The Best Legendary Cards in Clash Royale – 2022 Updated

Today I’ll be showing you a ranking of each of the legendary cards available at the moment in Clash Royale. Those cards are the following, alphabetically sorted:

Now that you know which are the actual Legendary Cards, here I’m showing you my personal ranking of these Legendary Cards.

The Best Legendary Cards in Clash Royale

Before starting with this ranking, I have to tell you that all legendary cards are viable at this moment. The fact that they are lower in the ranking does not mean that they are bad cards, they are simply not as well played as the others according to the actual state of the game. you can find many decks that fit each of the legendary cards and are very powerful. Said that here’s the ranking of the Best Legendary cards in the game:

18 – Ram Rider

ram rider

Good card for defense and counterattack due to its unique ability to practically complete root the troops, both ground and air cards. This ability’s so effective against a Balloon or Hog Rider. This card jumps the river like a Hog Rider and makes a charge that deals higher damage when it connects to a structure, but it can be stopped with a stun or knockback.

The Ram Rider can be unlocked from Hog Mountain (Arena 10).

Here are Ram Rider statistics:

Level Hitpoints Ram Damage Ram Charge Damage Ram Damage per second Rider Damage Rider Damage per second
9 1,461 220 440 122 86 78
10 1,607 242 484 134 94 85
11 1,767 266 532 148 104 94
12 1,943 292 585 162 114 103
13 2,133 321 642 178 125 113

It’s not played at all due to, basically, Elite Barbarians. They counter her so hard and also make a great counter-push. Mega Knight is also a good counter due to its knockback deployment effect.

You can find her in some P.E.K.K.A. and Mega Knight decks.

#17 – Royal Ghost

royal ghost

It’s a Three-Elixir invisible melee troop that deals AoE damage (like a Cone, not a circle). Once the Royal Ghost hit’s an enemy troop, it will reveal its position and become visible and will become invisible again after a few seconds. This card can be unlocked from Spooky Town (Arena 12).

The reason why is Royal Ghost is here, right now, it’s because it doesn’t fit with almost any deck. It’s only played in some P.E.K.K.A. decks (BridgeSpam basically) and some Three Musketeer decks. Also, it’s so easy to distract him (even a 1 Elixir Skeleton troop can stop him if played properly). It’s true that has been one of the best legendary cards (it was so OverPowered when it appeared in the game) but now it’s not on the meta and can’t be considered a really good Legendary Card.

Here’s a table of Royal Ghost statistics:

Level Hitpoints Damage Damage per second
9 1,000 216 120
10 1,100 237 131
11 1,210 261 145
12 1,330 287 159
13 1,460 315 175

Same as Ram Rider, the fact that the Elite Barbarians are so popular right now does not do Royal Ghost any good as they eliminate him very easily.

#16 – Princess


The Princess is a Three-Elixir card that shoots fire arrows that make AoE damage. Due to its low HP, the Princess dies with a Log and Arrows, but not with Zap, Snowball, or Barbarian Barrel. Princess can be unlocked from Spell Valley (Arena 5).

This card is really good, the only bad thing is that it’s only played in Log Bait deck archetypes, we can’t pull her out of that. Also, there are some decks that are currently so good in the meta that the Princess is not even used, like Skeleton Barrel bait decks that use Dart Goblin and Skeletons instead for a faster cycle. That’s why the Princess is in this position of the ranking.

Here is a table of Princess statistics:

Level Hitpoints Damage Damage per second
9 216 140 46
10 237 154 51
11 261 169 56
12 287 186 62
13 315 204 68

Currently, Log Bait is not in a good position even if it’s played a lot. Definitely is one of the cards that should be getting a Buff or a slight rework.

15 – Inferno Dragon

Inferno Dragon

The Inferno Dragon costs 4 Elixir and shreds enemy Tanks with its infernal beam. It’s like an Inferno Tower but it flies and can provide a counter-push if it doesn’t die. This card can be unlocked from the Jungle Arena (Arena 9).

Easily countered with Zappies, the Inferno Dragon it’s not in its best position in the meta. Swarm units also counter him pretty easily. He’s good against Tank units like Golem but now Beatdown decks are not played a lot (in the competitive scene) and also those decks have so many ways to deal with this card (Clone decks, Lightning, etc). That said, we can’t consider it a bad card as it works with some Lava Hound decks, decks with Balloon, and also some Mega Knight decks (which pair him pretty well).

