This page is a work in progress (updated 8/23/2024). Explanations for what is meant by each entry are being populated.
Clash Royale
Lucky Box Glitch - This glitch allowed you to 'Re-roll' the contents of a Lucky Box until you got the reward desired. If you turned WiFi off before opening the box, if you did not get what you wanted, you could exit app and come back without the game realizing you had opened a box yet. The fix for this bug was to make the content of a box predetermined, so trying to 're-roll' would result in the same reward. This bug was also found by some other players and was posted on Reddit and eventually YouTube. Thousands of players did this glitch and were banned for 1 month, but luckily I was not, as I reported the bug right after I had found it. Economy exploits are by far the highest priority glitches, and this is probably the most severe in the games history.
Arena Clouds - I am not sure whether to consider this a bug or a feature, but it is an interesting phenomena I realized existed. Likely billions of Clash Royale games have been played in the Legendary Arena, but I believe I am the first to realize that the quantity of the moving shadows on the arena floor (only applicable in certain arenas) will signal to you your True Red True Blue position without having to play any card.
Drop Glitch First Fix - One of the longest standing glitches in Clash Royale history was the drop glitch. It occurred when you tried placing a card coming from 'Up Next' within the first few milliseconds of it coming to your hand. When this occurred, your elixir was temporarily taken and the card you had placed was not placed either. When this bug was fixed, I experimented with spamming in 7x Elixer, and discovered that spamming many cards very fast could lock you from playing any cards for the entirety of the match. This discovery lead to the change being reverted, but luckily the drop glitch was completely patched in 2023. This original drop glitch basically only occured to top players, so only a small percent of the clash population was affected, but these are the players playing the highest stake games, and when this bug occurred on top ladder or during tournaments, the players would be outraged, but many people felt it hard to sympathize because it had never happened to them.
Rage Obstruction - When a troop that spawns an entity which is technically a building (Giant Skeleton, Cannon Cart, Skeleton Barrel & Lumberjack), is killed, the spawned entity 'building' will obstruct troop placement temporarily. Once Rage received a balance change, I realized that this building obstruction also worked with a lone Rage, and could be used to obstruct opponent building or troop placement in a hail mary situation. The direction the obstructed troop/building will end up is very complicated and not easily identifiable, and I plan to make a video on the topic in the future.
Spawn Timer Clone Extension - After an update, cloned cards had begun acting weird, and I noticed that cloning a card during its spawn timer would continue to push it forward until the timer was complete. I then thought to try it with Golem - the troop with the longest spawn timer (3 seconds), and this was the result. I found this bug in the developer build and reported it before it was released, but it was not high enough priority to delay an update. It was fixed a few days later, and because it could only be abused in 2v2 or in 3x, it did not cause too much trouble within the player base.
Building on Opponent Side After Patch - One of the most famous glitches ever, allowed players to place an Inferno Tower on the opponents side of the map, which would then take out their King Tower. This bug was 'patched' in the first few years of CR history, but in 2021 I mapped out a method that would take the minimum number of buildings to make no possible placement for a building other than on the opponents side of the map. To execute this you needed to be True Red (otherwise your building would be placed on the bottom right of your map), and you had to place buildings precisely and as quick as possible, otherwise they would expire. This bug was patched at the same time the Royal Recruit/Royal Hog (thanks to Gambitito for the help with the Royale Hog one!) bug was patched. Although it is not the most practical bug, it is probably one of my favorite glitches I have found. See Here.
Stuck Behind 2v2 King - By doing a very specific Clone and Mirror timing after placing a troop behind the 2v2 King Tower, you can get ground troops stuck behind it until you take one of the opponent princess towers. This method can be used to stack up to 8 troops behind the king, and here is an example with a ton of Giant Skeletons and Clones.
Stuck Air Troop in Back - If a troop is placed in the back of the map and then Cloned & Mirrored, the Clones will be stuck within the normal version of the troop, and they will stay forever stuck in the back of the map.
Slowpoke Air Troop - Similar to being stuck in the back of the map, when a ton of air troops are Cloned with specific timing the Clones will 'stick' together temporarily and move at a much slower speed than normal.
