- For its Builder Base counterpart, see Boxer Giant.
Level 1-2
Level 3-4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Summary
- The Giant is the third Elixir Troop unlocked in the Barracks. The Giant's first target is defenses, making him an ideal troop to deploy to get rid of defenses fast. However, due to his low attack damage he is better used in large groups.
- While he is low in attack damage, he makes up for it by having high amount of hitpoints, which makes him a useful tank for lighter troops in support.
- Giants prioritize defensive structures above all other targets, and will bypass all other types of enemy buildings and troops while any defenses remain on the battlefield. This is true even if they are under attack by enemy Clan Castle troops, heroes or Skeleton Trap skeletons. Note that like all troops that prioritize defenses, Giants do not consider the Clan Castle to be a defense regardless of whether or not it contains enemy troops, but do consider the defending Grand Warden and the activated Town Hall weapon (if any) to be defensive buildings.
Once all defenses are destroyed, Giants become like any other troop with no preferred target; they will attack the nearest building to them regardless of type, and will turn and attack enemy units if they become aware of any nearby and can fight back against them. However, they will not switch targets to enemy units until their previous target was destroyed.
Strategies
Offensive Strategy
- Giants have a lot of health but are slow and low in DPS, so use them in groups. However, Giants are weak against many powerful defenses grouped together. You can use Giants as a cheap meat shield while deploying other, higher damaging troops to destroy buildings and defenses, resulting in a good synergy used for lower Town Hall levels. In general, Giants make better distracting troops than Barbarians at earlier Town Hall levels due to their much higher health. Because of this, they are less vulnerable to Mortar fire and other splash damage, making them much harder to be taken out. However, they also take much more housing space than Barbarians.
- At the beginning of a Raid, send in several Giants closest to the Mortar(s)/Wizard Tower(s). As soon as the Mortar hits the Giants, send in the Wall Breakers to break through the Walls. Once the Mortar(s) and Wizard Tower(s) are attacking the Giants, you can send in swarms of lower hit point troops such as Goblins and Archers depending on your preference. But if you are able, you can send a group of Wizards instead, as they are even better. Another variation is to send many Giants with three or four Healers. Be wary of Air Defenses primarily however, as Healers are very weak to them. To counter this, it is recommended to bring support troops as well, like a Wizard or other ground troop to destroy them. These strategies are helpful for Town Halls 3-6, especially in wars.
- As the description implies, they are best used to tank for other troops rather than using them as the main damage dealer as they have low damage but decent health. They can tank for Wizards and Witches while they do the damage from behind.
- Giants ignore defensive troops and heroes (Clan Castle Troops, Skeletons from Skeleton Traps, Barbarian King and Archer Queen) as long as there is still a visible defensive building on the base. Be sure to eliminate defensive troops ASAP to protect the Giants.
- Giants are inferior tanks compared to P.E.K.K.As, Golems and Ice Golems. Their advantage is that they have less housing space, meaning you can fit more in your camps. Once you reach Town Hall 8, Giants lose their ability as a main tank due to said competition and stronger splash (2 levels to Wizard Towers compared to one level for Giants and addition of the Bomb Tower. Instead, they become utility tanks, where you can place one or two down to tank for a few seconds for something more important, such as a Wizard, Hog Rider, or even a Siege Barracks. Mastering this can improve your attack.
- One use of this that is important for early levels and can easily be used in later levels is to use Giants to tank for Wall Breakers, especially if you are uncertain that the Wall Breakers will break walls to let in the troops. Send in one Giant first and then the necessary Wall Breakers - the Giant will tank for enough time for the Wall Breakers to break the Wall(s), and then you can send the other troops in. As long as you can place the Giant right, it is very reliable.
- For higher Town Halls, it is still good to carry a Giant or two to help as a mini-tank for Wall Breakers to help with breaking walls and for funnelling, their low housing space for their HP definitely makes them effective for this purpose.
Defensive Strategy
- Giants can be especially susceptible to Spring Traps due to the predictable nature of their AI, and the fact that it can destroy 3 Giants at a time because a level 4 Spring Trap can kill 16 housing space and Giants only take up 5. Use this to your advantage and place strategic gaps in your Walls with defensive structures behind them, and fill the gaps with one or more Spring Traps.
