
Zap


Zaps enemies, briefly stunning them and dealing damage inside a small radius.





Combat Attributes
Effect
- Targets
- Air & Ground
- Radius
- 2.5
- Stun Duration
- 0.5 sec
Stats include official balance changes through October 2026.

Level Statistics
See how Zap's stats scale from Level 1 to Level 16| Level | ||
|---|---|---|
| Level 1Start | 75 | 22 (recorded before the latest balance update to this stat) |
| Level 2 | 82 | 25 (recorded before the latest balance update to this stat) |
| Level 3 | 90 | 27 (recorded before the latest balance update to this stat) |
| Level 4 | 99 | 30 (recorded before the latest balance update to this stat) |
| Level 5 | 109 | 33 (recorded before the latest balance update to this stat) |
| Level 6 | 120 | 36 (recorded before the latest balance update to this stat) |
| Level 7 | 132 | 40 (recorded before the latest balance update to this stat) |
| Level 8 | 144 | 44 (recorded before the latest balance update to this stat) |
| Level 9 | 159 | 48 (recorded before the latest balance update to this stat) |
| Level 10 | 174 | 53 (recorded before the latest balance update to this stat) |
| Level 11Tournament | 192 | 48 |
| Level 12 | 210 | 64 (recorded before the latest balance update to this stat) |
| Level 13 | 231 | 70 (recorded before the latest balance update to this stat) |
| Level 14 | 254 | 77 (recorded before the latest balance update to this stat) |
| Level 15 | 279 | 85 (recorded before the latest balance update to this stat) |
| Level 16Max | 306 | 93 (recorded before the latest balance update to this stat) |
Tournament: Level 11 is the level tournament matches use, whatever a card's rarity.
Grey italic values were recorded before the latest balance update to that stat and haven't been re-measured at that level.
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 2026-08-19Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Zap is a 2-Elixir Common spell that instantly zaps every enemy troop and building in a 2.5-tile radius, dealing area damage and stunning them for 0.5 seconds. It hits both air and ground targets, making it one of the cheapest ways to finish off low-health swarms like Skeletons, Goblins, or Minions, or to briefly interrupt an enemy's plans. That half-second stun is Zap's real value: it resets the charging attacks of threats like Inferno Tower, Inferno Dragon, Prince, Dark Prince, and Sparky, buying a free moment to defend. It's been a staple cycle and chip-damage card since the game's earliest days, though a June 2026 balance pass trimmed how much damage it does directly to Crown Towers to discourage overly passive spell-cycling on defense. Its Evolution turns one cast in every three into a double zap on the same spot, growing in radius for extra clearing power against tougher swarms.
Zap costs 2 Elixir and instantly deals area damage in a 2.5-tile radius to every enemy troop and building it touches, air or ground, while stunning them for 0.5 seconds.
At tournament-standard level 11, Zap deals 192 damage to troops — that figure hasn't changed in recent balance updates.
Zap's damage to Crown Towers is lower than it used to be: a mid-2026 balance change cut it to 48 at level 11, down from 58, specifically to make cheap defensive spell-cycling less free.
Zap was one of the cards available when Clash Royale first soft-launched on iOS in a handful of countries (including Canada, Australia, and the Nordics) on January 4, 2016, roughly two months before the game's worldwide release on March 2, 2016.
Zap's stun is short but useful for shutting down charge-up attacks — a well-timed Zap resets Inferno Tower or Inferno Dragon's ramping damage and cancels a Prince's or Dark Prince's charging dash, making it a cheap answer to several of the game's scariest win conditions.
Because it's so cheap and versatile, Zap has stayed one of the most consistently played cards in Clash Royale's history, a common inclusion in cycle and chip-damage decks since the game's launch.
EvolutionEvolved Zap is unlocked with Evolution Shards and only triggers on every third cast of Zap in a battle — the first two are normal Zaps, and the one after that comes out evolved.
Evolutioninstead of one shock, Evolved Zap fires a second full-strength pulse on the same spot about a second later with a slightly larger radius (growing from 2.5 to 3 tiles) — a target that stays in the area takes both hits (384 total troop damage at level 11), while one that moves out of range or was already killed only takes the first.
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.
CrownLab is CrownStats' analysis layer — every tool states its method and limits on its page.
Frequently Asked Questions
How does Zap work?
Zap is a 2-Elixir Common spell that instantly zaps every enemy troop and building in a 2.5-tile radius, dealing area damage and stunning them for 0.5 seconds
What is Zap's elixir cost and rarity?
Zap costs 2 elixir and is a common card.
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