Stacked Goblin Barrel - By turning off WiFi, placing Goblin Barrel and then Mirror on the same tile, and then turning WiFi back on again, the stacked barrels will only appear as 1 to the opponent. My brother helped me back a device which quickly turns WiFi off and back on without having to do anything on the phone, which makes it very easy to do.
Oscillating Healers - If 2 troops are placed on the same tile and neither has moved, they will be stacked vertically on top of each other. If this is repeated 32 times, all available areas for a troop to be stacked will be taken up. Once you try adding one more troop, the troops will oscillate up and down trying to find an 'open' spot, but since none exist they continue to bounce up and down indefinitely.
Knockback Extended Fisherman - When a troop receives a knockback effect and then is hooked by a Fisherman before the knockback is complete, the knockback will resume after the pull is complete.
Hovering Troops Backtrack - If a Royal Ghost or Battle Healer (the only 2 troops with the hover mechanic) are pulled over the river while they are spawning, after their spawn timer ends they will backtrack temporarily.
Magic Archer Outranging Cannoneer - When Cannoneer was first added, Alpe123 from RoyaleAPI made a graphic showing that Cannoneer target radius was not circular, but actually elliptical. This was unintuitive and not stated explicitly, so many players complained and it was eventually removed. But around 10 minutes before the maintenance occured, I had the idea to try to see if any troop would be able to outrange Cannoneer becuase of this, and I found a super specific area where Magic Archer could destroy the entire tower by itself, unscathed.
Drill + Jump - When a troop that can jump the river, is in mid-air and is hit by a Goblin Drill, the jumping troop will visually fall to the ground while it is knocked-back (This also applies to when they are hit by something with knockback in mid-air).
Extended Fisher Range When Cloned - If a Fisherman is cloned while pulling a troop, it will temporarily get extended attack range for 1 hit.
Fisherman to Dying Building - When a Fisherman pulls himself to a building which dies during the pull, the Fisherman will complete the pull to that area at a much faster than normal speed.
Building on King Tower - Accidentally introduced in a maintenance break, was a bug that allowed mirrored troops to be placed anywhere on the map. This bug was only in game for a few hours because of how severe the consequences were to competive play, but after messing around with it I realized, buildings could also be placed on the opponent side if a certain tower had been taken depending on their True Red True Blue position.
Drill Stuck Up King - To set up this bug, every 2x2 tile in the arena must be filled other than 1. Then, you have to place a building and then Drill, but since there is no available area for the Drill to be, it will pop up under your own King Tower, and stay underground digging for the entire game.
TD Drill & TD Miner - Inspired by the glitch where a Goblin Drill would spawn under your own King Tower if no available tiles were around, if you placed a Goblin Drill where the center of a King tower would be if it weren't Touchdown mode, the Drill would stay underground forever. If you were playing 2v2 Touchdown, you would have to place the Goblin Drill staggered to the side where the center of your own half of the King Tower would be. If you placed Miner on one of these center tiles, he would not be stuck undeground forever, but would run on the map with his Miners trail following him. I believe these bugs were caused because the troops did not know what to do when they were not underground for any time (because they started and ended their underground pathing on the same area.)
TRTB Bugs - a True Red True Blue bug is one that occurs on only one side of the arena. From the game perspective, there is a true 'Home' player and a true 'Away' player (where the home player is True Blue and the away is True Red), and because of this one side is not an exact copy of the otherside (although I would say only 5% of interactions are truly affected by TRTB, by my estimations. I have also made what in my opinion is easily the most informative video about the topic and how to identify it in your own games, which can be seen here. I will guarantee that every card in the game has hundreds of TRTB interactions albeit some may be very small and hard to notice. I have some theories on what causes and why the game is coded in a way where these exist, some out of necessity, and some out of oversight, but I will not get into that here... yet.
ASD Bugs - While TRTB refers to bugs that occur on one of the True Red True Blue sides, ASD refers to Arena Side Difference. This means the bug either only occurs on 1,2 or 3 quadrants, and if it is 2 quadrants, it is not on the same TRTB side. This is a complicated topic that I will be making a video about in the future, and only a very small subset of bugs can be classified as ASD (I invented this concept and haven't shared it much, therefore there really isn't any discussion of it elsewhere).