- Giants are somewhat poor defensive Clan Castle Troops, as their low damage means that they cannot do much damage to an attacker's troops. Their advantage is that they have high health, which means they can stall the attacker for some time. Even at low Town Hall levels, where Giants and Wall Breakers are a common strategy, the damage done to the attacker's troops is negligible. Compared to other options, such as a Baby Dragon or Hog Riders, Giants are not recommended to have in the Clan Castle, as they cannot target air.
- Because of this, if you have access to better choices, such as a Baby Dragon, Ice Golem, Headhunter, or Valkyrie, you should avoid using Giants in your Clan Castle.
- A Wizard Tower surrounded by a layer of Walls can severely cut down the HP of a group of Giants without the help of a Healing Spell. In between the Wall and the Wizard Tower, place a Mortar to help attack the supporting troops and also tank the Giants a little longer once they break through the Walls.
- Giant Bombs can heavily cut down the hitpoints of Giants. It is even more effective because they can also one-shot support troops like the Wizard no matter the amount of healing.
Upgrade Differences
The Giant undergoes significant visual changes at all levels except levels 2 and 4.
- Initially, the Giant is a large humanoid creature who towers above the smaller troops. He has orange hair and eyebrows, and wears a brown tunic with a red belt and copper buckle around his waist. He otherwise has no accessories.
- At level 3, the Giant gains iron cuffs around his arms and iron knuckles on his hands.
- At level 5, the Giant exchanges the iron cuffs and knuckles for golden - brass colored ones.
- At level 6, the Giant upgrades his cuffs and knuckles to a black metal. He also grows a long, thick red beard and dons a black feather cape.
- At level 7, the Giant acquires a golden chest-plate underneath his brown tunic that reaches to his shoulders.
- At level 8, the Giant acquires golden spikes on both his cuffs and his knuckles.
- At level 9, the Giant acquires brown-colored armor plating on his shoulders. His cuffs are removed, and his knuckles have studs on it rather than spikes.
- At level 10, the Giant upgrades his brown-colored armor plating to brown and black colored plating. His chest-plates turn back to gold.
- At level 11, the Giant changes his brown armor for a golden one made of several smaller plates in the shape of triangles. His knuckles turn completely white and shiny with even more pronounced spikes. His beard is also cut in the shape of two ends.
- At level 12, the armor platings are now made with leaves with a white spike at each shoulder guard. The white knuckles now turn golden once again, with the knuckles resembling to that of level 5, except the spikes are much bigger.
Statistics
Statistic Modifiers
Input values into these modifiers below to modify the statistics in the tables below accordingly
Gold Pass modifiers
ApplyReset |
Preferred Target | Attack Type | Housing Space | Movement Speed | Attack Speed | Barracks Level Required | Range |
---|---|---|---|---|---|---|
Defenses | Melee (Ground only) | 5 | 12 | 2s | 3 | 1 tile |
Training Time of Giants | |
---|---|
Barracks available | Barracks upgrading |
30s | 1m |
Level |
Damage per Second |
Damage per Attack |
Hitpoints |
Research Cost |
Research Time |
Laboratory Level Required |
---|---|---|---|---|---|---|
1 | 11 | 22 | 300 | N/A | N/A | N/A |
2 | 14 | 28 | 360 | 40,000 | 4h | 2 |
3 | 19 | 38 | 450 | 150,000 | 8h | 4 |
4 | 24 | 48 | 600 | 500,000 | 12h | 5 |
5 | 31 | 62 | 800 | 1,200,000 | 1d | 6 |
6 | 43 | 86 | 1,100 | 2,000,000 | 2d | 7 |
7 | 55 | 110 | 1,300 | 3,000,000 | 2d 20h | 8 |
8 | 62 | 124 | 1,500 | 3,500,000 | 3d | 9 |
9 | 70 | 140 | 1,850 | 5,600,000 | 3d 12h | 10 |
10 | 78 | 156 | 2,000 | 8,000,000 | 4d 12h | 11 |
11 | 86 | 172 | 2,200 | 14,000,000 | 6d 12h | 13 |
12 | 94 | 188 | 2,400 | 18,500,000 | 14d | 14 |
Super Troop Boost
Super Troop |
Boost Cost |
Giant Level Required |
---|---|---|
Super Giant | 25,000 | 9 |
History
Gallery
Trivia
- You can have a maximum of 64 Giants at one time in a complete set of fully upgraded Army Camps. This number increases to 74 if you include 10 that can fit into a fully upgraded Clan Castle. On the battlefield, you can clone an additional 32 Giants with four fully upgraded Clone Spells (three from the regular spell inventory and one from a level 10 or higher Clan Castle), for a total of 106 Giants.
