
Night Witch






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
Level Statistics
Night Witch Hitpoints
1,459
Total damage this unit can take before being destroyed.
Night Witch Damage
506
Damage dealt by one normal attack to a valid target.
Night Witch Damage Per Second
389
Average damage dealt per second, factoring in hit speed.
Bat Hitpoints
130
Total damage this unit can take before being destroyed.
Bat Damage
130
Damage dealt by one normal attack to a valid target.
Bat Damage Per Second
100
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
0.75 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
Medium (60)
How fast this unit moves.
Deploy Time
1 sec
Count
x1
How many individual units this card deploys.
Transport
Ground
Spawn Speed
5 sec
How often this building produces a new unit.
Special Mechanics
Hit Speed
1.3 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: Medium (1.2)
Target
Air & Ground
Transport
Air
Combat Mechanics Encyclopedia
Verified 2026-08-18Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Night Witch is a 4-Elixir Legendary troop who fights in melee while constantly calling in Bats to back her up. She hits hard for her cost and has a longer-than-usual melee reach, but her own attack only works against ground targets — anything in the air has to be dealt with by the Bats she spawns, not by her directly. She keeps producing Bats automatically every few seconds as long as she's alive, and even losing the fight against her isn't the end of it, since she drops one more Bat the moment she dies. That makes her less about winning one clean trade and more about grinding out a steady stream of extra bodies for both pushing and defending.
Night Witch is a 4-Elixir Legendary troop, unlocked in the Serenity Peak arena, that has been part of Clash Royale since her release on 31 May 2017.
At tournament standard (level 11), Night Witch has 906 hitpoints and swings for 314 damage per hit — 241 damage per second — but unlike her sister card the Witch, her melee attack hits only a single target with no splash damage. Her melee range is classified as Long (1.6 tiles), slightly farther-reaching than most close-combat troops.
Her hits land every 1.3 seconds once she's settled in, but the very first swing after she's deployed comes out in just 0.75 seconds — a faster opening attack than her regular rhythm, useful for punishing something that wanders in front of her right after she's placed.
While she's alive, Night Witch automatically summons a fresh pair of Bats every 5 seconds, with the first wave arriving just 1 second after she's placed down, and when she's finally defeated she releases one last Bat from where she fell.
The Bats she produces fly at Very Fast speed and can strike both air and ground targets, unlike Night Witch's own melee attack, which only reaches ground troops and buildings — so in practice her sole answer to air threats is the swarm she leaves behind, not her own hit. Each Bat is fragile, with just 81 hitpoints and 81 damage per hit (62 damage per second) at tournament standard, and because Bats count as air while Night Witch herself counts as ground, ground-only spells like The Log or Barbarian Barrel can strike her directly but pass harmlessly underneath any Bats already flying.
Night Witch's on-death Bat burst has had a bumpy history since her 2017 debut, not a simple one-way trim: early nerfs cut it from four Bats down to three, then to two, a 2019 update then doubled it back up to four, a 2021 rework removed the on-death Bat entirely, and a mid-2023 update brought it back as the single Bat she leaves behind today — a partial restoration after two years with no death-spawn at all, not the tail end of a cutting sequence.
Night Witch is a beatdown staple, commonly walking behind heavy tanks like Golem or P.E.K.K.A. so her constant Bat production adds chip damage and extra defensive bodies to the push; she's also a core piece of fast-cycle 'bridge spam' decks that pressure both lanes at once.
Cheap splash-damage troops are the cleanest answer to her: because each Bat has only 81 hitpoints at tournament standard, units like Valkyrie, Wizard, or Baby Dragon typically wipe out an entire wave in one hit while also chipping away at Night Witch herself.
Frequently Asked Questions
How does Night Witch work?
Night Witch is a 4-Elixir Legendary troop who fights in melee while constantly calling in Bats to back her up
What is Night Witch's elixir cost and rarity?
Night Witch costs 4 elixir and is a legendary card.
Top Night Witch Decks by Meta Score
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