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Clash Royale Guards Guide

Guards
Clash Royale Guards Guide - GuardsCard
Elixir Cost3
RarityEpic
TypeTroop
ArenaPEKKA’s Playhouse
Release Date3 May 2016

Clash Royale Guards are a 3-Elixir Epic card unlocked at Royal Arena (Arena 7). They spawn three fast, melee troops each with a shield, allowing them to absorb an extra hit before taking damage. This makes them highly durable for their cost and excellent for defensive roles, especially against single-target threats like Prince, Mini P.E.K.K.A., or Miner. Their high DPS, spell resistance, and triangle formation give them value both on defense and in counter-pushes, particularly when paired with tanks like Giant or Miner. Versatile and cost-efficient, Guards are a core defensive unit in many meta decks.

Guards Stats

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Attributes
Cost
Clash Royale Guards Guide - cost
Hit Speed
Clash Royale Guards Guide - dmg
First Hit
Clash Royale Guards Guide - dmg
Speed
Clash Royale Guards Guide - speed
Deploy Time
Clash Royale Guards Guide - DeployTime
Range
Clash Royale Guards Guide - range
Target
Clash Royale Guards Guide - target
Count
Clash Royale Guards Guide - count
Transport
Clash Royale Guards Guide - transport
Type
Clash Royale Guards Guide - type
Rarity
Clash Royale Guards Guide - rarity
3 1 sec 0.4 sec Fast (90) 1 sec Melee: Long (1.6) Ground x3 Ground Troop Epic
Level Statistics
Level
Clash Royale Guards Guide - level
Hitpoints
Clash Royale Guards Guide - hitpoints Photoroom 1
Shield Hitpoints
Clash Royale Guards Guide - Shield hitpoint
Damage
Clash Royale Guards Guide - damage Photoroom
Damage per second
Clash Royale Guards Guide - dps Photoroom

Card Mastery

Type Level/Tier Objective Reward
Clash Royale Guards Guide - Damage Dealer
Damage Dealer
1 Deal a total of 105,000 Damage to enemy Troops or buildings 20 Guards Cards
75 XP
2 Deal a total of 310,000 Damage to enemy Troops or buildings 6,000 Gold Icon
75 XP
3 Deal a total of 520,000 Damage to enemy Troops or buildings 150 Gem
75 XP
Clash Royale Guards Guide - Pain27s An Old Friend
Pain’s An Old Friend
1 Receive a total of 495,000 Damage from enemy Troops or buildings 9,000 Gold Icon
125 XP
2 Receive a total of 1,420,000 Damage from enemy Troops or buildings 2 Epic Wild Card
125 XP
3 Receive a total of 2,480,000 Damage from enemy Troops or buildings 15,000 Gold Icon
125 XP

Basic Information

Clash Royale Guards Guide - Guards

The Guards in Clash Royale are an Epic card, unlocked in Royal Arena (Arena 7), and they cost 3 Elixir to deploy. They are a troop card that spawns three units, each equipped with a shield that absorbs damage. These units have a hit speed of 1.1 seconds, and they are fast movers with a melee range. Guards target ground units and deploy in 1 second. They form a triangle when spawned and are known for their strong Damage per Second (DPS) and high durability thanks to their shields, which can block any incoming damage, regardless of the amount. Once the shields are gone, the Guards behave similarly to Skeletons in terms of damage, hitpoints, and movement speed.

The Guards’ damage and hitpoints improve as they level up, with Level 6 starting at 68 hitpoints, 150 shield hitpoints, 68 damage, and 61 damage per second. By Level 13, they reach 131 hitpoints, 289 shield hitpoints, 131 damage, and 119 damage per second.

Guards are also part of a unique group of cards that include Royal Recruits, Dark Prince, and Cannon Cart, all of which possess both health and shields. Guards were first introduced to the game on May 3, 2016, and underwent several balance changes over time, including an increase in hitpoints and damage in May and June 2016, and a hit speed adjustment in December 2017. Their shields are a standout feature, offering defensive strength, making them a versatile addition to many decks.

