Hello my friends, today I am going to show you everything about Legendary cards in Clash Royale. You will easily see the best use of them as well as which one is the best for your current deck. This deck is very useful If you are about to buy one from the Shop.
Choose the best Legendary Card for your deck!
Before talking about our Legendary cards, here is some basic tips for you:
Don’t try to switch decks and build decks because of the Legendary you want to use. Instead, buy the one which fits your deck well. For example, If you are very good at using Royal Giant, it’s better to wait and buy either Princess, Ice Wizard or Lumberjack than to buy the Lava Hound. But, anyway, sometimes it’s totally worth it to build the whole new deck based on a Legendary card. For example, If you really love the high risk high reward Sparky deck, build a deck about her. It’s all up to you.
What is the Legendary which fits your archetype best?
How many Legendary cards do you really need? Remember that the more Legendary cards you have, the harder it will be to improve your deck level.
Think twice before purchasing the Legendary card. Don’t spend 40,000 Gold for the Legendary which shows up first If you don’t really know how it fits your deck.
There are 2 main ways to save for a Legendary. First, If you are able to buy Gem, get the 2,000 Gem Pack, which immediately gives you 40k Gold and 500 more Gems. The second one is to save Gold by donating cards and opening chests. It usually takes up to 3 weeks to save 40,000k Gold, but this is truly not a big deal at all because personally I still enjoy the game without Legendary cards. Take a look at here to see more about the second way!
The Best Legendary Cards in Clash Royale
Now, let’s move to the main part of the article. The list below orders all the Legendary cards in Clash Royale from the worst one to the best one in term of purchase and variable.
Before I start, I must say that ranking the Legendary cards is harder than it used to be (Courtesy: Sparky buff). Supercell has commendably increased the standard of the balance changes from nerfing cards to oblivion and buffing to domination to creating a balanced meta.
Right now, each legendary card can fit perfectly into one role, one deck and become really powerful in it. Example: Lumberjack in Golem Beatdown decks.
Mostly, I have ranked the cards based on their versatility, skill cap and over-all place in the meta after the update.
These are my personal opinion so they might differ from you. Don’t feel bad if your favorite legendary is at a lower spot.
A card at a lower spot doesn’t mean it’s bad. IMO all cards in the game are good (except for those few like the Rage which don’t need skill). So, if you practice, you can win battles and mostly the cards at the top are there because how easy to use and versatile they are and how OP they can be.
The release of new cards may affect the list as per their interaction with the legendary cards.
#15 – Mega Knight
Mega Knight could be the worst legendary card right now (yeah worse than Sparky).
The previous balance changes had hit hard and MK seems to be unable to jump back.
Less effective Jump/Spawn and taking time to kill cards like Ice Wizard and Witch has made him easier to counter.
He still has great stats in truth and lot many perks but well it seems like MK has become Jack-of-all-trades but Master-of-none.
Not that threatening and powerful anymore seems to have away from him and using the evergreen PEKKA and trying out other cards.
Even with Skeleton Barrel buff, the combo wasn’t revived and both cards are still underused.
#14 – Sparky
Well, this is one of the rare occasions when Sparky isn’t ranked last. Enjoy, all Sparky users out there!
Sparky is a high risk-high reward card.
Sparky is deadly behind tanks (being the card with highest damage) and can dominate on defense when coupled with Tornado.
However, with so many counters in the game (including the recently buffed Lightning), it’s very hard to use her and make her unleash her strength.
Regardless, she is a beast when used with Giant and Swarms (aka Zap bait cards like Gob Gang, Gob Barrel, Minion Horde, et cetera).
A tip I would like to share is to master Sparky, and you wouldn’t have to worry much about balance changes.
#13 – Graveyard
It pains me to say this but yeah Graveyard (GY) is almost dead, almost.
It really doesn’t have that overpowering strength anymore with Poison being so popular in the meta as Poison is the best counter to GY and also, ironically being the best partner as well.
Regardless of what strategy you use to support your GY, a Poison will just nullify your GY and well, RIP your strategy.
Baiting Poison with Gob Hut is good idea but there are many other cards people use to counter it.
GY can be used either as a cycle card where your aim is to continuously do small GY mini pushes to keep chipping or as an opportunist card, that is waiting for an opening and striking hard.
Good in control decks where it can be used in both ways (even simultaneously in one deck) or in Beatdown decks where it is used in the opportunist way.
Should be used in combo with spells like Poison, Fireball or Freeze to guarantee a lot of damage.
