Top 10 Best Clash Royale Cards

The Top Ten
1 Skeleton Army

The only card I have used since I first started the game up until now in every deck I've had. It is super useful for countering if used correctly. Great defense, and if you're lucky, great offense too! Counters P.E.K.K.A, Giant, Giant Skeleton, and 2 Golemites. It counters anything that doesn't do splash or isn't an air troop.

Very good to bait troops and distract them from your towers. Hard counter to PEKKA, Royal Giant, and stuff. All that just for 3 elixir. Almost always a positive elixir trade.

Ya know, takes out Giant, Royal Giant, Hog Rider, Prince, Pekka, Mini Pekka, Golem, all of those tanks and many more. Can do a lot of damage to a tower if left alone. Only weaknesses are spells and swarm troops.

2 The Log

I love The Log so much. It's an exceptional card against hordes of enemies, and for 2 elixir, that's extremely good. It's also a good card to knock back enemies from hitting your tower. It also does a decent amount of damage for 2 elixir. Definitely deserves to at least be top 10.

Once joked to be a joke of a card, the buffs made it the meta. Skarmy, Princess, Goblin Gang, Goblin Barrel, or badly damaged troops get wrecked by it. It can knock back ANYTHING. If it could hit air, it would be insane, but we all know that's why Arrows exist, right?

No, just no. The Log is OP in the current meta. Everybody uses ground hordes like Skeleton Armies, and do you know what happens when you put down The Log? I think you do. It is also a very versatile and cheap card because it can improve your deck for just 2 elixir.

3 Valkyrie

Anyone who says she's bad has got to be kidding me. Valkyrie can take down Witch for a +1 elixir trade and Skarmy (which is unfortunately a -1 elixir trade). Valkyrie is the only area damage card that truly does 360-degree damage.

I've won so many games by counter-attacking with Valkyrie. Most people counter her using air troops but I freeze them along with their tower and Valkyrie just walks right up and starts swinging.

Oh...she is so beautiful and her voice is so AWESOME! She can attack anyone and has more health. The only card which can finish Skeleton Army in a flash!

4 Mega Knight

The PEKKA can counter it, but in 2019, who uses PEKKA? The only reasonable deck with it is PEKKA Battle Ram 3 Muskies, which is expensive and hard to use. It requires sleight of hand to counter Mega Knight, considering one false move and your tower takes almost 2,000 damage. Mega Knight Beatdown should be a thing now. My friend uses that, and he is really good. The only hard counter to the Mega Knight Beatdown is the Classic Log Bait, with the Knight, Goblin Gang, and Inferno Tower.

Immune to damage when it jumps, aka when locked onto an enemy at a range, does more splash damage than the Dark Prince and the Baby Dragon. It does a heck of a lot of damage and has health almost identical to a P.E.K.K.A. It's just OP. Please nerf this, Clash Royale.

Mega Knight is way too OP. I was thinking and I realized there are very few counters for Mega Knight!

5 Prince

Prince is actually great if you use it properly. Don't just deploy the prince alone to get distracted or picked apart by the Skermy. The best use for the prince is in a Golem Double Prince beatdown deck, where the opponent will have a hard time countering both the princes and the immortal golem in front of them. Pekka Double Prince also works well. The prince is also amazing in defense against Golem, Mega Knight, Giants, and other heavy tanks. It can shred tanks to pieces quickly with its charge. Many people think it's not often used in higher arenas, but if you check Prince's win rates, it's among the top 5 cards with the highest win rate. The prince's charge on the tower is devastating, but don't rely solely on that. Instead, it works better with a splash unit behind it to deal with Goblin Gang or Skermy, such as Valk, Zap, or Wiz. Nevertheless, Golem Double Prince is one of the best decks out there.

6 Hog Rider

Don't forget the Hog Cycle deck. That card is a beast at tearing out towers, million times better than Giant. If I had one extra vote choice it would be Wall Breakers but only didn't place them because easily counterable.

