Elite Barbarians themselves were not touched by the 7 September 2026 balance update — the change applies only to their Evolution, which lost Rage Duration and spear range for the second month running. Base Elite Barbarians keep the same hitpoints, damage and hit speed they had in August.

Elite Barbarians






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
Level Statistics
Hitpoints
2,160
Total damage this unit can take before being destroyed.
Damage
618
Damage dealt by one normal attack to a valid target.
Damage Per Second
441
Average damage dealt per second, factoring in hit speed.
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
1.4 sec
Time between repeated attacks, after the first attack.
First Hit Speed
0.5 sec
Time from deployment (or becoming able to attack) until this unit's first attack lands.
Target
Ground
What this card is able to attack.
Range
Melee: Medium (1.2)
Maximum distance at which this unit can attack a target.
Speed
Fast (90)
How fast this unit moves.
Deploy Time
1 sec
Count
x2
How many individual units this card deploys.
Transport
Ground
Combat Mechanics Encyclopedia
Verified 2026-08-17Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Elite Barbarians is a 6-Elixir Common troop that drops two independent, fast-moving melee barbarians with a burst-speed opening swing (0.5s first hit vs a 1.4s normal hit rate). They are ground-only attackers with no ranged ability on the base card, and each of the two troops carries its own full hitpoints rather than sharing a pool. Its August 2026 Evolution adds a ranged javelin throw that damages a distant enemy and lays down a Rage trail/zone that speeds up allied troops crossing it.
Elite Barbarians cost 6 Elixir and drop two barbarians onto the battlefield at once, each moving at Fast speed and ready to fight just 1 second after landing. They're melee-only fighters with 1.2 tiles of reach, enough to poke slightly beyond point-blank range.
Each Elite Barbarian swings for 384 damage at level 11, working out to 274 damage per second sustained. Their opening swing is the real surprise: it lands in just 0.5 seconds, almost three times faster than their normal 1.4-second hit rate, so they start punishing anything in range almost the instant they arrive instead of needing a slow wind-up first. Each barbarian carries 1,341 hitpoints on its own.
Elite Barbarians are ground troops that can only target other ground units, with no way to strike back at anything flying. A Minion, Baby Dragon, Mega Minion, or any other air attacker can hit them freely and take zero damage in return, making air troops one of the cleanest counters to a rushing pair of Elite Barbarians.
The two Elite Barbarians are fully independent troops rather than a pair sharing one health bar, but they typically march and fight standing right next to each other. That makes them a favorite target for area-damage spells — a single well-placed Fireball, Poison, or Lightning can catch both barbarians at once, turning one spell into a devastating two-for-one trade against the full 6-Elixir investment.
Elite Barbarians launched in November 2016 as a card most players considered underwhelming, so on December 15, 2016, Supercell handed them one of the biggest single buffs in the game's early history: hitpoints up 19%, damage up 14%, and hit speed quickened to 1.4 seconds. Supercell said at the time the card had simply undershot its intended power at launch. The buff proved too strong — a little over five weeks later, on January 23, 2017, Supercell walked part of it back, cutting hitpoints and damage by 4% each and slowing the hit speed again, aiming to make the card more manageable without gutting it entirely.
On April 19, 2017, Supercell slowed the Elite Barbarians' opening swing by another 0.1 seconds and cut hitpoints by a further 4%, saying the goal was to make the card a bit easier to deal with on defense while keeping it a real threat. That first-swing timing change is still what's live today — it's why the opening hit lands in 0.5 seconds rather than the faster 0.4 seconds it had at launch.
EvolutionEvolved Elite Barbarians gain a ranged opening attack. Each barbarian hurls a Rage-tipped javelin at a ground target 3.5 to 5 tiles away for 284 damage before charging in to fight in melee as usual, and can throw another spear every 5 seconds during the fight. The javelin leaves a glowing trail as it flies and drops a small Rage zone where it lands — any friendly troop that crosses either one gets hasted for a few seconds, so a well-timed throw can speed up an entire follow-up push rather than just deal damage. Evolved Elite Barbarians became available for free through Ken's Shop during the August 2026 season.
That 284-damage javelin is strong enough to one-shot many squishy support troops before the barbarian ever closes into melee, letting Evolved Elite Barbarians snipe the same fragile chip-damage troops that normally hide safely behind a tank.
Frequently Asked Questions
How does Elite Barbarians work?
Elite Barbarians is a 6-Elixir Common troop that drops two independent, fast-moving melee barbarians with a burst-speed opening swing (0.5s first hit vs a 1.4s normal hit rate)
What is Elite Barbarians's elixir cost and rarity?
Elite Barbarians costs 6 elixir and is a common card.
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