Use it with Knight, Ice Golem in cycle mode, Bowler, Baby dragon etc. in opportunist mode (Splashyard for e.g.) or with Giant (other tanks are expensive to use more effectively with GY) Control-Beatdown hybrid.
#12 – Night Witch
Night Witch was the most OP card to ever be released in the history of Clash Royale (More OP than the RG).
From an all-round versatile card, she is now only quite strong in beatdown decks and to some extent in control decks.
The buff that came in the balance changes (quicker initial Bat Spawn) is a good way to buff her as she can go to higher DPS in short time which makes her good as quicker counter to Hog or Ram.
However, I don’t feel is enough to make her stronger as the Bats were nerfed in previous balance changes.
Right now, she seems a bit underpowered. She seems rather squishy to me and the bat spawn isn’t really threating unless you guarantee that she stays on the map for a long time which is almost impossible due to splash and swarms being popular.
She is a great addition to Giant and Golem and arguably to Lava Hound decks as the Bats can accumulate to great numbers behind these tanks provided she is alive for long time.
She synergises rather well with LJ as together they deal lot of damage and after death, LJ’s rage makes NW and her bats pretty deadly.
The high popularity of the Princes makes her a week choice in beatdown as the Princes provide better value for similar card and can be upgraded more easily.
#11 – Lumberjack
Whenever they buff LJ, they buff a card similar to LJ. Like Dark Prince was buffed in previous balance changes.
Even with DP’s nerf (which hasn’t really reduced his strength and popularity), the Princes are running (or charging) rampant in the arena and for same reasons as above prove to be better choice for similar cost.
However, LJ has started to be seen used with Hog (especially in that LumberHog deck with Guards and Inferno Dragon) and still proves the be fatal in Golem decks and synergises with Dark Prince, which makes him slightly better than NW.
He is tied with Dart Goblin and Witch for the highest hit speed of all troops. And when you couple that with the high damage and fast movement, you have got a Drunk (on rage) killer with a Mission to hunt The Log.
If you let him stay near anything for long he will wreak havoc and if you kill him, he has a parting gift: A bottle of Rage Spell. This makes him a card which you need to kill in a proper way or you might pay for it.
#10 – Ice Wizard
This chill-caster from north has seen better times in truth.
However, he is still viable in regular usage however, not as strong as compared to other splash damagers.
He is very strong while being coupled him with Tornado, the Snowstorm defence as I like to call it.
If you are an Old CR player, you may know the old school iWiz + Cannon combo, well now you have Tesla to replace with Cannon for an even more powerful defence.
Ice Wizard, regardless of the meta, is and will be one of the strongest defensive troops in the game.
His slow down effect really cripples pushes for such a cheap cost. And he has a bit high HP than other troops who perform similar roles for similar elixir cost.
He is a good addition in Control decks (as a defensive wall) and Siege decks (cheap and effective swarm clearer) but doesn’t make the cut in Beatdown decks which focus on troops with high dmg and tower crushing ability where iWiz deals pretty low damage.
I personally would suggest bringing his old HP back where it was a complete defensive wall, resistant to spells.
#9 – Royal Ghost
The Royal Ghost is a great card and pretty strong. Rather, it seems balanced.
A powerful support troop with his invisibility and surprising Splash damage dealing sword, he is a card that can be used in a variety of decks.
Great in Control and Beatdown decks. Royal Ghost isn’t a card for Siege decks (yet…).
Use with Miner and Bandit, behind tanks like PEKKA, Golem and Giant along with Poison or with 3M and Battle Ram for tricky pushes, there are wide applications of this card.
Using his invisibility well is the key to success.
#8 – Magic Archer
Magic Archer has turned out to be a high skill cap card as you really need to focus on his placement to get the magic arrow hit most troops (Power of Geometry according to OJ).
Overall, he can be pretty great in some situation where he deals ton of damage indirectly to opposing tower and pretty useless when he can’t even kill Minion Horde.
Not to mention that he is pretty squishy, dying to Fireball and thus, doesn’t act much as a threat often.
In the latest balance changes, his arrow’s projectile speed was increased and thus it is better than before especially against spawners.
#7 – Princess
Still ruling as the Princess in the kingdom of Log Bait decks.
Princess is really great in baiting out spells. Because if allowed to stay on field for long, she can be the most annoying card and due to cheap cost and generally being used in cheap decks. It’s rather easy to have 2 or more Princesses on the field, making it insanely frustrating
Also, she is good in Hog cycle decks. Can be used in Royal Giant and Mortar decks as well but really, Log Bait is where she shines.