Decks

Clash Royale Guards Guide - GuardsCard Clash Royale Guards Guide - LavaHoundCard Clash Royale Guards Guide - BalloonCard 1 Clash Royale Guards Guide - MegaMinionCard Clash Royale Guards Guide - BabyDragonCard 2 Clash Royale Guards Guide - TombstoneCard 1 Clash Royale Guards Guide - FireballCard 5 Clash Royale Guards Guide - ZapCard 6

LavaLoon Deck
This deck focuses on building a strong air push with Lava Hound and Balloon. Guards provide solid ground defense, while Mega Minion and Baby Dragon offer support against air and ground threats. Tombstone helps in distracting enemy troops and building up Elixir for the next push.

Clash Royale Guards Guide - GuardsCard Clash Royale Guards Guide - GoblinsteinCard 2 Clash Royale Guards Guide - goblin giant Clash Royale Guards Guide - PEKKACard 3 Clash Royale Guards Guide - FishermanCard 3 Clash Royale Guards Guide - BomberCard Clash Royale Guards Guide - ArrowsCard 8 Clash Royale Guards Guide - RageCard 11

Goblinstein FishBoy Deck
In the Blackout event, this deck provides effective tower protection while dismantling opponents with high DPS units. Guards are deployed regularly to protect towers from unknown threats. Building Elixir efficiently allows for powerful pushes using Goblinstein, Goblin Giant, or P.E.K.K.A.

Clash Royale Guards Guide - GuardsCard Clash Royale Guards Guide - RoyalGiantCardEvolution Clash Royale Guards Guide - ElectroDragonCardEvolution Clash Royale Guards Guide - MonkCard 6 Clash Royale Guards Guide - FireballCard 5 Clash Royale Guards Guide - BarbarianBarrelCard 1 Clash Royale Guards Guide - FishermanCard 3 Clash Royale Guards Guide - ElectroSpiritCard

Royal Giant Evolution Deck
This deck utilizes the Royal Giant Evolution as the main win condition, supported by the Electro Dragon Evolution for splash damage and Monk for defense and offensive support. Guards provide additional defense against ground threats, while Fireball and Barbarian Barrel help clear enemy troops.

Clash Royale Guards Guide - GuardsCard Clash Royale Guards Guide - GoblinDrillCard 1 Clash Royale Guards Guide - ExecutionerCard 16 Clash Royale Guards Guide - TornadoCard 3 Clash Royale Guards Guide - BomberCard Clash Royale Guards Guide - KnightCardEvolution 6 Clash Royale Guards Guide - TeslaCard Clash Royale Guards Guide - PoisonCard 4

Goblin Drill Control Deck
This deck focuses on controlling the battlefield with the Goblin Drill, Executioner, and Tornado combination to eliminate enemy troops. Guards provide solid defense against ground pushes, while Bomber and Knight Evolution offer additional support. Tesla helps in defending against tanks, and Poison is used to clear out swarms.

Strategies

Clash Royale Guards Guide - Guards

The Guards in Clash Royale are best utilized for defensive strategies, thanks to their strong Damage per Second (DPS) and their ability to absorb damage with their shields. They are excellent for positive Elixir trades, as they efficiently counter single-target troops like Prince, P.E.K.K.A, and Mini P.E.K.K.A, as well as slow attackers. The Guards can take several hits from the P.E.K.K.A before being eliminated, which makes them effective at stalling or distracting high-damage units.

Additionally, Guards can counter a lone Sparky by surrounding it, ensuring that only one Guard is hit by the blast. They also serve as a useful distraction for air troops such as Mega Minions, Minions, Lava Pups, and Baby Dragons, and are effective at defending against Graveyard or countering the Miner. Guards can also help in defensive pushes, especially when paired with a Giant, to protect the tank and create a solid defense.

While they are primarily a defensive card, Guards can be used offensively in a counterpush alongside a tank like the Miner, creating additional pressure on the opponent’s towers. However, they are rarely used on offense and are typically more effective when defending.

For more advanced tactics, Guards can be used to kite air troops and outrange a Valkyrie if she is distracted. They can also be strategically placed to absorb hits from Inferno Tower or Inferno Dragon, forcing these powerful units to reset their attack.

When using Guards, be cautious of splash damage cards and aerial units, which can easily counter them. Cards like Fire Spirits, Bomber, and Valkyrie can all deal significant damage to Guards. Additionally, Minions and other splash damage troops should be avoided, as they can overwhelm the Guards quickly.