Here are the Inferno Dragon statistics:

Level Hitpoints Damage Damage per second
9 1,070 30-350 75-875
10 1,177 33-385 82-962
11 1,294 36-423 90-1,057
12 1,423 39-465 97-1,162
13 1,562 43-511 107-1,277

#14 – Sparky


Sparky is a very slow card that deals extremely high AoE damage with her shoot and it costs 6 Elixir. There are only two positions when it comes to Sparky, either you love her or you hate her, there is no in-between. Also, this card can be unlocked from Electro Valley (Arena 11).

This card seems hard to distract but actually, it’s not. The best counters to Sparky are Electro Dragon, Electro Giant, Electro Spirit, and Zap (combined with damaging cards) as it will stop its charging shoot. If the enemy doesn’t have the right cards in the deck, Sparky is your best ally as it will be complicated to stop a push. Here’s a quick example of how to stop a Sparky using low elixir cards (complicated):


Also, here are Sparky’s statistics:

Level Hitpoints Damage Damage per second
9 1,200 1,100 275
10 1,320 1,210 302
11 1,452 1,331 332
12 1,596 1,463 365
13 1,752 1,606 401

Sparky works well with some Giant decks.

#13 – Bandit


The Bandit is a Three-Elixir card with the special ability to dash to the nearest target dealing double normal damage. One of the best things about this card is that it’s immune to damage while she’s dashing, this makes her a good counter to some cards like Sparky.

The Bandit can be unlocked from the Rascal’s Hideout (Arena 13).

This card is played in the BridgeSpam decks, also used in Mega Knight decks and some Miner Control decks. It’s not a bad card, also not the best card, but she does her job well and it’s a balanced card. The bad thing about the Bandit is that is easily distracted with swarm troops.

Here are the Bandit statistics:

Level Hitpoints Damage Dash Damage Damage per second
9 750 160 320 160
10 825 176 352 176
11 907 193 387 193
12 997 212 425 212
13 1,095 233 467 233

#12 – Lumberjack


This super-speedy 4 Elixir card deals melee damage and drops a Rage Spell once it dies. It’s the only card with this interaction, which is so good, even if it’s behind on the list. The Lumberjack can be unlocked from Serenity Peak (Arena 14).

The Lumberjack is considered a defensive card to make counter-pushes but it’s commonly used as an offense card if you pair him with Balloon or Golem decks. A deadly combination is Lumberjack + Balloon + Freeze.

Here are the Lumberjack statistics:

Level Hitpoints Damage Damage per Second Rage Duration
9 1,060 200 250 7.5 sec
10 1,166 220 275 8 sec
11 1,282 242 302 8.5 sec
12 1,409 266 332 9 sec
13 1,547 292 365 9.5 sec

#11 – Magic Archer

Magic archer

goes linearly to damage the first target and any other units in the arrow’s path. This card is unlocked from Rascal’s Hideout (Arena 13).

The Magic Archer is complicated to play, and now with all the Fireballs going around, it’s not played so much. His best deck is Pekka BridgeSpam and it’s not played so much right now. The thing is that Magic Archer provides you so much value if it’s placed well, it can deal with so many pushes from the enemy and place it on the bridge it can hit the turret if there’s a troop in the middle. This is very hard to do but, if you do it correctly, it can bring you a Victory.

Here are Magic Archer statistics:

Level Hitpoints Area Damage Damage per second
9 440 111 100
10 484 122 110
11 532 134 121
12 585 147 133
13 642 162 147

#10 – Graveyard


One of my favorite win-conditions in the game, Graveyard is a Legendary Spell card that costs 5 Elixir that consists of Skeletons appearing one by one randomly on the edge of the spell’s radius. This card can be unlocked from Spooky Town (Arena 12).

The reason why Graveyard is not on the Top tier of this list (as it used to be) is that Supercell nerfed so many good cards that were used in the majority of Graveyard decks (Cannon Card, Bomb Tower, Knight) and also buffing Mother Witch, which is a hard counter of Graveyard. Now, in order to use Graveyard in Challenges, high-Ladder, or Competitive scene, you need to use Fireball instead of Poison to counter that card, especially if it’s used with Healing Spirit.

Here are the Graveyard statistics (the same as the Skeleton card):

Level Skeleton Hitpoints Skeleton Damage Skeleton Damage per second
9 67 67 67
10 74 74 74
11 81 81 81
12 89 89 89
13 98 98 98

You can check out the following post about the best decks with Graveyard.

#9 – Night Witch

Night Witch

The Night Witch is a single-target melee card that spawns two bats every seven seconds and when it dies, four bats. The cost of this card is 4 Elixir and it can be unlocked from Serenity Peak (Arena 14).

