Quick answer: Evolution cards are upgraded versions of base cards that gain unique abilities after being played a set number of times (cycles) in a match. The strongest evolutions in February 2026 are Valkyrie, Witch, Furnace, Baby Dragon, Cannon, and Wall Breakers. You can equip up to two evolutions per deck (second slot unlocks at Arena 10) and need 6 Evolution Shards or Wild Shards to unlock each one.
Clash Royale Evolution Cards Guide: Full Tier List, Best Decks & Strategy 2026
Card Evolutions are the single most impactful progression mechanic Supercell has added to Clash Royale since Champions. An evolved card is not just a stat bump -- it gains a completely new ability that changes how the card plays, what it counters, and which decks it fits into. Since the system launched in June 2023, the evolution roster has grown to 39 cards, and nearly every competitive deck in the February 2026 meta runs two evolved cards. If you are not building around evolutions, you are giving your opponents a permanent advantage they did not earn with skill.
This guide covers every evolution card in the game, ranks them in a detailed tier list, explains the mechanical systems behind cycling and shards, and provides tested decks for trophy ranges from 3000 to 8000+.
How Evolution Cards Work: Mechanics Explained
The Cycle System
Evolutions do not activate on the first play. Each evolved card has a cycle count -- the number of times you must deploy the base version before the evolved form becomes available. When you place an evolved card in your deck's Evolution Slot and start a match, you will see empty diamond indicators above the card. Each time you play the card and it returns to your hand, one diamond fills in. Once all diamonds are filled, the next deployment is the evolved version with its unique ability.
After you play the evolved version, the card resets to its base form, and the cycle begins again. This creates a rhythm: you play the base card several times, get rewarded with the powerful evolved version, then repeat.
1-Cycle cards (play once, evolve on the second play): Barbarians, Royal Giant, Royal Recruits, Wizard, Goblin Giant, Goblin Cage, P.E.K.K.A., Mega Knight, Electro Dragon, Executioner, Witch, Baby Dragon.
2-Cycle cards (play twice, evolve on the third play): Firecracker, Skeletons, Mortar, Knight, Bats, Archers, Valkyrie, Bomber, Wall Breakers, Tesla, Zap, Battle Ram, Goblin Barrel, Goblin Drill, Musketeer, Cannon, Giant Snowball, Dart Goblin, Lumberjack, Hunter, Inferno Dragon, Skeleton Barrel, Furnace, Skeleton Army, Royal Ghost, Royal Hogs, Ice Spirit.
The distinction matters for deck building. A 1-cycle evolution like Witch gives you the evolved form every other play, meaning you get more evolved deployments per match. A 2-cycle evolution like Valkyrie requires three total plays before evolving, but the evolved ability is often more powerful to compensate.
Evolution Slots
You can equip evolutions into dedicated Evolution Slots in your deck builder. The first slot unlocks at Arena 3. The second slot unlocks at Arena 10. Once you reach Arena 10, every deck you build should include two evolved cards -- leaving a slot empty is wasting a free power upgrade.
How Evolutions Interact with Card Levels
The evolved version inherits the level of your base card. If your Knight is Level 13, Evolved Knight is also Level 13 with the same base stats plus the evolution ability. This means evolution does not replace the need to level cards -- it adds to it. Prioritize evolving cards you already have at high levels.
How to Unlock Evolution Shards
Every evolution requires 6 Evolution Shards of that specific card to unlock. Once unlocked, you can use the evolved version in all game modes indefinitely. There are no additional costs per match.
