
Elixir Collector






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
Level Statistics
Hitpoints
1,723
Total damage this unit can take before being destroyed.
Hitpoints Lost Per Second
18.5
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
Combat Attributes
Deploy Time
1 sec
Production Speed
13 sec
Lifetime
1 min 33 sec
How long this unit or effect lasts before disappearing on its own.
Combat Mechanics Encyclopedia
Verified 2026-08-17Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Elixir Collector is a defenseless Rare building whose entire purpose is converting its 6-Elixir cost into more Elixir over time. It generates 1 Elixir every 13 seconds across a 93-second lifespan, its hitpoints quietly draining to zero right as that timer ends, and it always returns one bonus Elixir the moment it's destroyed or expires — netting 8 Elixir total, a 2-Elixir profit, if the opponent leaves it alone. It has no attack and can't be played reactively, so its value depends entirely on how long it survives and how well it's protected.
Elixir Collector has been part of Clash Royale since the game's original launch on January 4, 2016, making it one of the small group of cards that have been around from day one. Its basic role — spend Elixir now to earn more later — has never changed, but Supercell has rewritten its production rate and lifetime numbers more times than almost any other card in the game.
Elixir Collector is a Rare building that costs 6 Elixir to place, takes just 1 second to deploy, and arrives with 1,070 hitpoints at level 11. It has no attack of its own and can't target or damage anything — it just sits there generating Elixir, so it relies entirely on troops placed in front of it, or the opponent simply not bothering to punish it, to survive.
Once placed, Elixir Collector ticks out 1 Elixir every 13 seconds and keeps going for 93 seconds (1 minute 33 seconds) before it disappears — enough time for 7 production ticks. Its hitpoints also drain on their own the whole time, losing about 11.5 per second so its health bar empties right as the 93 seconds run out. Whenever it goes down, whether from enemy damage or simply running out the clock, it hands over one extra bonus Elixir. Add it up and a collector that's never touched nets 8 Elixir back from its 6-Elixir cost — a 2-Elixir profit for doing nothing but surviving.
For its first several years, Elixir Collector simply produced 1 Elixir every 8.5 seconds over a 70-second lifetime and vanished with no payoff when destroyed, so killing it instantly with a spell denied the owner the entire investment. Supercell's April 2022 update changed that by adding a guaranteed bonus Elixir whenever the collector is destroyed, while slightly slowing production to 9 seconds and trimming its lifetime to 65 seconds to keep the total payout the same at 8 Elixir — making an instant kill less of a total loss.
In May 2024, Supercell slowed Elixir Collector down again: its production interval grew from 9 seconds to 12 seconds and its lifetime stretched from 1 minute 5 seconds to 1 minute 26 seconds. The total Elixir it could generate over a full lifetime stayed the same — the change just spread the same payout across a longer window, turning it into a slower-burn investment.
The most recent change landed in November 2025: Supercell slowed Elixir Collector's production interval from 12 to 13 seconds and extended its lifetime from 1 minute 26 seconds to 1 minute 33 seconds, roughly an 8% increase on both numbers. That's the version live today — a slightly slower economy engine than it was through most of 2024 and early 2025.
Since a December 2018 update, Elixir Collector is guaranteed to never appear in your opening hand of four cards. If it's in your deck, the earliest you'll ever draw it is after the match has already started, never as one of your first four options.
Elixir Collector's production isn't just about hitpoints — spell effects genuinely interfere with its ticking. Freezing an enemy collector, or slowing it with Zap, Ice Wizard, or Ice Golem, delays its next Elixir tick and quietly starves that player's economy, while casting Rage on your own collector speeds its production up, a classic setup right before an all-in push.
Frequently Asked Questions
How does Elixir Collector work?
Elixir Collector is a defenseless Rare building whose entire purpose is converting its 6-Elixir cost into more Elixir over time
What is Elixir Collector's elixir cost and rarity?
Elixir Collector costs 6 elixir and is a rare card.
Top Elixir Collector Decks by Meta Score
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