The Best Legendary Cards in Clash Royale

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.


  1. These are my personal opinion so they might differ from you. Don’t feel bad if your favorite legendary is at a lower spot.
  2. 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.
  3. The release of new cards may affect the list as per their interaction with the legendary cards.

#14 – Sparky

The buff didn’t help her last long. The card with the most high risk-high reward factor in the game.

Easier to use than before but still struggles to maintain a spot in the meta. The reason is the high number of counters out there in the arena.

The newly released and buffed Zappies are another addition to the list and are probably the strongest counter to a Sparky after Rocket.

A threat behind a tank on offense and deadly when couple with Tornado on defense, yet air troops somehow survive the huge electric blast without a scratch, there lies another weakness.

All in all, Sparky is the Legendary which is the hardest to use and thus is in the last spot on our list.

#13 – Lava Hound

The 5% health buff isn’t enough IMO to make it a strong card in the meta.

This meta is filled with buildings like Tesla and Goblin Hut as well as strong defences like Inferno Dragon, Ice Wiz, Zappies, Tornado and mainly the Poison, a powerful counter to the swarm-y Lava Hound pushes.

The dominance of air troops instead of complimenting The Hound have done the opposite by becoming popular cards in the meta and does almost all decks have counters to it.

The reason I rank it at the bottom is firstly because it is a Win-condition/ Tank so that the deck needs to be built around it.

But Lava Hound isn’t really a threatening card.

What I mean is that it really doesn’t do much damage on its own and the pups that spawn after its death can in fact be countered pretty easily.

You definitely need another win-condition to use with it. However, at the moment, the only Win-conditions that synergise are Balloon and Miner.

There aren’t really any other good combos to use and even LavaMiner isn’t that threatening.

The deadliest Lava Hound combo i.e. Lavaloon struggles in this meta.

#12 – Bandit

RIP Bandit. This is probably her lowest place in the meta after her weak debut in the game.

From being one of the strongest and most popular, she has gone down to been seen rarely.

The bridge spam decks w/RG that were popular have disappeared after RG nerf.

The buff of fellow melee troops; Mini P.E.K.K.A and LG has made her a weaker card in comparison to them.

Bandit’s strength is of course her dash ability which comes with invulnerability. She can dash really quickly to ground troops within 4-6 tiles while being invulnerable i.e. immune to ALL kind of attacks.

Using this ability to its maximum potential is key.

Bandit can be used in Control decks, Cycle decks as well as Beatdown decks making her a versatile card to use.

#11 – 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.

However, right now she seems a bit underpowered. She seems rather squishy too me and the bat spawn isn’t really threating unless you 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 synergise rather well with LJ as together they deal lot of damage and after death, LJ’s Rage makes NW and her Bats pretty deadly.

#10 – Princess

Now with bait going down the drain and Hog Mini P.E.K.K.A deck is also not very popular anymore right now, Princess userate has decreased a lot.

Paired with Tornado she’s great. Also, if your opponent has no way of really reaching them, stacking Princesses can be very devastating!

Her range allows you to get easy chip damage and draw out spells.

For now, we can only see her in bait decks most of the time, she really isn’t that versatile anymore.

#9 – Lumberjack

I really wanted a HP buff to LJ and I feel Supercell has done a good buff by increasing it by 7%. LJ was only seen (read only strong) in Golem Beatdown decks but now I feel he may be a great addition in other decks like Hog, Battle Ram, Giant and Graveyard.

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 may pay for it.

#8 – Graveyard

Some people call it dead. Sorry, you are wrong (even though it is an Undead Party).

The Graveyard rework has made it almost perfect.

Easier to counter, yet it does damage more consistently.

From being too OP for a long time to being surprisingly under-powered, GY is finally balanced.

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.

Great 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.

The popularity of Poison (the ultimate counter) has decreased it’s popularity but is still pretty viable in the meta.

#7 – Inferno Dragon

This card has been on a great rise.

His popularity has increased by a great amount.

And to be honest this card is pretty balanced.

He is great at killing tanks especially if you are able to distract/kill the support.

