Electro Giant's Damage rose 13% in the August 26 2026 balance patch, from 163 to 184 — a real power increase for the Electro Giant archetype specifically, where he's the deck's namesake card. Hit speed and hitpoints are unchanged.
See the full Final August 2026 Balance Changes breakdownFinal August 2026 Balance Changes — Electro Giant
- Damage: 163 → 184 (Level 11)
The level table below is current at Level 11, where this change was measured. CrownStats can't reproduce Clash Royale's per-level scaling accurately enough to regenerate the other levels, so those still show pre-patch values rather than estimates.
All Electro Giant changes in this patch
Electro Giant






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
2 stats on this card were corrected to their current official values — see below.
Level Statistics
Hitpoints
6,365
Total damage this unit can take before being destroyed.
Damage
263
Damage dealt by one normal attack to a valid target.
Damage Per Second
125
Average damage dealt per second, factoring in hit speed.
Reflected Damage
309
Damage dealt by one normal attack to a valid target.
Reflected Tower Damage
156
Damage dealt by one normal attack to a valid target.
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
Combat Attributes
Hit Speed
1.8 sec
Time between repeated attacks, after the first attack.
First Hit Speed
1 sec
Time from deployment (or becoming able to attack) until this unit's first attack lands.
Target
Buildings
What this card is able to attack.
Range
Melee: Medium (1.2)
Maximum distance at which this unit can attack a target.
Speed
Slow (45)
How fast this unit moves.
Deploy Time
1 sec
Count
x1
How many individual units this card deploys.
Transport
Ground
Special Mechanics
Radius
3
Stun Duration
0.5 sec
How long a hit unit is stunned, unable to attack or move.
Target
Air & Ground
Combat Mechanics Encyclopedia
Verified 2026-08-17A stat on this card changed after this page's mechanics were last checked (2026-08-17):
- damage_per_second is now 102 (was 77) as of 2026-08-26.
- damage is now 184 (was 163) as of 2026-08-26.
Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Electro Giant is a heavy, slow-moving Epic troop that only cares about buildings — it walks past enemy units to reach a Crown Tower or defensive building and attacks purely in melee. Strapped to its back is a Zap Pack, a generator that builds a small electric field: any enemy troop or Crown Tower that damages Electro Giant while standing within about 3 tiles gets shocked and stunned for half a second on every hit that lands, discouraging melee trades while it grinds toward its target.
Electro Giant costs 7 Elixir, moves at a slow crawl, and targets only buildings — it will walk right past enemy troops to reach a Crown Tower or defensive building instead of fighting them directly. At tournament level it carries 3,952 hitpoints and swings for 163 damage every 1.8 seconds (91 damage per second), but its very first hit comes out much faster, landing after just 1 second instead of the usual 1.8. Its short melee range means it has to be standing right next to whatever it's attacking to hit it.
Electro Giant's Zap Pack punishes anyone who fights it up close: any enemy troop or Crown Tower that damages Electro Giant while within roughly 3 tiles gets zapped and stunned for half a second on every hit that connects. Troops caught in the shock take 192 damage, while Crown Towers only take 38 — a much smaller cut so the passive reflect can't chip down a tower on its own.
Freezing Electro Giant shuts its Zap Pack off completely — while frozen it reflects no damage back at all, so a well-timed Freeze (or any other stun) lets melee attackers trade with it safely instead of getting shocked and stunned for free.
Electro Giant joined Clash Royale on 2 November 2020, launching in the same update as Electro Spirit as part of the game's electric-themed card family.
An April 2022 update cut Electro Giant's Elixir cost from 8 down to 7, but Supercell paired the discount with a 15% cut to both its hitpoints and damage so the cheaper price wouldn't make it overwhelming — the change that shaped the leaner, faster-cycling tank played today.
Two months later, in June 2022, Supercell found the April rework had left Electro Giant too fragile for a card meant to lead a push, and gave it a 9% hitpoint buff to compensate.
Electro Giant went through another rework in 2026: a May update sped up its hit speed from 2.1 seconds down to 1.8 and cut its sluggish 1.5-second first swing down to just 1 second, while trimming how much damage its Zap Pack reflects onto Crown Towers so the speed boost wouldn't make it hit towers too hard. A follow-up update in July then added more hitpoints on top, after Supercell felt the reworked version still couldn't survive long enough to be a reliable offensive threat.
A January 2025 update fixed how far Electro Giant is willing to walk to reach a building: it now behaves like other building-targeting troops and won't lock onto a defensive building that's too far away, instead of chasing distant targets the way it used to.
Also in Merge Tactics
Electro Giant also appears as a troop in Clash Royale's Merge Tactics mode, bought from the shop and merged for star upgrades rather than cycled through a deck.
View Electro Giant in Merge TacticsFrequently Asked Questions
How does Electro Giant work?
Electro Giant is a heavy, slow-moving Epic troop that only cares about buildings — it walks past enemy units to reach a Crown Tower or defensive building and attacks purely in melee
What is Electro Giant's elixir cost and rarity?
Electro Giant costs 7 elixir and is a epic card.
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