#6 – Lava Hound
The cancer is back folks (thought not that cancerous).
Lava Hound is pretty good card to use in both ladder and challenges (especially on ladder).
Balloon is his partner in crime, while cards like Miner can be paired as well. Thus, in general, Lava Hound is the only Legendary card in Lava Hound decks (exception: Miner. But he is rather level independent).
He is a great tank with tons of HP and can transform into a swarm after death giving Lava Hound decks a powerful ability to be beatdown and bait simultaneously which is a pretty deadly combo (Goison Dual Prince bait and Giant Sparky bait are examples you can look upon).
There are variety of things you can do in LavaLoon decks like Tombstone or Pump, Fireball or Lightning, Swarms or Dragons.
#5 – Inferno Dragon
Inferno Dragon is a pretty good card to use right now as a tank killer.
It is very powerful on defense against slow tanks and can certainly be converted to a deadly offensive threat with the right plays.
There are two problems mainly with the Inferno Dragon
Isn’t great against fast win-conditions like Hog or Ram and Siege win-conditions i.e. Mortar and X-bow.
Many counters available (again including newly buffed Lightning) so sometimes, it really struggles to get heat-up.
In the Princes dominated meta, defensive buildings are generally weak as major defenses as the Princes can ruin any buildings with ease most of the time, so Inferno Dragon is great in such situations to kill the tank while you can focus on killing the Princes separately.
Also, beware of swarms.
#4 – Electro Wizard
eWiz is an extremely good card with lot of perks like Spawn Stun-damage and Forked Stun attack.
But he is rather easy to counter and takes time to actually do his magic.
He does well in all decks (including Siege to some extent) making him an extremely good choice to grind, upgrade and use on ladder (BEWARE high level Fireball).
As I mentioned in my earlier lists, eWiz can decently defend against the other legendary cards along with the help of Crown Tower to varying extent.
Great glass cannon, great support, spawn damage, forked attacked, stun effect, ability to survive Fireball (at equivalent levels).
Truly, what more do you want for 4 elixir?
#3 – Bandit
Bandit is hands down an annoying card.
For 3 elixir, she can just deal tons of damage when you are low on elixir and thus, can’t do much to counter her.
With her Dash ability and invulnerability, she is great in fast cycle decks, which also compliment her cheap cost. Strong in Miner Poison Control decks and 3M decks as well being one of the Original Bridge Spam cards, Bandit is very versatile.
Not to forget her choice in Bait decks and her insane synergy with Dark Prince (Point+Splash, Charge+Dash i.e. double damage, hard to counter, especially when user is armed with 3 spells).
#2 – Miner
Well, he lost his #1 spot. Happy, all the Miner haters!?
Anyway, Miner is still the most versatile card right now in the game and with that 3 elixir cheap cost, it would be a wonder if he would be anything but waayyy popular.
A legendary which can be used in all three OG archetypes (Beatdown, Control and Siege), that is not the end of his versatility.
Use it as a win-condition, secondary win condition or even a support he does his job well.
His unique ability of spawning anywhere in the arena is the secret of his strength.
Best for assassinating Princesses and Glass cannons, destroying buildings and taking down chunks of tower HP!
Couple him w/Poison for beautiful combos.
Use him with Skeleton Barrel, Hog Rider, Mortar, spawners, RGs, Giant, Balloon, Battle Ram, Lava Hound, P.E.K.K.A, MK, Goblin Barrell, 3M, well… the list is so long!
Miner is still a great card to use in the meta right now!
#1 – The Log
The Log is the best legendary card right now.
With high usage rate and win rate, this is no wonder.
The Log is hands down, the most used Legendary card in the game (including both Ladder mode and Tournament mode).
The Log is a spell that can give insane amount of value for 2 elixir.
It can kill ground swarms easily over a wide range, take care of Goblin Barrels, Princesses, Dart Goblins as well as can be used as finished off troops.
Due to its long range, it can chip the tower (86 dmg at Tournament Standards) every time you place it at the bridge which I feel is great trade.
Over the entire duration of the match, you can chip of tower so many times that it adds up to a big number!
Not to mention its push back effect. This simple effect can make troops retarget which can change the entire result of the trade! A great ability to have in this Dual Prince meta.
Clash Royale Legendary Card Rankings (Updated)
Please share your personal opinions in the comments section below!