Strengths and Weaknesses

Strengths:

  1. Shielded Durability
    Each Guard has a shield, which means they require two hits to be eliminated. This makes them highly resistant to spells like Log, Zap, or Arrows.
  2. High Value for 3 Elixir
    You get three units that can handle both single-target and splash attackers decently when spaced out.
  3. Excellent for Defense
    Great at countering mini tanks, melee units, and swarm-control troops like Mini P.E.K.K.A., Prince, Bandit, and Knight.
  4. Spell Resilience
    Unlike Skeleton Army or Goblins, Guards can’t be wiped out by a single small spell due to their shield mechanic.
  5. Versatility
    Useful in control, chip, cycle, and bridge spam decks. They also synergize well with Fisherman, Magic Archer, and building-based defense.

Weaknesses:

  1. No Air Defense
    Guards can only hit ground targets, making them useless against air units like Minions, Baby Dragon, or Balloon.
  2. Weak Damage Output
    Their individual damage is low, so they struggle against tanks or high-health troops without support.
  3. Can Be Distracted Easily
    Like all melee units, they can be pulled or kited, which may reduce their defensive effectiveness.
  4. Vulnerable to Splash After Shields Break
    Once the shield is gone, troops like Valkyrie, Executioner, or Wizard can wipe them out in one hit.
  5. Lack of Counterpush Potential
    They don’t threaten the tower well after defense due to their slow speed and low damage.

Counters

Clash Royale Guards Guide - Guards

To counter the Guards in Clash Royale, there are several effective strategies and cards. Area damage troops and buildings are particularly useful, as they can deal with multiple Guards at once. Cards like the Fire Spirit are especially efficient, as they can eliminate the Guards with a positive Elixir trade. Bombers also serve as a strong counter, dealing consistent area damage to the Guards. If you’re willing to spend a bit more Elixir, Wizard and Valkyrie are both excellent options, capable of wiping out Guards with their area damage. The Baby Dragon is another good choice, as Guards cannot attack air units, making them vulnerable to this flying attacker.

The Log can be used to knock off the Guards’ shields, leaving them weakened enough for your Crown Tower to finish them off. Similarly, Ice Spirit can freeze the Guards momentarily, allowing your Crown Tower to clear them. Poison is highly effective as well, as it can eliminate both the Guards’ shield and the troops themselves over time. Bats, being cheap air troops, can also take out Guards quickly since they are immune to ground attacks.

For additional effectiveness, splash damage or ranged units can be employed to break through the Guards’ shields. Combining Ice Spirit with The Log can create a neutral Elixir trade, but it requires precise timing to pull off effectively. These cards and tactics are key to efficiently countering Guards and mitigating their defensive potential.

Synergies

The Guards in Clash Royale pair well with several cards, creating powerful synergies that can enhance both defensive and offensive strategies. One of the best synergies is with the Miner. After using the Guards to defend, the Miner can be deployed in a counter-push, allowing the Guards to quickly follow up with damage. The Miner can also tank for the Guards, absorbing damage while the Guards deal damage to enemy troops or buildings. This combination turns a solid defense into a threatening offense, as the Guards are fast enough to keep up with the Miner, making it difficult for opponents to handle. Even just one or two Guards added to the Miner can significantly increase the damage output.

Another effective synergy involves the Ice Spirit. When dealing with Three Musketeers, you can use the Guards to absorb the initial damage, with the first Guard negating the first three hits. Then, the Ice Spirit can freeze the Musketeers, allowing the remaining Guards and the Crown Tower to finish them off without taking significant damage. Ice Spirit can also be combined with The Log to create a neutral Elixir trade, effectively countering Guards with precise timing. This combo requires good timing to make sure the Ice Spirit freezes and The Log knocks them back.

The Tornado spell can also work well with Guards. By using Tornado in combination with Guards, you can pull an entire enemy push into the range of a single Sparky blast, allowing your Guards to efficiently deal with the grouped enemies. This synergy makes it easier to neutralize large pushes and turn the momentum in your favor. Together, these synergies make the Guards a flexible card that can support both defensive and offensive strategies in a variety of ways.