Placing Royal Recruits on Opponent Side (& Pigs) - This bug has been patched nowadays, but it allowed you to place Royal Recruits effectively on top of the opponents Princess Tower. Because of the fact that Royal Recruits cannot be placed on the side 3 tiles of the arena, I realized you would only need a few buildings to obstruct all possible placements, and cause the Recruits to be spawned on the nearest possible available tile, which turned out to be the opponents top left corner of the map if you were True Red (or on the bottom right of your side if you were True Blue).
Stacked Evolved Tesla Waves - If a troop is being stunned by an Evo Tesla shockwave, it will not take damage from another Evolved Tesla shockwave. This means if there is a continuous onslaught of shockwaves, a troop will remain frozen without taking damage until the waves have completed. This also means troops which are cloned during the stun effect will also not be damaged by the waves, as seen here.
Jumping Troop Interacting with Air - This has now been removed, but a troop that was able to jump the river used to be able to be pushed by an air troop, funny interactions like this were possible, and you could redirect a troop that would otherwise bypass a building with this trick.
Ghost Battle Healer Pushing Air - When the hover mechanic was first added, troops with this mechanic were able to push air troops, and could be used to get certain air troops to tower much faster than usual, or block building bypasses.
Evolved Goblin Barrel Tell - Evolved Goblin Barrel is supposed to spawn 2 Goblin Barrels, a normal and a Decoy Barrel. These Barrels are supposed to be indistinguishable from each other, but under very close observation, I found you could tell which is which (At least I thought). It turns out, the trick I found only works if you are True Blue. Why this is, I am still unsure.
'Building' Spawning Troop + Evolved Goblin Cage - If a troop that spawns a building entity after death (Lumberjack, Cannon Cart, Giant Skeleton), dies inside of an Evolved Goblin Cage, the spawned building entity will be spawned on the nearest tile that does not have a building on it. This can be jokingly extended by placing a mass amount of buildings around it, making the spawned enemy spawn many tiles away, as done here. Although it would require an unrealistic scenario for a multiple tile entity spawn skip from the cage, it would cause these entites to spawn in a basically unpredictable direction which could be very detrimental to an unlucky player.
Phoenix Egg + Clone - If a Phoenix Egg is Cloned on the frame it spawns, the Clone will make a Cloned Egg and a Cloned Phoenix
Phoenix Egg + Fisherman + Clone - If a Phoenix Egg is hooked by a Fisherman anchor the frame it spawns, the Phoenx will spawn, but instead of the Egg breaking, the Fisherman will pull an empty Egg. Once the Fisherman finishes pulling this empty Egg, it will break and nothing will spawn. But if the empty Egg is Cloned, the Cloned Egg will be able to hatch a Cloned Phoenix.
Phoenix Egg + Fisherman 2 - If a Phoenix Egg is being pulled by a Fisherman, it will not hatch until the pull is complete.
Phoenix Egg + Fisherman 3 - A Phoenix Egg will be pulled by a Fisherman slower than all other entities.
Phoenix Egg + River 1 - If a Phoenix dies while on top of the river, the egg will spawn on the nearest available non-river area. But, a Phoenix Egg can be on the river if a Fisherman pull is interrupted while the Egg is being pulled over the river.
Phoenix Egg + River 2 - If a Phoenix Egg is near the river, the Phoenix will spawn roughly 1 tile toward the outside of the arena (All Phoenix Bugs can be seen here)
Arrows on Evolved WB Inconsistency - Likely due to a change in the game where Arrows were changed in a way to not be fully reflected by a Monk if they just barely hit him, this Arrow change made small circles inside the normal range, which introduced some very rare glitches. When the center of Arrows radius hits Evolved Wallbreakers, neither of the spawned Runners willo take damage, but they should. As you move Evolved Wallbreakers closer to the edge of the Arrows radius 1 of the spawned Runners will be hit, and right at the edge, both Runners will be hit. See Here.
