved Mortar has a cycle of two.
Royal Recruits are a squad of six troops with shields that cost seven elixir. They’re pretty solid, but once you evolve them, they become a real challenge to deal with.
When Royal Recruits are evolved, they charge at the enemy after their shields are down. Plus, they deal 1.95 times more damage once they’ve charged in. They have a one-cycle attack pattern.
Archers' Card Evolution is essentially a stat boost. It extends their range by one tile, and they can now unleash power shots on targets between 4.5 and 6 tiles away. Evolved Archers also have a two-cycle attack pattern.
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