
Guards






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
Level Statistics
Hitpoints
130
Total damage this unit can take before being destroyed.
Shield Hitpoints
412
Extra hitpoints that must be destroyed first, before this unit's normal hitpoints take damage.
Damage
188
Damage dealt by one normal attack to a valid target.
Damage Per Second
188
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 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: Long (1.6)
Maximum distance at which this unit can attack a target.
Speed
Fast (90)
How fast this unit moves.
Deploy Time
1 sec
Count
x3
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.
Guards is a 3-Elixir Epic card that drops three shielded, sword-and-board skeleton troops in front of you. Each one moves at a fast pace, hits with a longer reach than most melee troops, and carries a shield that has to be broken before its real, very low health is exposed. That shield is what makes the card valuable: it soaks up one big hit for free, so Guards is usually held back and dropped reactively to counter a single hard-hitting attacker rather than used to start a push. Once the shields are gone, the troops underneath are fragile, so splash damage and cheap spells clean them up fast.
Guards is a 3-Elixir Epic troop card, released 3 May 2016, that deploys three shielded, sword-and-board skeleton warriors at once. It's unlocked in the P.E.K.K.A.'s Playhouse arena.
Each Guard fights behind its own shield with 256 hit points at tournament level 11 — more than triple the Guard's own 81 hit points underneath, an unusually large shield relative to its body. A Guard's shield has to be fully broken before its real health starts dropping, and because the shield and body are handled as separate pools within a single hit, even a devastating spell like Lightning only tears through a Guard's shield instead of killing it outright.
At tournament level 11, each Guard deals 117 damage per hit on a 1-second attack cycle, which works out to 117 damage per second. Guards also swing unusually fast right out of the gate — the first attack lands just 0.5 seconds after they're ready instead of waiting out the usual full cycle — which helps them get a hit in quickly when dropped on defense.
Guards move at Fast speed, target only ground troops, and swing with a 'Long' melee range of 1.6 tiles — noticeably longer reach than the 1.2-tile range most melee troops (like Knight) get — letting a Guard land the first hit in a lot of head-on fights.
Guards shine on defense against heavy-hitting attackers — Mini P.E.K.K.A., P.E.K.K.A., Prince, Dark Prince, Bandit, and Sparky are commonly-cited examples — because a Guard's shield soaks up the opening hit, and since each of the three Guards needs at least two strikes to go down, a slow, hard-hitting attacker can end up needing six hits just to clear the whole squad.
Once a Guard's shield is gone, the health left underneath is tiny, so splash-damage troops and spells clean up the whole trio fast: Valkyrie, Executioner, Wizard, and Bomber punish Guards on defense, The Log or Poison can wipe the squad off the board entirely, and even a cheap card like Fire Spirit can pop a shield for a profitable trade.
Guards shows up most often in cycle, control, and bridge-spam decks, where it's held in hand as a cheap, efficient answer to a single-target push rather than led with — and whatever survives on defense can still be thrown forward afterward for a bit of extra chip damage on the tower.
Guards' damage was reduced from 122 to 117 per hit in a May 2025 balance update — the only balance change the card has received since launch. No update since, including the most recent one in August 2026, has touched Guards again.
Frequently Asked Questions
How does Guards work?
Guards is a 3-Elixir Epic card that drops three shielded, sword-and-board skeleton troops in front of you
What is Guards's elixir cost and rarity?
Guards costs 3 elixir and is a epic card.
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