Anyone who has been playing Clash Royale for quite some time (specifically anyone who is in Arena 4 or 5 and up) would know the significance of Legendary cards – extremely rare cards that are more powerful than regular cards. Legendary cards (or Legendaries, as referred to by Clash Royale players) are so special that they have their own distinct icon border, which is a diamond as opposed to the usual rectangle shape.
In the same way, I don’t want them all equally, which is why I thought about coming up with my personal ranking of all seven of Clash Royale’s Legendary cards – I wanted to talk about why I want certain Legendaries more than others. Because I don’t own any of them, my rankings are based on my experiences in having to deal with these Legendaries in battle and on how each Legendary would help me get to my ultimate goal – to get to Legendary Arena as soon as I can.
Also, this was written with Clash Royale players in mind, so I’ll be skipping card descriptions and go directly to my reasons for ranking them as such. With that said, let’s begin:
Number 7 – Lava Hound
Despite being ranked last on my list, the Lava Hound is a monster. With a ton of health and the ability to fly, the Lava Hound is very tough to kill as there are only a few troops that can attack aerial units. The Lava Hound also goes straight after buildings so it will head for the opponent’s towers if he/she does not have any building cards in their deck. If that isn’t impressive enough, the Lava Hound’s special ability to split into six Lava Pups is killer.
It’s ranked last here for three reasons, the first being that the Lava Hound requires that a deck be built around it. As I’ve been playing Clash Royale using decks that don’t use the Lava Hound, I haven’t had the chance to upgrade the cards that would work well with this Legendary to competitive levels. If I happen to get the Lava Hound, it won’t be of much help to me right now – I still would need to go through several card upgrades to fully make use of it.
The second reason involves the high Elixir cost of the Lava Hound. I’m much more comfortable playing multiple troops that have lower Elixir costs; troops with high Elixir costs require a specific playstyle that’s a little too slow for me. Finally, the Lava Hound ignores other troops, making it almost useless on defense. So yes, I’d be disappointed if I ended up with the Lava Hound as my first Legendary card.
Number 6 – The Log
Not just any log, The Log earns it’s special distinction due to being the first and only Legendary Spell card, as well as being the cheapest Legendary at only 2 Elixir. I kind of like The Log because of it’s knockback effect which can work like a stun effect against melee troops. It also causes troops to retarget, allowing you to protect low health units by diverting damage to meatier troops.
The low Elixir cost of The Log in theory should make it easy to include in most decks, but The Log has one major flaw that made me put it very low on my ranking – it doesn’t hit aerial troops. The similarly costed Zap, despite barely doing any damage (it can’t kill Minions) is widely used because it can hit air and has a stun/retargetting effect as well. Given a choice, I’d prefer Zap over The Log. And in an eight-card deck, there’s usually no room for redundant cards.
And amongst the Legendaries, The Log isn’t a card that you can build an entire deck or strategy around. It’s a neat card, but I don’t think getting it will help me get to Legendary Arena.
Number 5 – Lumberjack
I’ll be honest – the Lumberjack is low on my list simply because I don’t have a good understanding of how I’ll be able to make use of it. The Lumberjack is a little similar to a Mini P.E.K.K.A. in that it moves fast and has a high damage output, but it has the special ability of casting the Rage spell when it dies. To maximize it’s cost of 4 Elixir, you need to make sure that you play the Lumberjack with troops that can make use of that after-death Rage. And that’s one reason why it’s low on my list at the moment – I don’t think I have the cards that has good synergy with the Lumberjack. While Rage has it’s uses defensively, it’s mainly used on offense and right now I’m more adept at defensive playstyles.
The second reason why the Lumberjack is ranked five on my list is simple – each the next four Legendaries on this list simply outclasses the Lumberjack in my opinion. I’d much rather get any of the next four Legendaries than this.
Number 4 – Sparky
Sparky is either really good, or really bad in matches. Sparky is a high damage troop with decent health that will kill almost anything in Clash Royale in just one or two shots. At the cost of only 6 Elixir, it’s affordable enough to allow you to support it with other troops and spells. The problem with Sparky is it’s slow rate of fire. It needs to charge up for a few seconds before it can attack. The usual strategy against Sparky is to distract it with low cost troops and then counter it while it’s charging it’s next attack.
But still, that high damage is nothing to sneeze at. I’ve faced Sparky in battle so many times now. I know what I should do against it, and yet I still manage to lose to it every now and then. Make a mistake against a regular Sparky user and you can lose the match; playing against an excellent Sparky user will require perfect card usage and timing to even keep up. If I get a Sparky, I’ll be sure to use it right away.
Number 3 – Miner
The Miner should probably be higher on this list. He’s insane! At just 3 Elixir, the Miner is like a guided missile that you can play on almost any tile – including the opposing side of the battlefield. It also has a decent amount of health for its cost. These two attributes combine to make the Miner an excellent unit that can distract your arena towers or destroy your key structures.
Of all the Legendaries on this list, I have trouble fighting against the Miner the most. Battles against a good Miner user is almost likely to end as a loss for me. But I’m putting the Miner at number 3 because people have talked about the Miner being nerfed at the next update to reduce it’s effectiveness.
Okay, I’ll be honest – I don’t want the Miner as much as the next two because it’s simply too cheesy and overpowered right now, and I don’t like playing cards like that. Even if the Miner looks like it’ll fit best with the cards that I have, I don’t think I’ll enjoy having it as much as I will the next two.
Number 2 – Princess
The Princess is another highly sought after 3-Elixir cost Legendary due to her 9 tile attack range – the longest of any troop in the game. And unlike the Musketeer, whom she outranges by 3 full tiles, the Princess has an AOE (area of effect) attack. That means she can hit several targets that are clustered together. That long range is a huge advantage. The Princess can attack arena towers from the bridge. She can attack opposing troops from the opposite lane, where they can’t retaliate.
Unlike the Miner though, the Princess is not as overpowered or as broken. Sure, she has the longest range in the game but she’s not that hard to kill – she dies to Arrows for an equal trade or to a Poison (just place it properly to get maximum value). The Log can kill her at the cost of just two Elixir. And I’ve faced the Princess countless times; it’s not an auto-win. So using the Princess won’t make me feel as “cheesy” as the Miner would.
Number 1 – Ice Wizard
Finally, my most wanted Legendary card! The Ice Wizard does a lot of things that would be perfect for my style of play. Not only can the Ice Wizard target both air and ground troops, it attacks a small area and anything hit by the Ice Wizard slows down significantly. And unlike the Princess, the Ice Wizard has enough health to help it survive even 4-Elixir cost Fireballs! These abilities make for a defensive stalwart that can stop poorly set up attacks. Partnered with other troops, the Ice Wizard can anchor an almost impenetrable defense.
Same with the Princess though, the Ice Wizard is not as “broken” as the Miner. The Ice Wizard is a handy troop to have in your deck, but it does not have enough “power” on its own to fuel a win condition, so using the Ice Wizard is definitely more palatable for me. Right now, I’m most comfortable with decks that rely on defending and counter-attacking and the Ice Wizard is perfect in these decks. If I get an Ice Wizard, I’d be ecstatic.
And there you have it, my personal ranking of Clash Royale’s Legendary cards. They each are powerful in their own right, but the only ones that I really want are the Ice Wizard and the Princess. I’ve been hanging around in Arena 8 for quite some time now, so I hope I can get my hands on either of those two soon.
What do you think about each of the Legendary cards of Clash Royale? Which ones would you like to have or are fond of using? Let us know by leaving a comment or two below!