Shard Sources (Ranked by Efficiency)
| Source | Shard Type | Availability | Notes |
|---|---|---|---|
| Pass Royale (premium track) | Specific + Wild | Every season | Most reliable source; guarantees specific shards each season |
| Season Shop (Season Tokens) | Specific + Wild | Every season | Earn tokens from battles and events, exchange for shards |
| King's Journey Chests | Specific | Every other chest past King Level 50 | Slow but consistent for F2P |
| Special Challenges | Specific | Limited-time events | Watch for evolution-themed challenges |
| Evolution Boxes | Specific | Shop offers | Appear periodically in the shop |
| 5-Star Lucky Chests | Wild | Random drops | Low probability but valuable |
| Community Events | Varies | Irregular | Supercell occasionally runs shard giveaway events |
Wild Shards
Wild Evolution Shards are universal -- they substitute for any specific card's shard. If you have 4 Knight shards and 2 Wild Shards, you can unlock Evolved Knight. Wild Shards are rare, so spend them strategically on S-tier or A-tier evolutions rather than cards you rarely use.
F2P Shard Strategy
Free-to-play players accumulate shards slowly. The optimal approach is to focus on one or two evolutions at a time rather than spreading shards across many cards. Prioritize evolutions that fit into multiple deck archetypes (Valkyrie, Skeletons, Cannon) so your investment pays off even if the meta shifts. Avoid spending Wild Shards on niche evolutions like Goblin Cage or Barbarians that only work in specific decks.
Evolution Cards Tier List (February 2026)
This tier list reflects competitive viability across ladder, challenges, and tournaments. Rankings factor in win rate data, use rate, versatility across deck archetypes, and resistance to balance changes.
S-Tier: Meta-Defining Evolutions
These evolutions are the strongest in the game. They warp the meta around themselves, slot into multiple deck types, and consistently perform at all trophy ranges.
| Card | Elixir | Cycles | Evolution Ability | Why S-Tier |
|---|---|---|---|---|
| Valkyrie | 4 | 2 | Tornado-like pull on each spin, dragging enemies into her axe | Most oppressive ground unit in the game; deletes swarms and tanks alike; the pull effect synergizes with every splash card |
| Witch | 5 | 1 | Heals when spawned skeletons die; can overheal to 124% max HP | 1-cycle availability means constant evolved deployments; self-sustaining tank that gets harder to kill the longer she lives |
| Furnace | 4 | 2 | Fire Spirits spawn faster and alternate sides | Controls both lanes simultaneously; forces responses from the opponent every few seconds; excellent in siege and control decks |
| Baby Dragon | 4 | 2 | Wind burst that slows enemies and speeds up allied troops | Area denial plus movement speed buff creates overwhelming counterpushes; pairs with every tank in the game |
| Cannon | 3 | 2 | Fires 9 cannonballs in two rows with area damage and knockback | Transforms a 3-elixir defensive building into an area-denial weapon; knockback disrupts Hog Rider, Ram Rider, and Bridge Spam |
| Wall Breakers | 2 | 2 | Barrel breaks open first, then charges buildings | Extremely cheap cycle card that demands a response; evolved version is harder to counter with timing because of the two-phase attack |
A-Tier: Strong Meta Cards
Consistently competitive and safe shard investments. These cards do not warp the meta alone but are core components of top-performing decks.
| Card | Elixir | Cycles | Evolution Ability | Why A-Tier |
|---|---|---|---|---|
| Skeleton Army | 3 | 2 | A General spawns; defeated skeletons turn invisible and continue attacking | Forces spell responses; invisible skeletons punish opponents who think the swarm is cleared |
| Executioner | 5 | 1 | Axe deals bonus damage and knockback to targets under 3.5 tiles | Elite area control with 1-cycle uptime; dominant in Tornado-based decks |
| Giant Snowball | 2 | 2 | Pulls troops along its rolling path | 2-elixir spell that repositions units; pairs with siege decks and Mortar to buy crucial seconds |
| P.E.K.K.A. | 7 | 1 | Butterfly spawns that heal based on defeated enemy units | Self-healing P.E.K.K.A. is terrifying on counterpushes; sustains through chip damage that would normally whittle her down |
| Skeletons | 1 | 2 | Spawns an additional skeleton on each attack (up to 8 total) | The best 1-elixir card in the game gets even better; additional skeletons snowball DPS if left unchecked |
B-Tier: Solid Support Evolutions
Good cards that perform well in the right deck but lack the versatility or raw power of higher tiers.
