#7 The logThe log is the first legendary that is a spell as well as the cheapest. Unfortunately that's where the pros end. The first problem, it can't hit air. What good is a spell that can't hit air? One of the most common uses for spells are taking out flying units such as the minion horde. That means if you want good air coverage you need to bring at LEAST 2 spells.The next problem is the damage. 240 isn't terrible especially considering that it only cost 2 elixir but that damage does't affect air units and it also isn't instant like a zap or fireball. The log takes around 2 seconds to travel its full range of 9.6 tiles. That leads us onto the next problem. The fact that you can't hit anything behind arena towers. You can't just send this anywhere you want. You have to deploy on your side of the map and make sure that what you are trying to hit is in front of the arena tower. Until Supercell does something to fix this i would recommend avoiding this card.
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#6 Lumber Jack
The lumberjack is one of the most unique cards in the game. When it dies he drops a level 1 rage spell. The hard part of using it right is taking advantage of the rage spell. Many times the rage will be wasted and you are standing there thinking about how much more value you could have gotten from another 4 elixir card. His hp is relatively low and he does hit quite hard but it is still hard to get your troops inside the rage as the lumberjack is distracted quite easily. While not a bad card like the log he is too hard to use effectively for most people which is why I am putting him in 6th place.
The lumberjack is one of the most unique cards in the game. When it dies he drops a level 1 rage spell. The hard part of using it right is taking advantage of the rage spell. Many times the rage will be wasted and you are standing there thinking about how much more value you could have gotten from another 4 elixir card. His hp is relatively low and he does hit quite hard but it is still hard to get your troops inside the rage as the lumberjack is distracted quite easily. While not a bad card like the log he is too hard to use effectively for most people which is why I am putting him in 6th place.
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#5 Sparky
Sparky can be an absolute nightmare to many. When first introduced everyone was claiming that is was overpowered and Supercell should nerf it now. A few weeks later it hardly used at all especially in the higher arenas. There is a couple of reasons for this. First of all is the fact that it can be countered easily.It is also extremely risky as Sparky's 5 second reload combined with its mediocre hit points and 6 elixir cost make it to much of a gamble to use at higher arenas. You can use a cheap unit to distract it or surround it or a tank to take the shot. The other reason Sparky is hardly seen is because of the current meta of the game. Most of the decks are cheap cycle decks using cards like the miner or hog rider backed up by goblins and almost all of the use the zap. The ideal deck a Sparky user wants to face is a medium-heavy deck with no zap or small units. This is why i put Sparky as #5 on my list, unless the meta changes it is just to much of a risk.
Sparky can be an absolute nightmare to many. When first introduced everyone was claiming that is was overpowered and Supercell should nerf it now. A few weeks later it hardly used at all especially in the higher arenas. There is a couple of reasons for this. First of all is the fact that it can be countered easily.It is also extremely risky as Sparky's 5 second reload combined with its mediocre hit points and 6 elixir cost make it to much of a gamble to use at higher arenas. You can use a cheap unit to distract it or surround it or a tank to take the shot. The other reason Sparky is hardly seen is because of the current meta of the game. Most of the decks are cheap cycle decks using cards like the miner or hog rider backed up by goblins and almost all of the use the zap. The ideal deck a Sparky user wants to face is a medium-heavy deck with no zap or small units. This is why i put Sparky as #5 on my list, unless the meta changes it is just to much of a risk.
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#4 Lavahound
The lavahound was my first legendary card and when I got it I was happy and disappointed at the same time. I was happy I got a legendary but why the Lavahound!? I quickly changed my mind. After I found the right deck I fell in love with it. Most of the decks I go up against in arena 9 have little to no anti-air troops and so the lavahound goes unopposed. Combined with the baby dragon and minions the it becomes incredibly strong against most decks and unbeatable against others.But you should never use the lavahound alone as it does less damage than a spear goblin and that would be a waste of 7 elixir. Many people find this card but but the hardest part of it is finding a good deck. It can't just fit into any deck like an ice wizard or princess.You have to build the deck around the lavahound not the other way around.