The problem is that he can’t kill fast medium HP win conditions like Hog Rider and Battle Ram and cannot kill Siege win conditions unless you use a Mini Tank to distract the building while ID does his work.

A main point to consider is that like Sparky, this card is better on defense than on offense.

However. This meta has many tanks and does ID is a great choice in many deck unless you prefer the distracting ability and more tanky Inferno Tower with no counter-push/ offensive ability.

A word of caution though: The newly buffed Zappies, now with the ability to attack air may now be this card’s worst nightmare. Only time will tell how these two cards will fare with each other.

#6 – Ice Wizard

This chill-caster from north has seen better times in truth.

Yet right now, he has a good place than he had some months ago.

Not overshadowed by eWiz anymore, he is strong when you couple it with Tornado, the Snowstorm defense 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 defense.

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 it 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.

#5  – The Log

The Log is one of probably 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 (dmg at Tournament Standards) every time you place it at the bridge which I feel is great trade.

Over the long match, you can chip of Tower so many times! Not to mention its push back effect.

This simple effect can make troops retarget which can change the entire result of the trade!

However, right now in the meta, Bats are too popular and cards like Inferno Dragon and Sparky which need stun effect to reset are seeing a good amount of usage, Zap seems a better choice.

#4 – Royal Ghost

The nerf we all knew was coming has arrived and seems pretty hard but not overkill.

The Clash Royale Ghost is still a great card and pretty strong. Rather, it seems balanced.

A powerful support troop with it’s 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, RG isn’t a card for Siege decks (yet…).

Used with Miner and Skeleton Barrel, behind tanks like P.E.K.K.A, MK, 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 (or winning).

Fun Fact: It doesn’t receive damage from Balloon and Giant Skelly’s death bombs while invisible.

#3 – Electro Wizard

NO!!!! Electro Wizard’s reign as no.1 legendary has finally ended! Yeah, eWiz isn’t the strongest anymore.

Right now, there is a high variety of support troops ending eWIz’s reign as all in one support.

However, he is still pretty strong.  eWiz helps a lot as you have the Stun (Zap ability) without using Zap to counter Sparky and ID, so that you can add The Log for those annoying Goblin Barrels.

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…what more can you ask for 4 Elixir. (Though I still think giving him the ability to stop the Log midway through its roll will be super cool XD).

Also, a thing ponder is whether Zappies will replace eWiz? Only time will tell.

#2 – Mega Knight

Mega Knight is a strong card in the game at the moment.

Why is he strong?

He has the most special attributes than any card in the game. He has 3300 HP at Tournament Standards, deals ground splash damage, deals deadly spawn damage and has jump damage! Damn! That’s too much.

He takes 3 hits to kill Musketeer, Wizard, Witch, Ice Wizard, Electro Wizard, Barbarians while only 1 hit after Jump/Spawn damage.

He takes 1 extra hit to kill Night Witch and Bandit due to their slightly higher HP.

Now, one thing to remember before using him is that he isn’t a beatdown tank. That’s right. He isn’t a great tank for beatdown decks.

The reason is that it is not a Slow moving troop, rather its speed is Medium…like that of a Valkyrie.

Also, due to his Jump, he can quickly move forward leaving the support behind. All of this makes the MK beatdown pushes weak.

So, in order to use it well, use it with Fast troops like Hog and Bandit as they can keep up with the Jumps of MK. Thus, MK is kinda a Control Tank.

#1 – Miner

That’s right folks! Miner, my favorite legendary is the best right now (*clears throat* no partiality).

Miner is 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, RG (both Common and Legendary one, Giant, Balloon, Battle Ram, Lava Hound, P.E.K.K.A, MK, Goblin Barrell, 3M, damn the list is so long!!!!

Miner is a great card to use in the meta right now and does is CRA’s no.1 Legendary Card!!!!!

Clash Royale Legendary Card Rankings (Updated)

  1. Miner
  2. Mega Knight
  3. Electro Wizard
  4. Royal Ghost
  5. The Log
  6. Ice Wizard
  7. Inferno Dragon
  8. Graveyard
  9. Lumberjack
  10. Princess
  11. Night Witch
  12. Bandit
  13. Lava Hound
  14. Sparky