| Card | Elixir | Cycles | Evolution Ability | Assessment |
|---|---|---|---|---|
| Skeleton Barrel | 3 | 2 | Drops two barrels, each spawning skeletons | Strong in bait decks; demands Log or Zap |
| Royal Recruits | 5 | 1 | Charge attack dealing 2x damage after shield breaks | Split-lane pressure specialist; 1-cycle is valuable |
| Royal Ghost | 3 | 2 | Spawns soldiers during invisible attacks | Dual-unit pressure and spawn damage; dangerous on counterpush |
| Mega Knight | 7 | 1 | Uppercut knockback on every attack | Enhanced crowd control; keeps troops permanently pushed back |
| Goblin Barrel | 3 | 2 | Spawns a decoy barrel with reduced-damage goblins | Forces double-spell responses in bait decks |
| Lumberjack | 4 | 2 | Ghost spawns after death, extends Rage duration | Niche but powerful in Balloon decks specifically |
| Knight | 3 | 2 | Shield reducing damage by 60% while moving | Makes an already efficient mini-tank even tankier |
| Firecracker | 3 | 2 | Sparks deal damage and slow troop movement by 15% | Useful slow effect but fragile; outclassed by Baby Dragon evo |
| Royal Giant | 6 | 1 | Shockwave on attacks with knockback | Siege decks value the knockback; inconsistent against air-heavy metas |
C-Tier: Situational Evolutions
These evolutions work in specific matchups or deck types but are generally outperformed by alternatives.
| Card | Elixir | Cycles | Evolution Ability | Assessment |
|---|---|---|---|---|
| Zap | 2 | 2 | Expanding radius with repeated stuns | Niche; the base Zap is often sufficient |
| Mortar | 4 | 2 | Spawns a Goblin with each shot | Mortar decks benefit, but Mortar itself is meta-dependent |
| Musketeer | 4 | 2 | Three sniper shots dealing 80% bonus damage | High damage potential but slow cycle and fragile |
| Tesla | 4 | 2 | Electrical pulse on deployment with stun | Outclassed by Evolved Cannon in most decks |
| Electro Dragon | 4 | 1 | Infinite chain lightning between units | Devastating against grouped troops; too inconsistent otherwise |
| Inferno Dragon | 4 | 2 | Maintains damage stage; reaches 4th stage at 20 seconds | Useful against tanks but 2-cycle means slow evolved availability |
| Ice Spirit | 1 | 2 | Freezes troops for 1.1 seconds repeatedly | Cheap cycle card; freeze is useful but short duration |
| Battle Ram | 4 | 2 | Constant ramming with double damage | Bridge Spam specific; too easily countered by buildings |
D-Tier: Not Worth Your Shards
Do not invest Wild Shards in these evolutions. They underperform relative to alternatives and rarely justify their spot in competitive decks.
| Card | Elixir | Cycles | Evolution Ability | Assessment |
|---|---|---|---|---|
| Goblin Cage | 4 | 1 | Traps ground troops, deals continuous damage | Unreliable trap mechanic; opponents learn to play around it |
| Dart Goblin | 3 | 2 | Poison effect that stacks with hits | Fragile delivery system; dies before stacking meaningful poison |
| Wizard | 5 | 1 | Shield that damages and knocks back nearby troops | 5 elixir is too expensive for what the evolution provides |
| Hunter | 4 | 2 | Nets the closest troop, grounding flying units | Interesting mechanic but inconsistent targeting |
| Bats | 2 | 2 | Healing that can overheal to double max HP | Bats die too quickly for healing to matter in most scenarios |
| Archers | 3 | 2 | 50% bonus damage to troops 4-6 tiles away | Niche range bonus rarely changes outcomes |
| Barbarians | 5 | 1 | +35% attack speed and movement speed per attack | Outclassed by Valkyrie and Royal Recruits evolutions |
| Goblin Giant | 6 | 1 | Spawns goblins at 50% health intervals | Expensive and countered by the same cards as base version |
| Bomber | 3 | 2 | Bombs bounce twice after initial attack | Inconsistent extra damage; outclassed by every S-tier splash evo |
| Goblin Drill | 4 | 2 | Moves around Crown Tower spawning goblins | Interesting concept but telegraphed and easily countered |
| Royal Hogs | 5 | 2 | Spawn flying, deal fall damage on attack | Newest evolution; currently underperforming relative to cost |
How Evolutions Change Deck Building
The evolution system fundamentally alters how you construct decks. Before evolutions, every card in your deck was static -- the same stats and abilities every time you played it. Now, two of your eight cards transform mid-match into stronger versions, which changes your priorities.