The lavahound was my first legendary card and when I got it I was happy and disappointed at the same time. I was happy I got a legendary but why the Lavahound!? I quickly changed my mind. After I found the right deck I fell in love with it. Most of the decks I go up against in arena 9 have little to no anti-air troops and so the lavahound goes unopposed. Combined with the baby dragon and minions the it becomes incredibly strong against most decks and unbeatable against others.But you should never use the lavahound alone as it does less damage than a spear goblin and that would be a waste of 7 elixir. Many people find this card but but the hardest part of it is finding a good deck. It can't just fit into any deck like an ice wizard or princess.You have to build the deck around the lavahound not the other way around.
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#3 Icewizard
At first people were skeptical of this card. After all it had been released beside the princess so it had high expectations. After the damage buff and once people began to realize the true potential of this card it has almost become a must have in your deck. The Icewizard offers extraordinary value as a defensive card. Its slow effect combined with a decent amount of hitpoints and very low 3 elixir cost make it incredibly useful tool to buy you time and damage the enemies while your at it. The only downside is its lack of damage. If there are no other support troops with it the Icewizard will take 5 hits to take down minions and by that time your tank will most likely be dead. The icewizard takes the number 3 spot for its awesome value.
At first people were skeptical of this card. After all it had been released beside the princess so it had high expectations. After the damage buff and once people began to realize the true potential of this card it has almost become a must have in your deck. The Icewizard offers extraordinary value as a defensive card. Its slow effect combined with a decent amount of hitpoints and very low 3 elixir cost make it incredibly useful tool to buy you time and damage the enemies while your at it. The only downside is its lack of damage. If there are no other support troops with it the Icewizard will take 5 hits to take down minions and by that time your tank will most likely be dead. The icewizard takes the number 3 spot for its awesome value.
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#2 Miner
The miner has went from underused and underappreciated to the new hog rider. After its 6%hp buff the miner saw its usage dramatically increase. The miner can almost be used as a spell replacement due to the fact it can be placed anywhere. Many people found it annoying to verse the miner because even one good push can take a tower. It is also very effective against elixir pumps or taking out a princess for an even elixir trade. I personally feel that the miner is a little bit too strong and supercell will most likely nerf it in the next few patches.
The miner has went from underused and underappreciated to the new hog rider. After its 6%hp buff the miner saw its usage dramatically increase. The miner can almost be used as a spell replacement due to the fact it can be placed anywhere. Many people found it annoying to verse the miner because even one good push can take a tower. It is also very effective against elixir pumps or taking out a princess for an even elixir trade. I personally feel that the miner is a little bit too strong and supercell will most likely nerf it in the next few patches.
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#1 Princess
You could probably have guessed it. The princess is by far the best legendary in my opinion. It is the only troop in the game that can out-range the arena towers or shoot from the other side of the map. She also has the largest splash attack area in the game and does all of this while only costing 3 elixir. She can be quiet annoying to deal with and can take down an arena tower if you don't stop her quickly. When she was first introduced she could not be taken down by arrows making her incredibly hard to stop when she was on defense. Now with her hitpoints reduced I think she is much more balanced. Despite her extremely high usage rates I don't believe the princess is overpowered. Her high usage rates mostly come from the fact that she is a completely unique troop. There is no other card in the game like her and that's why I believe she is the best legendary.
You could probably have guessed it. The princess is by far the best legendary in my opinion. It is the only troop in the game that can out-range the arena towers or shoot from the other side of the map. She also has the largest splash attack area in the game and does all of this while only costing 3 elixir. She can be quiet annoying to deal with and can take down an arena tower if you don't stop her quickly. When she was first introduced she could not be taken down by arrows making her incredibly hard to stop when she was on defense. Now with her hitpoints reduced I think she is much more balanced. Despite her extremely high usage rates I don't believe the princess is overpowered. Her high usage rates mostly come from the fact that she is a completely unique troop. There is no other card in the game like her and that's why I believe she is the best legendary.