
Freeze


Freezes and damages enemy troops and buildings, making them unable to move or attack. Everybody chill.





Combat Attributes
Effect
- Targets
- Air & Ground
- Radius
- 3
- Freeze Duration
- 3.5 sec
Stats include official balance changes through October 2026.

Level Statistics
See how Freeze's stats scale from Level 6 to Level 16| Level | ||
|---|---|---|
| Level 6Start | 92 | 24 |
| Level 7 | 102 | 26 |
| Level 8 | 111 | 28 |
| Level 9 | 122 | 31 |
| Level 10 | 135 | 34 |
| Level 11Tournament | 148 | 38 |
| Level 12 | 162 | 42 |
| Level 13 | 179 | 46 |
| Level 14 | 196 | 50 |
| Level 15 | 215 | 55 |
| Level 16Max | 237 | 61 |
Tournament: Level 11 is the level tournament matches use, whatever a card's rarity.
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
Combat Mechanics Encyclopedia
Verified 2026-08-17A stat on this card changed after this page's mechanics were last checked (2026-08-17):
- freeze_duration is now 3.5 sec (was 4 sec) as of 2026-09-07.
Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Freeze is a 4-Elixir Epic spell that instantly locks down every enemy unit and building in a 3-tile radius for 4 seconds, hitting air and ground targets alike while also dealing a burst of area damage on cast. Nothing caught inside can move or attack until it thaws, and affected units have to re-target before attacking again once the effect ends rather than simply resuming their swing — while Sparky, Inferno Tower, and Inferno Dragon lose their charge-up entirely instead of just pausing. It can even freeze a Crown Tower caught in its radius, making it a devastating finisher alongside a slow, hard-hitting attacker.
Freeze is a 4-Elixir Epic spell that locks down every enemy unit and building inside a 3-tile radius for 4 seconds, hitting air and ground targets alike so nothing caught inside can move or attack until it thaws. At level 11 the initial burst also deals 115 area damage and chips 35 damage off any Crown Tower it reaches.
Freeze doesn't just delay whatever it hits — it fully locks the target in place, and when the effect ends the unit doesn't resume the attack it was in the middle of. It has to re-acquire a target first, so a well-timed Freeze often buys more real defensive time than its stated duration suggests.
Sparky, Inferno Tower, and Inferno Dragon don't play by the normal rule. Instead of just pausing and needing to re-target afterward, a Freeze fully resets their charge-up, wiping a ramped-up Inferno Tower or a fully charged Sparky back to square one. That makes Freeze one of the sharpest emergency answers to either card, even at a level where its own damage can't kill them outright.
If Freeze's radius reaches a Crown Tower, the tower gets locked down too and can't fire for the full duration. That makes it a nasty finishing combo alongside a slow, high-damage attacker like a Balloon or Hog Rider — the tower can't shoot back while frozen, so the push gets several free hits in.
Freeze was in the game from Clash Royale's earliest days, and it was already so dominant that a balance patch about four months later cut its freeze duration by a full second — one of the game's first-ever nerfs.
For its first few years, Freeze was pure crowd control and dealt no damage at all — it only stopped enemies in place. That changed with a December 2018 update, which gave the spell an area-damage burst on cast for the first time, turning it from a pure stall tool into something that could also help clear small troops.
A December 2025 balance update raised Freeze's area damage by 29 percent, giving it enough punch to one-shot Spear Goblins caught in the blast — something it couldn't reliably do before, even though clearing small swarms was always part of its job.
In June 2026, Supercell cut Freeze's Crown Tower damage by 18 percent as part of a coordinated pass that trimmed chip damage on twelve different spells at once. The goal was to push players away from just cycling spells at towers for free damage and toward actually committing troops — Freeze kept its full ability to clear troops caught in the blast, only its direct damage to the tower itself went down.
Card interactions and upgrades in CrownLab
Interaction Lab calculates card-versus-card interactions at the levels you choose — no account required. Upgrade Advisor analyses upgrade priority for the eight cards in your current deck.
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Frequently Asked Questions
How does Freeze work?
Freeze is a 4-Elixir Epic spell that instantly locks down every enemy unit and building in a 3-tile radius for 4 seconds, hitting air and ground targets alike while also dealing a…
What is Freeze's elixir cost and rarity?
Freeze costs 4 elixir and is a epic card.
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