Principle 1: Build Around Your Evolutions
Your two evolved cards should be central to your deck's strategy, not afterthoughts. If you run Evolved Valkyrie, your deck should create situations where her tornado pull generates maximum value -- pair her with splash troops like Executioner or Baby Dragon who benefit from enemies being clumped together.
Principle 2: Cycle Speed Matters More
Because evolutions require multiple plays to activate, faster-cycling decks get more evolved deployments per match. A 2.9 average elixir deck might activate Evolved Valkyrie three or four times in a game, while a 4.2 deck might only see it twice. This is why low-cost cycle cards (Skeletons, Ice Spirit, Giant Snowball) have become even more valuable in the evolution meta.
Principle 3: Match Your Cycle Counts
If both your evolutions are 2-cycle cards, you will frequently have both evolving at similar times in the match, creating power spikes. If one is a 1-cycle and the other is a 2-cycle, your evolved deployments are staggered, providing more consistent pressure. Neither approach is strictly better -- staggered gives you steady upgraded plays, while synchronized gives you explosive turns.
Principle 4: Do Not Waste an Evolution Slot
Every deck at Arena 10 and above should run exactly two evolved cards. Leaving a slot empty is equivalent to choosing to play with a weaker deck for no reason. Even if your second evolution is a B-tier card, the evolved ability is still free value you are leaving on the table.
Best Evolution Decks for Every Trophy Range
Arena 3 to Arena 9 (One Evolution Slot)
At this range, you only have one evolution slot. Invest in a versatile evolution that works in many deck types.
Recommended Evolution: Valkyrie or Knight
Evo Knight Hog Cycle
Cards: Knight (Evo), Hog Rider, Musketeer, Ice Spirit, Skeletons, Fireball, Log, Cannon.
Average elixir: 2.6. The Evolved Knight's 60% damage reduction shield makes him an even more efficient mini-tank on defense, and he counterpushes well alongside Hog Rider. At lower arenas, opponents struggle to handle the constant Hog pressure while Knight absorbs everything they throw at it.
3000-5000 Trophies (Two Evolution Slots)
Evo Valkyrie + Evo Cannon Control
Cards: Valkyrie (Evo), Cannon (Evo), Hog Rider, Musketeer, Ice Spirit, Skeletons, Fireball, Log.
Average elixir: 2.9. Evolved Valkyrie handles ground pushes by pulling enemies into her axe, while Evolved Cannon's 9-cannonball barrage with knockback stops Hog Rider, Battle Ram, and Ram Rider cold. Cycle quickly to get multiple evolved deployments per game. Win condition is Hog Rider chip damage backed by overwhelming defensive trades.
5000-7000 Trophies
Evo Witch + Evo Baby Dragon Beatdown
Cards: Witch (Evo), Baby Dragon (Evo), Golem, Tornado, Lightning, Mega Minion, Tombstone, Barb Barrel.