Inconsistent Spawn Order - Spawn order refers to Some cards when placed on the left or right side of the arena will flip their spawn order
Monk Not Reflecting to Dead Entity - If a unit shoots a projectile at a Monk but dies before hitting the Monk, it will not be reflected (only affects interactions when reflecting a card with splash).
Sparks Killing Egolem Incorrect Elixir - (This has been fixed)If an Evolved Firecracker kills an Egolem wave with her secondary sparks, the Elixir will go to the wrong player.
Skarmy Non-Symmetry - Skeleton Army is an unusualy card in that you can tell your True Red True Blue position with it, before even placing it into the arena (along with Bats, Tesla & Drill). This is because these cards flip their deployment pattern vertically based on the placers TRTB position. This causes some differences in interactions based on TRTB & the side of the arena you place the card on, not because of the ASD (the arena being not perfectly symmetrical from horizontal and vertical perspective), but solely because of Skeleton Armies non vertical symmetry. The fix to this problem is making Bats, and especially Skeleton Army have a spawn pattern which is vertically symmetrical.
Goblin Referee Troop Interaction - Most people know the easter egg where you Zap/Fireball/Arrows a Goblin Referee in Touchdown mode, and he sprays confetti on the field. But I thought to try to spam a Miner on the tile he would end up on, and he actually pushed the Miner very slightly. This means that he is actually not just a visual entity, but has his own hitbox.
Frozen Elixir Pump - When an Elixir pump becomes full but the player has full elixir, it will stay full until the player spends elixir. But if the Pump is frozen in this full state, and a player plays a card, the elixir pump will still give the player an elixir even though it is frozen.
Hovering Troops Affected by Miners Path - Royal Ghost & Battle Healer have a mechanic called the hover mechanic, which means allows them to hover over the river. This means they will not be hit by an earthquake, because canonically it is 'underground'. But inconsistently, they are still pushed by Miner and Drills underground path, and are pushed by a Hidden Tesla when trying to walk over it.
Champion Elixir Return - When certain Champions are killed as their ability is pressed, your elixir will be taken, and only returned after 3 seconds of not playing a card. If you continue to place cards you can keep increasing the amount owed by the game. You cannot use this to your advantage though, because for example if the game owes you 4 elixir, the most elixir you can have in your bar until you are refunded is 6.
Guardian Hitting Underground Units - When the Little Prince was released, I was experimenting with it in the developer build, and I noticed it was able to hit cards that were jumping over the river. From my past knowledge I knew that things that could do this (unlike The Log & Barb Barrel), are able to
Tiebreaker Exactly 1 HP towers - a Tie will occur in a non duel Clash Royale battle when your and your opponents have both of your lowest HP towers at the same HP. For example, if your lowest health tower is your King Tower which is at 50 HP and your opponents lowest tower is their Princess Tower which is at 50 HP, the game will end in a tie. This is true for all tower HP other than exactly 1 HP. This is because before the game decides there is a tie, the respective towers receive a small tick of tower damage (for a reason I am not sure about), and this amount of tower damage ticking also decreases depending on the ending tower HP. Basically if the above 50 HP situation occured with opponent and you at 50 HP, but instead at exactly 1 HP, the game would have actually ended in a loss for you. See here.
Deploy Timer Bypass - A troop is usually only able to attack after its spawn timer is complete. But if a troop like Golem (which has a 3 second spawn timer) is killed instantly as it spawns, the Golemites are able to hit immediately after they spawn, which is before the Golems deploy timer is finished.
0 Decks Available in Clan Wars - When boat battle repairs were in the game, when you turned WiFi off, spammed the boat battle repair button, started a duel, and turned WiFi back on, you would be put into the Clan War duel with no available decks. When the timer ended and the game tried to choose a deck for you, there would be none found, and the game would crash for you. But if you were to only expend 2 decks, you would be put into a duel with only 2 available decks left, and if you coincedentally won both of those games, you would not crash. If you got to the 3rd match, the game would again try to assign you a deck automatically, but none would be found, and the game would crash for both you and your opponent, the game would not show up in the battle log, and their decks would not be expended. See here.
