
Fisherman






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
Level Statistics
Hitpoints
1,401
Total damage this unit can take before being destroyed.
Damage
312
Damage dealt by one normal attack to a valid target.
Damage Per Second
240
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
1.3 sec
Time between repeated attacks, after the first attack.
First Hit Speed
0.1 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
Medium (60)
How fast this unit moves.
Deploy Time
1 sec
Count
1
How many individual units this card deploys.
Transport
Ground
Special Mechanics
Hook Time
1.3 sec
Hook Range
3.5-7
Hook Projectile Speed
800
How fast this unit's projectile travels to its target — a slower projectile can be outrun or dodged.
Target
Ground
Transport
Ground
Combat Mechanics Encyclopedia
Verified 2026-08-17Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
A short-ranged melee troop whose real weapon is the hook: any enemy ground unit that drifts 3.5-7 tiles away gets reeled in for a follow-up melee hit, and if only a building sits in that range band, the Fisherman instead yanks himself toward it. The hook used to slow whatever it grabbed, but Supercell removed that control effect entirely in 2026, leaving pure positioning power — though it's still strong enough to interrupt charging or dashing enemies mid-animation. He has no protection of his own during any of this: he plants his feet and stays fully damageable for the whole hook sequence, whichever direction it pulls.
The Fisherman is a Legendary troop released on 5 August 2019. He costs 3 Elixir and, at tournament standard (level 11), has 870 hitpoints and swings for 194 damage per hit — 149 damage per second at his 1.3-second hit speed. He moves at Medium speed, deploys in 1 second, and only targets ground units with a melee reach of 1.2 tiles. His very first swing lands in just 0.1 seconds, about 13 times faster than his normal hit speed, letting him get an opening hit in almost the instant he's in range.
Fisherman's signature weapon is a hook: whenever an enemy ground unit is between 3.5 and 7 tiles away — outside his melee range but within casting distance — he plants his feet and casts the hook, a process that takes about 1.3 seconds from start to finish. The hook either reels the enemy troop in to melee range, or, if the only valid target in that range band is a building rather than a troop, drags the Fisherman himself toward it instead, closing the distance in an instant.
There's a gap in his kit worth knowing: his melee attack only reaches 1.2 tiles, but the hook won't fire unless a target is at least 3.5 tiles away. Anything that closes the distance into that 1.2-to-3.5 tile band without triggering the hook first just gets punched instead of grabbed — the Fisherman can't hook something that's already right on top of him.
For years, Fisherman's hook didn't just pull enemies in — it also slowed their movement and attack speed for a couple of seconds afterward, which made him a favorite partner for Royal Giant: yank a defender out of position and the slow kept it from getting back in time to stop the Royal Giant's push. Supercell removed that slowdown effect entirely in an April 2026 update specifically to cut that combo down, leaving the hook as a pure pull with no lingering control effect.
Before the slow was removed altogether, Supercell had already scaled it back in a January 2025 update, cutting how long a hooked enemy stayed slowed from 2.5 seconds down to 1.5 seconds — a 40% reduction aimed at toning down Fisherman's control power without otherwise changing how the card played.
Fisherman's hook wasn't always this far-reaching. In a November 2019 balance update, Supercell pulled his hook range in from 7 tiles down to 6 and slowed his wind-up, pushing the charge-up time from 1 second to 1.1 seconds. The range has since been restored — today's hook reaches back out to 7 tiles.
The hook is strong enough to interrupt more than just normal movement. Grabbing a charging Prince, Dark Prince, or Ram Rider resets their charge before it can connect, and it can even yank a dashing Bandit out of her dash — despite Bandit normally being completely invulnerable while she's dashing.
Unlike some other gap-closing units, the Fisherman gets no protection of his own while mid-hook. Whether he's reeling an enemy in or hauling himself toward a building, he stands still for the whole animation and can be damaged or killed at any point during it, so a well-timed spell or ranged hit can punish him before the pull ever lands.
Frequently Asked Questions
How does Fisherman work?
A short-ranged melee troop whose real weapon is the hook: any enemy ground unit that drifts 3.5-7 tiles away gets reeled in for a follow-up melee hit, and if only a building…
What is Fisherman's elixir cost and rarity?
Fisherman costs 3 elixir and is a legendary card.
Early Fisherman Decks
5 distinct decks seen in ranked battlesThis is an early sample. CrownStats has observed 5 distinct decks using Fisherman in the last 7 days — enough to list what has actually been played, not enough to rank it. The list grows as more ranked battles are crawled.
Royal Giant Deck













Royal Giant Deck












Royal Giant Deck












Royal Recruits Deck












Royal Hogs Deck