Average elixir: 4.1. A modern beatdown deck that leverages two 1-cycle and 2-cycle evolutions for consistent evolved deployments. Evolved Witch behind Golem self-heals as her skeletons die to splash, becoming nearly unkillable. Evolved Baby Dragon's wind burst slows the opponent's defensive troops while speeding up your own push. Tornado clumps defenders for Lightning value.
Evo Valkyrie + Evo Wall Breakers Bridge Spam
Cards: Valkyrie (Evo), Wall Breakers (Evo), Bandit, Royal Ghost, Battle Ram, Electro Wizard, Fireball, Log.
Average elixir: 3.3. The Evolved Valkyrie provides defensive anchor and counterpush power, while Evolved Wall Breakers punish any opponent who commits elixir to one lane. The two-phase barrel mechanic of Evolved Wall Breakers is harder to counter with precise timing, and at 2 elixir they represent exceptional cycle efficiency.
7000+ Trophies (Top Ladder / Competitive)
Evo Royal Giant + Evo Royal Ghost Cycle
Cards: Royal Giant (Evo), Royal Ghost (Evo), Fisherman, Electro Spirit, Skeletons, Fireball, Log, Tesla.
Average elixir: 3.0. This 3.0 cycle deck applies nonstop pressure with Evolved Royal Giant's shockwave knockback keeping defensive buildings pushed away while Evolved Royal Ghost's invisible soldier spawns create dual-unit pressure on counterpush. Cycle is fast enough to get multiple evolved Royal Giant placements per match. Win rates above 56% in Grand Challenges during February 2026.
Evo Executioner + Evo Cannon Tornado Control
Cards: Executioner (Evo), Cannon (Evo), Tornado, Hog Rider, Ice Spirit, Skeletons, Fireball, Log.
Average elixir: 2.8. Evolved Executioner's bonus damage and knockback under 3.5 tiles combined with Tornado creates an almost impenetrable defensive shell. Pull enemy troops with Tornado into Executioner's close range for maximum evolved damage, then counterpush with Hog Rider. Evolved Cannon handles anything that slips through. This deck punishes overcommitment and grinds opponents down through elixir advantage.
Evolution Card Interactions and Synergies
Understanding how evolved abilities interact with other cards separates good players from great ones.
Evolved Valkyrie + Splash Troops
Evolved Valkyrie's tornado pull drags nearby enemies into her axe range. When you place a splash troop behind her -- Executioner, Wizard, Baby Dragon, Magic Archer, Firecracker -- the clumped enemies take her damage plus the splash simultaneously. This is the single strongest ground-defense combo in the current meta.
Key interaction: Evolved Valkyrie + Tornado spell. Use Tornado to pull a tank toward your King Tower for activation while Valkyrie's pull handles the support troops. This double-pull effect can disassemble a Golem push in seconds.
Evolved Witch + Tank Decks
Evolved Witch heals every time one of her spawned skeletons dies, and she can overheal to 124% of her maximum HP. Behind a tank like Golem or Giant, the opponent's splash damage kills her skeletons, which triggers healing. The result: the longer the fight goes, the harder she is to kill. She effectively punishes the opponent for defending.
Key interaction: Evolved Witch + Graveyard. Graveyard spawns skeletons that the opponent kills. While those are not Witch's skeletons, the Witch continuously spawns her own behind the Graveyard push, creating a healing loop that overwhelms single-target defenders.
Evolved Cannon + Tornado
Evolved Cannon's 9-cannonball deployment barrage deals area damage with knockback. Tornado pulls troops into the cannonball landing zone, guaranteeing that every cannonball connects. Against swarm pushes (Skeleton Army, Goblin Gang, Minion Horde), this combination eliminates them while spending only 6 elixir total.
Evolved Baby Dragon + Tanks
Evolved Baby Dragon's wind burst slows enemy troops by a significant percentage while speeding up allied troops in the area. Behind a tank, this means your push moves faster while their defense moves slower -- a compounding advantage that can turn a mediocre push into an overwhelming one.