1 Card Glitch in Boat Battle Test - By turning WiFi off, clicking the join button for a Boat Battle Test with an 8 card deck, removing all cards and making the less than 8 card deck you wanted, and then turning WiFi back on, you would be put in game with the less than 8 card deck.
Cloned Cannon Cart Lightning Priority Bug - Lightning Priority has some niche complicated mechanics, but generally works as follows: the highest health unit is hit first, and if 2 units have the same HP, the one which was placed into the arena first will be hit. Since Clone Cannon Carts in the second stage have 1 HP, you can have an instance where Cannon Cart 1 was placed before Cannon Cart 2, but Cannon Cart 2 was put into the second stage before Cannon Cart 1. In this case the Cannon Cart 2 would have less time left on its second stage (shorter health bar), but would be hit by the Lightning second. See here.
Electro Giant Incorrect Reflection - Electro Giant will correctly reflect less damage to Princess/Cannoneer/Dutchess, but incorrectly reflects the full amount of damage to the King Tower or Heist Tower. You may be wondering how a reflection could occur to a Heist Tower, but this is how it occurs: If an Electro Giant is near the King Tower, and a spell that launches from the middle of the King Tower like Fireball, Snowball, Rocket, Arrows hits the Electro Giant, the Egiant will reflect damage to the King Tower because the damage stemmed from the King Tower. There also is a bug where Egiant will reflect damage to the King Tower if he is near it, and hit by The Log or a Barbarian Barrel.
Electro Giant Consecutive Reflection - If Arrows are placed on an Egiant who is near the King Tower, the Egiant will correctly stun the King Tower 3 different times (1 for each Arrow wave), but will only deal 1 wave of damage. This bug is similar to the stacked Evolved Tesla bug, because an Electro Giants stun damage will only be applied if the entity is not already being stunned at the time of damaging the Electro Giant.
Invalid Position Disconnect Mirror - If you exit a match, and the next card played by the opponent is a Mirror, it will say 'Invalid Position' on your screen.
TOML File Unnecessary Immunities - Goblin Bush, Cloned Goblin Bush & Cloned Bush Goblins do not turn into Goblins when killed by a Goblin Curse. Glitched visible Goblin Bush, Cloned Bush Goblins & Glitched Cloned visible Goblin Bush all do not turn into Cursed Hogs when killed by Mother Witch.
Suspicious Bush + Skeleton King - Suspicious Bush when killed is not turned into a Skeleton King soul.
Underground Tesla Interaction - An underground Tesla can obtain the Ice Golem slow status effect while underground (although to occur, a very niche interaction with a Frozen underground Tesla must occur).
1 Card Glitch in CC/GC - The 1 card glitch was created by one of my glitch hunter friends Lakshay, where he found out how to play decks with less than 8 cards in friendly battles. I then modified the method slightly and was the first to use it in Grand and Classic challenges. The 1 card glitch is one of the most infamous bugs in Clash Royale history, and being able to play it in competitive challenges was very broken and likely what caused it to be fixed soon after. Gameplay Here.
Super Troop in CC/GC/GT/Special Challenge - While I am not directly responsible for the finding of this bug, I helped theorycraft ideas with the founder, CR_Leaks. By modifying the game files to allow Super Troops into the deck pool for special challenges/CC/GC/GT, you would be allowed to use cards which no one else was able to use, which were extremely broken. This glitch was patched within 2 days of finding because of its severity, but was also one of the funniest bugs in Clash Royale history. Although, the only way to get access to these Super Troops was to have modded the files on your own device, and because of the difficulty of this, only 1 or 2 people were actually able to abuse this bug. Gameplay Here.
8 card duplicate deck in CC/GC - Alongside the Super Troop bug, was debatably an even more severe bug, not because it was stronger (even though it was), but because it was more widespread and could be done on any device without having to modify the files. This bug was insanely strong, as it allowed players to use decks that contained 8 Champions, which caused other glitches. After 2 or more Champions had been placed, the game would enter a weird state, and after that point if there was ever a time where no Champions were on the map, the game would automatically crash for both players, invalidating the game (neither player would take a loss). This could be taken advantage of from a competitive perspective, because if the player with the glitched deck thought they might lose, they could purposely not play anymore cards allowing their Champions to die, and having the game be restart. A few players abused this glitch in the Global Tournament, which caused an uproar, and the Clash Royale team decided to make an entire new Global Tournament (which had never happened before) to compensate players who felt they lost opportunities due to losing to players who had abused the bug. This bug was found by BryanCR3847 when trying to copy a glitched Super Troop deck without having a modified game. Gameplay Here.