General Tips

Clash Royale Guards Guide - Guards

When using Guards in Clash Royale, it’s important to focus on their defensive strengths rather than relying on them for offensive pushes. Guards are best used in counter-pushes, not proactively on offense. They excel at defending against a variety of threats and making positive Elixir trades, particularly by eliminating ground troops like groups of Skeletons or by distracting air units like Minions. This makes them ideal for countering enemy pushes, allowing you to gain Elixir advantage while maintaining a solid defense. Their low Elixir cost makes them an excellent option for countering a variety of troops without overcommitting.

Be mindful of level-dependent interactions, especially if your Guards are under-leveled. Cards like Zap can easily take out their shields, rendering them less effective. Guards also cannot attack air units, so be cautious when dealing with cheap air troops like Bats, which can quickly defeat them. To avoid this, it’s a good idea to pair Guards with air-targeting units or spells to deal with aerial threats.

Guards are a great alternative to Barbarians in a low-cost deck, as they provide similar defensive capabilities without the higher Elixir cost. Another useful tactic is to use Guards to tank for other troops, especially during a counter-push. For example, they can create a defensive bubble around a Giant, allowing the Giant to focus on attacking while the Guards absorb damage and distract enemy troops.

It’s important to note that Guards have a slower movement speed, which makes them better for snowballing into a strong counter-push when paired with a tank. As situational units, Guards should be held in your hand until you have a clear opportunity to use them effectively. Wait for the right moment, typically when you know the enemy card they counter is about to reach your side of the Arena. By using them wisely and strategically, you can maximize their effectiveness and make them a key part of your deck’s defensive strategy.

Conclusion

The Guards in Clash Royale are highly effective as a defensive unit, excelling at countering single-target troops and creating opportunities for positive Elixir trades. Their shields offer a unique advantage, allowing them to absorb significant damage and withstand spells like Zap and The Log, giving them durability and making them harder to eliminate. Guards are best deployed strategically, often in counter-pushes or to protect your towers from heavy-hitting ground units while also serving as a distraction for air troops.

Effective use of Guards requires an understanding of their strengths and weaknesses. They are most impactful when used to defend and counter-push, and can provide solid support in controlling the battlefield. Guards also offer strong synergy with cards like Miner and Ice Spirit, enhancing their potential for both defense and offense. This combination allows for greater flexibility and allows them to contribute more to your overall strategy.

The effectiveness of Guards can vary based on their level, as they are more vulnerable to level-dependent interactions with certain spells like Zap. Their ability to withstand these spells is directly tied to their level, so it’s important to be mindful of their strength relative to the enemy’s cards. Additionally, Guards can serve as a cheaper alternative to Barbarians, providing a similar defensive role without the higher Elixir cost.

In conclusion, Guards are a versatile and strategic card that can significantly influence the outcome of a match when used effectively. Although they may not always be the most popular choice in every meta, their unique abilities and defensive strengths make them a valuable asset to any deck, especially when utilized in the right circumstances.

Frequently Asked Questions (F.A.Q)

❓ What are Guards best used for?

Guards excel at defense thanks to their shielded durability. They’re especially effective at stopping single-target, high-damage units like Prince, Mini P.E.K.K.A., and Bandit.

❓ Why are the shields important?

Each Guard has a shield that blocks one hit, allowing them to survive small spells like Log, Zap, and Arrows. This makes them more reliable than similar-cost cards like Skeletons or Goblins.

❓ Can Guards counter splash troops?

They can distract splash troops like Wizard or Valkyrie, but aren’t ideal as a direct counter. Once their shields break, they’re vulnerable to splash damage.

❓ Are Guards good for counter-pushing?

Yes, but moderately. While their damage is decent, they’re mostly a defensive card. In a counter-push, they’re best used behind a tank like Giant or Miner to apply extra pressure.

❓ Are Guards better than Skeleton Army or Goblins?

It depends on the situation. Guards are:
More durable than both
Safer against spells thanks to shields
But Skeleton Army and Goblins can:
Apply more pressure offensively
Cycle faster in some decks

❓ What are Guards weak against?

Air units – They can’t target air troops at all
Heavy splash – Executioner, Valkyrie, and Bowler can destroy them once shields are gone
Kiting – Since they’re melee, they can be easily distracted by cheap cards

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