Key interaction: Evolved Baby Dragon behind Evolved Mega Knight. The wind burst speeds up Mega Knight's approach, making his jump trigger faster and giving the opponent less time to place counters. Meanwhile, their defensive troops are slowed, taking more hits from both cards.
Evolved Skeleton Army + Bait Decks
Evolved Skeleton Army's invisible skeleton mechanic pairs perfectly with bait strategies. When the opponent uses their spell (Log, Zap, Arrows) to clear the visible skeletons, the invisible ones continue dealing damage. This forces the opponent to either spend a second spell or accept tower damage -- both outcomes give you card advantage.
Evolved P.E.K.K.A. + Counterpush Builds
Evolved P.E.K.K.A.'s butterfly healing mechanic restores HP based on defeated enemy units. On a counterpush after a successful defense, she has potentially healed back a significant portion of her health, arriving at the bridge with more HP than the opponent expects. Pair with Electro Wizard to prevent Inferno Tower from ramping, and the healing keeps her alive through chip damage.
Common Mistakes Players Make with Evolutions
Mistake 1: Forcing the Evolved Deployment
Many players hold their evolved card, waiting for the "perfect moment" to use it. This delays the cycle reset, meaning you get fewer evolved deployments per match. In most situations, playing the evolved version on defense -- even if the ability is partially wasted -- is better than holding it for 30 seconds while your cycle stalls.
Fix: Treat evolved deployments as high-value but not precious. Use them when they generate positive elixir trades, even if the ability does not activate perfectly.
Mistake 2: Ignoring Cycle Speed
If your deck averages 4.0+ elixir, you cycle slowly. Slow cycling means fewer evolved plays per game. Some players run expensive decks with two evolutions and only see each evolved form once in an entire match.
Fix: If your evolutions are 2-cycle cards, keep your average elixir below 3.5 so you cycle through your hand fast enough to evolve them multiple times.
Mistake 3: Investing Shards Based on Emotions
Players evolve their favorite card rather than the strongest option. Evolved Barbarians might be your childhood favorite, but they are D-tier. Spending 6 Wild Shards on a D-tier evolution instead of Valkyrie or Witch sets your account back weeks of progression.
Fix: Check the tier list. Invest in S-tier and A-tier evolutions first, regardless of personal preference. Your favorite card being unevolved is better than a bad evolution wasting a deck slot.
Mistake 4: Running Only One Evolution Past Arena 10
After Arena 10 unlocks the second Evolution Slot, some players ignore it -- either because they do not have a second evolution unlocked or because they do not think it matters. Leaving an evolution slot empty is forfeiting free power.
Fix: Prioritize unlocking at least two evolutions as early as possible. Even a C-tier evolution in your second slot is better than no evolution at all.
Mistake 5: Not Adapting Evolution Picks to the Matchup
In tournaments and challenges where you can see your opponent's deck, some players lock in their evolutions without considering the matchup. Evolved Cannon is devastating against Hog Rider decks but less impactful against Lavaloon, where air defense matters more.
Fix: In best-of-three formats, adjust your evolution picks between games based on what your opponent is running. Ladder does not allow this, but understanding matchup-dependent evolution value improves your overall card selection.
Mistake 6: Playing the Base Card Recklessly to Rush the Cycle
Some players spam their evolution card at the first opportunity just to fill the cycle faster, wasting elixir and giving the opponent free tower damage. Playing Knight at the bridge alone three times just to get Evolved Knight is a net loss.
Fix: Play your base card when it generates value -- on defense, as part of a push, or to cycle in the back. Never waste elixir solely to advance the cycle counter.
Mistake 7: Neglecting Base Card Levels
Evolutions inherit your base card level. An Evolved Valkyrie at Level 11 has Level 11 stats plus the tornado pull. Against a Level 14 opponent, those stats are insufficient regardless of the ability. Players sometimes evolve a card they have not leveled, then wonder why the evolved version underperforms.