The fact that people now use a lot of Fireballs instead of Poison (which doesn’t kill the card) makes Night Witch so powerful. Even if they kill it by adding another small spell, the Bats that spawn afterward will be so deadly.

The Night Witch is basically used in Golem decks, and maybe some Giant decks or Lava Hound decks, but it doesn’t fit anywhere else.

Here are Night Witch statistics:

Level Night Witch Hitpoints Night Witch Damage Night Witch Damage per second Bat Hitpoints Bat Damage Bat Damage per second
9 750 260 173 67 67 51
10 825 286 190 74 74 56
11 907 314 209 81 81 62
12 997 345 230 89 89 68
13 1,095 379 252 98 98 75

#8 – Ice Wizard

Ice wizard

The Ice Wizard is a strong defense card whose attacks will slow his targets’ movement and attack speed by 35%. This combined with a Tornado and you have one of the best defenses in the entire game. The Ice Wizard costs 3 Elixir and can be unlocked from Frozen Peak (Arena 8).

This card doesn’t die from a Fireball, so to deal with it the opponent needs to spend more Elixir. This makes the Ice Wizard a strong card because it gets so much value by using it. If you place it correctly, you’ll have an elixir advantage that will make you win the game. A correct spot is in the center of your Arena as it maximizes the distance that troops must travel.

This deck is used in so many Graveyard decks paired with defensive cards like Bomb Tower + Baby Dragon + Tornado. Also seen in some Golem and Electro Giant decks.

Here are the Ice Wizard statistics:

Level Hitpoints Area Damage Damage per second
9 590 75 44
10 649 82 48
11 713 90 53
12 784 99 58
13 861 109 64

#7 – Mega Knight

mega knight

The Mega Knight is a defensive card that provides a strong counterattack. It costs 7 Elixir and when it’s deployed hits units in a 360º area around his landing and makes a knockback effect. His normals attacks are AoE-based as well and he also jumps to the nearest target, like a Bandit. This card can be unlocked from Royal Arena (Arena 7).

It’s so good against the current meta cards like Elite Barbarians, Royal Hogs, etc. On the other hand, is so weak against cards like P.E.K.K.A., Mini P.E.K.K.A., or Knight, as can defend it alone with the help of your Princess Tower. Besides this, to make the best out of this card, you should place it to stop the enemy’s pushes behind its tank, as it will kill all the swarm units behind. He can also stop Lumberjack or Mini P.E.K.K.A’s if the deployment damage and knockback are done correctly, even they counter him when defending.

Here are the Mega Knight statistics:

Level Hitpoints Area Damage Spawn Damage Jump Damage Damage per second
9 3,300 222 444 444 130
10 3,630 244 488 488 143
11 3,993 268 537 537 157
12 4,389 295 590 590 172
13 4,818 324 648 648 190

Check out the following post with some Mega Knight decks!

#6 – Electro Wizard

electro wizard

The Electro Wizard is a double-target range unit that for 4 Elixir, will stun and deal damage to your opponent troops. It also has a spawn effect like Mega Knight but in this case, there’s no knockback effect but stun (like Zap), also doesn’t deal that much damage so it’s not a good idea to land it on top of heavy hitters like Mini P.E.K.K.A. The Electro Wizard can be unlocked from Electro Valley (Arena 11).

You can almost play in any deck, he always does his job, good reset effect to stop charges like Prince, Sparky, etc. You’ll certainly find it in P.E.K.K.A. decks and some Beatdown decks like Giant Sparky, Giant Double-Prince, or Goblin Giant decks.

Here are Electro Wizard statistics:

Level Hitpoints Damage Spawn Damage Damage per second
9 590 91 x2 159 50 x2
10 649 100 x2 174 55 x2
11 713 110 x2 192 61 x2
12 784 121 x2 210 67 x2
13 861 132 x2 231 73 x2

#5 – Fisherman


The Fisherman is a single-target defensive melee troop that costs 3 Elixir. He throws a hook that pulls enemy troops towards him (only if the target is 7 tiles away from him), or if he’s targeting a building, he will pull himself towards it. In the first scenario, hooked troops will be slowed down in movement and attack speed by 35% for 2.5 seconds. This card can be unlocked from Legendary Arena (Arena 15).

This card is so good. He has the ability to activate your King Tower (works with Hog Rider, Golem, Giant, Ram Rider, etc.) and win an extra defense. Also, he can pull out troops of your win condition and make it survive. For example, he can pull out a P.E.K.K.A. from your Royal Giant, and then you can distract it with Skeletons or other units.

