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
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.
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
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):
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
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):
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
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
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.
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
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.
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:
Level
Area Damage
Crown 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.
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:
It’s better to not have a lot of legendary cards if you’re not a maxed or semi-maxed player in the same deck. It’s so hard to level up legendary cards as it’s difficult to obtain them. This tip is referred to Ladder, in Challenges all cards are at level 9 so you can use them if you want.
You have to choose the legendary card that fits your deck archetype. Check out the following post about Deck Archetypes that might help you.
If you’re not spending a lot of money on this game, DO NOT BUY LEGENDARY CARDS ON THE SHOP. These cards cost 40,000 gold and it’s something that you can’t afford for a single legendary card. To learn more about Gold, check out the following post.
In case you’re playing on lowers arenas, take into account that Legendary Cards begin at level 9 and you can take advantage of that as not all players will have that card levels.