Fix: Only evolve cards you have at or near max level for your trophy range. A Level 14 base card with no evolution often outperforms a Level 11 evolved card.
Evolution Shard Priority Guide
If you are starting fresh, here is the recommended order for investing your shards.
First evolution (unlock immediately): Valkyrie. She fits into control, cycle, bait, and bridge spam decks. Her tornado pull is useful at every trophy range. She will remain relevant through meta shifts because her ability is fundamentally strong, not gimmick-dependent.
Second evolution: Cannon or Witch. Cannon is the defensive choice -- a 3-elixir building that becomes an area-denial tool. Witch is the offensive choice -- a self-healing support troop that dominates beatdown pushes. Choose based on whether you prefer control/cycle decks (Cannon) or beatdown (Witch).
Third evolution: Baby Dragon, Skeletons, or Wall Breakers. Baby Dragon adds a versatile air splash with movement speed manipulation. Skeletons turn a 1-elixir cycle card into a snowball threat. Wall Breakers give you the cheapest evolved win condition in the game.
Avoid early: Anything in D-tier. Goblin Cage, Dart Goblin, Wizard, Hunter, Bats, Archers, Barbarians, Goblin Giant, Bomber, and Goblin Drill are not worth your limited shards until you have every S-tier and A-tier evolution unlocked.
Frequently Asked Questions
What are evolution cards in Clash Royale?
Evolution cards are upgraded versions of specific base cards that gain unique abilities. After collecting 6 Evolution Shards for a card, you can place it in an Evolution Slot in your deck. During a match, you must play the base card a set number of times (its cycle count) before the evolved version becomes available. The evolved version has the same stats as your base card level plus a new ability -- for example, Evolved Valkyrie gains a tornado-like pull that drags nearby enemies into her axe.
How many evolution cards can I use in one deck?
You can use up to two evolution cards per deck. The first Evolution Slot unlocks at Arena 3, and the second unlocks at Arena 10. Both slots should always be filled once you reach Arena 10.
What is the best evolution card in Clash Royale right now?
As of February 2026, Evolved Valkyrie is the best overall evolution card. Her tornado pull combined with splash damage makes her the most versatile ground troop in the game. She fits into cycle decks, control decks, bridge spam, and bait archetypes. If you can only unlock one evolution, make it Valkyrie.
How do I get Evolution Shards fast?
The fastest method is purchasing Pass Royale, which guarantees specific and Wild Shards every season. For free-to-play players, the most efficient sources are the Season Shop (exchange Season Tokens for shards), King's Journey chests past King Level 50 (every other chest contains shards), and Special Challenges that award shards as rewards. Focus your resources on one evolution at a time rather than spreading across multiple cards.
Do evolution cards work in Clan Wars and tournaments?
Yes. Evolution cards work in all game modes, including Clan Wars, tournaments, and special challenges. In some special challenge modes, you may be given preset evolutions or additional Evolution Slots.
Can I use the same evolved card multiple times in one match?
Yes. After you play the evolved version, the card resets to its base form and the cycle counter restarts. You can evolve the same card multiple times per match -- faster-cycling decks achieve this more often. In a typical 3-minute match with a 2.9 elixir deck, you can expect to deploy a 2-cycle evolution card in its evolved form two to three times.
What happens if I evolve a card but do not level it up?
The evolved version has the same stats as your base card level. An Evolved Valkyrie at Level 11 will have Level 11 HP and damage plus the tornado pull ability. The ability is always active regardless of card level, but weaker base stats mean the card dies faster and deals less damage. Always prioritize leveling your base card alongside unlocking its evolution.
Are evolution cards pay-to-win?
Evolution cards give a significant competitive advantage, but free-to-play players can unlock them through Season Tokens, King's Journey chests, Special Challenges, and community events. The system does favor paying players who get shards faster through Pass Royale, but focused F2P investment in one or two strong evolutions (Valkyrie, Cannon, Skeletons) can keep you competitive at any trophy range.