This ability is what makes him so strong and that’s why he’s on the top 5 of my list.

Here you can find the Fisherman statistics:

Level Hitpoints Damage Damage per second
9 720 160 123
10 792 176 135
11 871 193 148
12 957 212 163
13 1,051 233 179

#4 – Lava Hound

Lava Hound

The Lava Hound is a flying tank with a lot of HP and when it dies, the Lava Pups appear to deal damage to the nearest units. With the cost of 7 Elixir, Lava Hound is considered the best tank in the game along with Golem and Electro Giant. This card can be unlocked from Hog Mountain (Arena 10).

Lava Hound has always been so strong in the game, and currently, there’s a lot of decks that have only one air defense like Musketeer and Ram Rider is not played anymore, so the Lava Hound is in a good position in my opinion. Combined with a Ballon and/or Miner, the Lava Hound enters the top 4 of the list of the best legendary cards in Clash Royale.

Here are the statistics of Lava Hound:

Level Lava Hound Hitpoints Lava Hound Damage Lava Hound Damage per second Lava Pup Hitpoints Lava Pup Damage Lava Pup Damage per second
9 3,150 45 34 179 75 44
10 3,465 49 37 196 82 48
11 3,811 54 41 216 90 52
12 4,189 59 45 238 99 58
13 4,599 65 50 261 109 64

Check out the following post with the best Lava Hound decks.

#3 – The Log

The log

The Log is a Legendary Spell that deals damage in a rectangular area on the ground as it rolls through its targets. If the units are not killed with it, The Log pushes them back and disappears after traveling a distance of 10.1 tiles. This small spell has a cost of 2 Elixir and it can be unlocked from the Builder’s Workshop (Arena 6).

This card is on the top of the list because it can be played in almost every deck. Also, you don’t need to have it at a maximum level to do its job (level 10 log can kill level 13 Goblins). With this spell, you can chip the enemy’s towers due to its high range.

Here are The Log statistics:

Area Damage
Area Damage
Crown Tower Damage
Tower Damage
9 240 72
10 264 80
11 290 87
12 319 96
13 350 105

#2 – Miner


Oh, The Miner… My favorite card. This little boy is a melee single-target troop that can be deployed anywhere on the arena as it travels underground. It has a 3 Elixir cost and it can be unlocked from the P.E.K.K.A’s Playhouse (Arena 4).

The Miner is used in A LOT of decks It can be played in Beatdown decks as a second mini tank or to chip damage while the tank is getting targeted, in Cycle decks to chip out the tower, in Bait decks to tank for the swarm units, Balloon decks, Control decks and a long, etc.

It has suffered a lot of nerfs but is still a so good card and that’s why he’s on the top 2 of my list.

Here are the Miner statistics:

Level Hitpoints Damage Damage per second Crown Tower Damage
9 1,000 160 133 48
10 1,100 176 146 52
11 1,210 193 160 59
12 1,330 212 176 63
13 1,460 233 194 70

Check out the following post about decks with Miner.

#1 – Mother Witch

mother witch

And finally, the NUMBER ONE of the list is none other than Mother Witch, the last legendary card released. It’s a ranged troop that deals single-target damage but has the ability to convert each unit killed with her attacking mark to a Cursed Hog (similar stats as Royal Hog) which will run towards the enemy’s tower or structure. She has a cost of 4 Elixir and can be unlocked from the Legendary Arena (Arena 15).

Right now, this card is the best one in the game but initially, when it came up, it was one of the worst cards of Clash Royale.

This card provided a whole variety of Fireball bait decks because it’s killed with it, so you can counterplay with other troops. This card is the reason why Fireball is played a lot right now. It’s also played on Spawner decks, which are getting strong thanks to her.

If you make one mistake, for example playing Bats, all kinds of Goblins, Minions, etc. her ability will transform them into Hogs and they will tear you apart.

Here are Mother Witch statistics:

Level Hitpoints Damage Damage per second
9 560 110 100
10 616 121 110
11 677 133 120
12 744 146 132
13 817 160 145

And here the Cursed Hogs statistics:

Level Hitpoints Damage Damage per second
9 520 44 36
10 572 48 40
11 629 53 44
12 691 58 48
13 759 64 53

TIPS on The Best Legendary Cards

Now that you know the ranking of the Best Legendary Cards, here are a few tips on how to get the most out of these cards:

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