
Goblin Gang






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
1 stat on this card was corrected to its current official value — see below.
Level Statistics
Goblin Hitpoints
325
Total damage this unit can take before being destroyed.
Goblin Damage
193
Damage dealt by one normal attack to a valid target.
Goblin Damage Per Second
175
Average damage dealt per second, factoring in hit speed.
Spear Goblin Hitpoints
214
Total damage this unit can take before being destroyed.
Spear Goblin Damage
130
Damage dealt by one normal attack to a valid target.
Spear Goblin Damage Per Second
76
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
Deploy Time
1 sec
Special Mechanics
Goblin Attributes
Hit Speed
1.1 sec
Time between repeated attacks, after the first attack.
First Hit Speed
0.6 sec
Time from deployment (or becoming able to attack) until this unit's first attack lands.
Speed
Very Fast (120)
Range
Melee: Short (0.5)
Target
Ground
Count
x3
Transport
Ground
Spear Goblin Attributes
Hit Speed
1.7 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.
Speed
Very Fast (120)
Range
5
Projectile Speed
500
How fast this unit's projectile travels to its target — a slower projectile can be outrun or dodged.
Target
Air & Ground
Count
x3
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 3-Elixir Common Troop with no activatable ability. A single deployment drops two different unit types together: three melee Goblins (202 HP, 120 damage, ground-only targeting, Very Fast speed) up front, and three ranged Spear Goblins (133 HP, 81 damage, hits air and ground, 5-tile range) behind them — six bodies total for one card. No evolution or hero variant exists for this card.
Goblin Gang costs 3 Elixir and deploys in just 1 second, dropping a tight six-unit huddle: three dagger-wielding Goblins up front and three Spear Goblins behind them. The melee Goblins are the muscle of the group, each with 202 hitpoints and a 120-damage swing that lands every 1.1 seconds for about 109 damage per second, with their first hit landing in 0.6 seconds after they touch down. They move at Very Fast speed but only fight at melee range and only against ground targets.
The three Spear Goblins riding behind them are far more fragile, with just 133 hitpoints each, but they throw for 81 damage at a 5-tile range and can hit air targets as well as ground ones, with their first throw landing in 0.5 seconds and each spear flying at 500 speed. An August 2026 balance update sped up their attack rate from once every 1.7 seconds to once every 1.6 seconds, pushing their damage output from 47 up to roughly 50 damage per second.
Goblin Gang's two rows cover different jobs: the melee Goblins up front only target ground troops, while the Spear Goblins in back can also strike air units from range. That split lets the full six-unit pack threaten a ground rush and pester air troops in the same deployment, giving one 3-Elixir card unusually flexible target coverage.
Goblin Gang has been part of Clash Royale since 24 February 2017, making it one of the longer-standing Common cards in the game, predating the vast majority of today's meta staples by years.
Goblin Gang hasn't always shipped with three Spear Goblins. A balance change trimmed that count down to two back in December 2017, and the card spent about five years in that weaker state before Supercell brought the third Spear Goblin back in an October 2022 update explicitly aimed at rescuing Goblin Gang from a long run as a bottom-tier card.
Goblin Gang's melee Goblins didn't always open this slowly. An April 9, 2025 balance update specifically slowed their first-hit speed from 0.4 seconds to 0.6 seconds to tone down the card's overall power, applied to Goblin Gang's Goblins as their own separate adjustment from the standalone Goblins card.
In August 2025, Supercell changed how these units interact with Crown Towers right as they die: Spear Goblins and Goblin Gang no longer land a hit on a Crown Tower once they've dropped to low hitpoints, closing off a bit of free chip damage these cheap, disposable units could otherwise sneak in on their way out.
Because all six units are cheap and land clustered close together, small spells are an efficient answer to Goblin Gang — The Log, Arrows, and Zap can each clear most or all of the pack for a favorable Elixir trade, and Giant Snowball can knock the melee Goblins back while finishing off the fragile Spear Goblins. That same tight clustering cuts the other way on defense, though: against single-target troops with no splash damage, the six units can surround and take them down efficiently from every side.
Frequently Asked Questions
How does Goblin Gang work?
A 3-Elixir Common Troop with no activatable ability
What is Goblin Gang's elixir cost and rarity?
Goblin Gang costs 3 elixir and is a common card.
Top Goblin Gang Decks by Meta Score
23 distinct decks seen in ranked battlesBridge Spam Deck












Mortar Deck












Bridge Spam Deck












Bridge Spam Deck












Mortar Deck













Bridge Spam Deck












Bridge Spam Deck













Bridge Spam Deck












Golem Beatdown Deck












Royal Hogs Deck












Unclassified Deck












Log Bait Deck













