Skip to content

Guards

  • Elixir3
  • RarityEpic
  • TypeTroops
  • ArenaPEKKA's Playhouse
  • Released2016

A small group that’s tougher than it first looks.

How it plays

  • Good at absorbing single-target attacks and forcing awkward spell timing.
  • Best when used to protect a win condition or punish a small number of high-value units.
  • Shields make them stronger into many chip trades than their raw stats suggest.
  • Weak to any reliable splash or shield-breaking spell.

Counters to Guards

Cards that deal with Guards efficiently.

Buildings1

Pairs with Guards

Cards commonly played alongside Guards.

  • Log bait decks
  • Splashyard shells
  • Defensive control decks

Balance history

  1. 3 May 2016—Card added.
  2. 18 May 2016—Hitpoints and damage increased by 8%.
  3. 21 June 2016—Pushback when shields break removed.
  4. 12 December 2017—Hitpoints and damage increased by 5%, and hit speed increased to 1.1 sec from 1.2 sec.
  5. 2 June 2020—Deploy stagger added.
  6. 9 December 2020—Hit speed reduced to 1 sec from 1.1 sec, and hitpoints reduced by 26%.
  7. 3 January 2024—Shield hitpoints increased by 7%.
  8. 20 May 2025—Damage adjusted in the May update.

Also unlocks in PEKKA's Playhouse

Cards that become available at the same point, which makes them rough contemporaries.

Elsewhere

Independent fan sites, not affiliated with Clashdle.

Play it

Guards is in the pool for every mode here. Classic, Description, Rush and Memory all draw from the same 121 cards.

Card names and in-game text are property of Supercell Oy. Clashdle is a fan project and is not affiliated with or endorsed by Supercell.