- Of all the 3 troops that occupy 5 housing space (Giant, Balloon, and Hog Rider), all 3 of them target defenses. Out of the 3, Giant has the highest health, second-highest attack speed, and second-best movement speed. Hog Rider has the best movement speed, attack speed, and damage per second while the Balloon is the slowest in both movement and attack speed, but has the highest damage per hit, along with the fact that the Balloon flies.
- According to The Art of Supercell, the Giant was originally supposed to be blue.
- Also, when the Giant was on the drawing board, they did not consider giving the Giant any armor, as it would "limit its arm movement".
- The Giant's low damage is visually seen by the attacks with his bare fists.
- The Giant's main Barracks image changed substantially as part of the "Witch" update (29 July 2013). However, this change did not affect the look of the in-game unit; when viewed in Army Camps or in battle, the Giant still has the same look as he did prior to the update.
- However, as of the Winter 2016 update that changed the troops' appearance of their icon and info image, the Giant received a significant change in battle. A noticeable change is that the Giant now has five fingered hands instead of four fingered hands, unlike other older troops.
- Previously, Giants would bump their fists when the Army Camp they were in was interacted with. They no longer possess this animation and has since been reattributed to the Electro Titan.
- When the Giant attacks a building, a puff of smoke rises from the target.
- In the picture, the patches from a Giant's leather shirt are brown, but in battle, the patches are red.
- This is because the Giant's current 2D sprite is used from Clash Royale.
- The Giant's patch on his right shoulder is the same as a level 1 Giant in Clash of Clans, while his Star Level 1 skin resembles the level 5 Giant.
- Ironically, the size of the Giants are inconsistently represented. Some animations and promotional images show them as gigantic, while others show them to be only slightly larger than humanoids like Barbarians. In the game, they only appear slightly larger than presumably human sized troops like Barbarians, Archers, etc, and are dwarfed in size by hero troops such as the Barbarian King and Royal Champion.
- According to the Super Giant's description, the Super Giant is the Giant's cousin.
- Giants used to pump both of their fists in the air when an Army Camp housing Giants was tapped on. A clip of this can be seen here.
- The sound of a Giant being tapped is reused in Clash Quest.
- On 11 August, 2017, low-level Giants could be seen working on buildings as temporary builders, having replaced the Barbarians which in turn replaced the Builders at their job following the latter's departure. In addition to this, when a Builder's Hut was destroyed in battle, a defensive level 1 Giant came out. A week later, on 18th August 2017, the Giants' role as the Builders was taken over by the Witches.
- In Clash Quest, the Power Gauntlet resembles what the level 5 Giant gains from Clash of Clans.
Comparisons
- The Giant is 1 of 14 Troops in the Home Village that originated from Clash of Clans and appear in Clash Royale, the others being the Barbarian, Archer, Goblin, Wall Breaker, Balloon, Wizard, P.E.K.K.A, Minion, Hog Rider, Valkyrie, Golem, Witch, Lava Hound, and Bowler.
- The Giant is 1 of 7 troops in the Home Village that originated from Clash of Clans and appear in Clash Quest, the others being the Barbarian, Archer, Goblin, Wizard, P.E.K.K.A, and Minion
- Of all the Elixir troops, he is the one that deals the least DPS per housing space, with only 14.4 DPS per housing space at max level. The Electro Dragon does only 11 DPS/housing space to its primary target, but its damage output may be higher if it uses its chain lightning to hit more than one target.
- If Super Troops trained with Elixir are counted, the Super Giant does even less DPS per housing space than the Giant, with 14 DPS per housing space. The Super Archer also does 11 DPS/housing space, but like the Electro Dragon is able to hit multiple targets.
- The Giant, Barbarian, Archer, Goblin, Wall Breaker, Balloon, Wizard, Healer, Dragon and P.E.K.K.A are the oldest units in the game.
- The Giant is the first unlocked Elixir Troop that targets defenses.