8 Card duplicate deck in CW - Using a very complicated method requiring an account with cards missing, and tracking card classifications in Clan Wars, SparkyMaster was able to find a glitch which allowed you to have a deck with multiple copies of the same card in the same deck. I was able to push this bug slightly farther and found how to make decks with 8 duplicate decks in CW. This bug was eventually patched because it would occasionally happen by accident to normal users, when certain conditions were met. Gameplay can be seen: Here, Here, Here & Here.
100 Seconds Healer Ghost Bush - When a troop that has a passive ability (Royal Ghost, Suspicious Bush & Battle Healer [Battle Healer had this passive ability removed as a bug fix, but it may return]), if the troop has not attacked in 100 seconds, it will lose this ability until it hits again. So this means Ghost and Bush will become visible, and Battle Healer would lose its passive healing. This bug was found in combination with SparkyMaster.
Clash Of Clans
Outside of Map Siege Machine Crash - Inspired by a prior video of mine where I pushed flying troops as far outside of the map with an Air Sweeper, I tried to deploy a Siege Machine early while it was outside of the map, and it caused the game to crash.
GW Running Towards Pedestal + Lightning - If you engineer walls in a certain manner to enlarge a Grand Warden scouting range around his pedestal and start the game by placing an entity, the Grand Warden will run very fast to his pedestal to become his defensive form. During this stage, even if he is hit by spells, he will not be damaged.
Push Trap Extension - When a push trap pushes a unit into a clump of walls, it will try to find the closest area without a wall in the way to push that troop to. This means it can push a troop way further than it usually would be able to.
Ground Entity on Wall Clump - If an entity that spawns troops is on top of a clump of walls with no gaps, the spawned troop will not spawn. Examples include Hog Glider, Witch, Archer Queen, Barbarian King, Skeleton Barrel, Skeleton Spell etc.
Obstacles Obstructing Placement - This has now been removed from the game, but obstacles of any size used to obstruct troop placement. 2x2 Obstacles would allow troops to be played on all tiles around or on them, but troops would avoid the middle of the 2x2 Obstacles hitbox. 3x3 Obstacles would not allow troops to be played on the inner 1x1 tile, and 4x4 Obstacles would not allow troops to be played on the inner 2x2 tiles. See here.
Clan Capital Troops on Frozen Water - When a clan capital raid ends where an opposing troops defensive Giants are on a patch of water which has been frozen, the Giants will be teleported back to their post when the raid is complete. If defensive Spear Goblins are on a patch of water which has been frozen, they will disappear when the next attack starts. I think it would make sense for the troops to disappear (because they had fallen into the water) when the Freeze expires, but if the Freeze is still active they should stay where they were when the raid ended. See here.
Clash Mini
Stacked Mini - Because I had tried WiFi glitches before in Clash Royale, I figure I would try them in the newly released Clash Mini, and found this bug less than 2 weeks after the game went into beta. By turning WiFi off, placing X amount of minis on the same tile and turning WiFi back on, the minis would be placed on the same tile instead of being spread to 1 tile per mini like normal.
Outside of Map Replication - I had noticed a few players on Reddit say they placed a mini on the map, and it magically teleported outside of the grid when the round started. Although I was not the one to figure out the existence of this glitch, I was the first to figure out the steps needed to replicate. By turning WiFi off, placing a mini, and then turning WiFi back on precisely as the round was about to start, the mini would be teleported outside of the grid, and would be able to hit other minis without being hit itself. Even though I found the replication method, it was still very difficult to execute, because the amount of time it takes for WiFi to return after toggling it back varies on a bunch of different factors, and it was close to frame perfect.