Does a lot of damage to buildings, goes fast, jumps over rivers! This dude is unbeatable if paired with Skeleton Army or Lumberjack, or Goblin Gang.

Damn, Hog Rider got put onto 3?! Very good, this card, by the way, is really good. It's cheap, it's a rare and what it does is awesome. It's easy to throw out there and defend with a Zap, and that's all you should need. (The Zap is for GG, Skel army, or a Minion Horde.)

7 Baby Dragon

Flying, Anti-Air, Area damage. It's got it all! Skarmy and Gob Gang better beware of this swarm-killing machine. The only thing this card doesn't have is high damage!!!

The Baby Dragon is good in almost any deck, extremely versatile. It has medium health, deals medium splash damage to ground and air, has a ranged attack, and doesn't move too fast, so it's great for supporting your push. The Baby Dragon is amazing in Golem decks, which I use, and works very well on both offense and defense.

It can take out swarm troops, it is effective against tanks. It can be used with tanks. It is just so good and versatile. It will always be effective.

8 Goblin Barrel

Clone it once it drops.

9 Mini P.E.K.K.A

I think most of the people here are on crack. This card is a beast, 10 times better than the PEKKA. I'm in the Legendary Arena with this card, so anyone not in the Legendary Arena has no room to speak. If you want to get to the Legendary Arena, here's my deck: Ice Wizard, Prince, Hog Rider, Mini PEKKA, Rage, Arrows, Musketeer, and Skeleton Army. You have to know what you're doing in order to use this deck. Don't just place the Skeleton Army at random points or put a Mini PEKKA on the other side of the field when you know there's a Prince or Giant Skeleton on the opposite side. That's just common sense. Don't place the Rage on random troops or on low-health troops, don't throw Arrows at Princesses, use them on Minion Hordes, etc.

This card is OP like crazy and is probably the best in the early game and late game. My only problem with it is that the Mini P.E.K.K.A can only hit one at a time.

The Mini P.E.K.K.A can destroy anything in its way. I use it mainly for defense, like killing Princes, Lumberjacks, Giants, and Golems. But it's also very excellent in offense as well. Normally, I do a Mini P.E.K.K.A and Fire Spirits push 5 seconds after the game starts, and it either destroys the tower or damages the tower really badly. Great card!

10 Electro Wizard

I got this card from a Legendary Chest in Arena 4 and it ROCKS. This card singlehandedly climbed me into Royal Arena, and I'm almost in Frozen Peak. This card deserves to be number 1, maybe number 2 behind the Log. Definitely one of the best cards in the game and I recommend you put it in all of your decks, whether it fits in with your strategy or not.

Electro Wizard is awesome. It should be number two or one. My friend got to 3400 trophies as a level 1 using the Electro Wizard. He literally is a level 1 with 3400 trophies using Electro Wizard. This is why Electro Wizard is so good.

Actually deserves #1, but seeing that this is an old list when Prince was overrated, it's okay. Prince doesn't come close to this card. Only other card which I feel would be nearer would be Bandit.

The Contenders
11 Inferno Dragon

A legendary I got from a magical chest as my first legendary, it used to be not as good, but now it's great. It can stop Mega Knights, Golems, Giants, and a lot of tanks. Plus, if it locks onto the tower, the tower is dead.

This is the best card for most decks, but it is not as good in higher arenas like Arena 11 because everybody has an Electro Wizard.

It is so useful that you can kill most of the cards using 4 elixir. It is the best card ever!

12 P.E.K.K.A.

Best defending unit in the game, its only weakness when it's defending is flying units and in that case, just place a Musketeer. Mega Knight, meanwhile, isn't all that good. Did anyone mention that Mega Knight is even countered by Mini P.E.K.K.A? Also, P.E.K.K.A is a better alternative to Sparky because it deals high damage but not in more than 4 secs.

P.E.K.K.A is a great card. It's dangerous if left alone, is good on defense against Hogs, Golems, Princes, Wizards, and can be your entire focus in a deck. However, be careful and don't spawn her if you can't support her. It's almost as bad as fireballing a King Tower instantly.

Ok, some of the people voting for Prince said that he could destroy a whole crown tower if left alone. One of my opponents made the mistake of leaving a P.E.K.K.A alone. I won by 3 crowns because of P.E.K.K.A alone. Yes, he is a bit slow but has a lot of attack and HP. Place it with support cards, and it rocks. Go P.E.K.K.A!

13 Zap

Useful for most situations, swarm-killing, inferno stopping, and Sparky resetting. Undeniably, the best spell in Clash Royale.

The Zap is the Zap of destruction and usefulness. It's so good to take down a Skeleton Army. Costing only 2 elixir, a Skeleton Army will be zapped to death. It's practical to slow down enemies and to take down a swarm of enemies. The Zap is an amazing, overpowered, and astonishing card in every arena and every level. Hail the Zap!

This is good for Skeleton Armies, Goblins level 6 or under, and Minions level 5 or under. It's also good for towers with barely any damage. Beats the Poison. It's got shocking results.

14 Princess

Personally, I think the Princess is amazing. In my opinion, any card in Clash Royale can be the best if you play it correctly. That is why I don't see how this list could be accurate. But, the Princess is a card that can keep on hitting large hordes of troops. Her low elixir total is great. If you place her right, you can have two or even three Princesses on the map at one time. She is also amazing log bait and can chip away at the enemies' tower. Although at first, she doesn't look like much, her crazy range is super useful. If you play her right, her low health won't be a major setback.

The Princess is truly amazing. For only 3 elixir, she can annihilate minions and hordes, wipe out skeleton armies, eliminate buildings from your side of the arena, weaken troops supporting tanky units, and often deal significant damage to crown towers. Additionally, she serves as excellent bait for spells like the Log or Arrows (and it's even better if they miss or if the arrows are underleveled :D). She can also be a valuable support card for pushing tanky troops or Hog Riders, among many other uses. I've been using her in my deck since Arena 7 and I'm almost reaching Arena 10. She's truly amazing.

15 Balloon

If you can use this well, you can easily take out a tower instantly and win the game. I've done this many times. This is effortlessly my favorite card to attack buildings with.

It's pretty good but you can't just leave it alone. I'd recommend Zap or Arrows to help defend it. There is also the Lavaloon combo or the Giant+Loon combo (Is that a thing?). But leaving it alone is incredibly risky.

It's one of the things pros use most. Just get Lumberjack + Balloon and you'd get a better force than Hog Rider + Freeze + Goblin Barrel.

16 Fireball

My favorite big spell because it is pretty cheap and has good damage.

Simple but effective spell.

17 The Executioner

I use the Executioner quite a lot and he is awesome. He may be five elixir, but he makes up for it with the awesome axe that, when used properly, can be seriously OP.

The new Executioner card is a little overpowered, which is why it is the best card. It can attack both land and air, has a double attack, and has an attack like the Valkyries but it throws the axe and comes back, doing more damage. It can even take out Minion Horde with one throw.

Executioner is OP as it can hit a Mega Minion 1 tile behind a Giant while a Wizard couldn't. Plus, he can't be killed by Lightning.

18 Witch

The Witch is so good but underrated. The Witch's skeletons can do a lot of damage if nothing is shooting at them. When played properly, you can use the Witch for both defense and offense. If you can get a Witch to stay alive after stopping your opponent's attack, you can stick a Giant (or Giant Skeleton) in front of it. That's how some people got to Arena 6 as a Level 1, yo.

A level one Witch summons level 6 skeletons. Deploy her to counter a Prince, after that the Witch will still survive and would only take one hit from a Prince. Now, you can deploy a Giant in front of her after countering the Prince.

This woman is not as bad as it seems. When played wisely, together with hordes or something like that, this can be very useful. Also, never underestimate her Skeletons she spawns, they can be very nasty.

19 Lumberjack

This is an improved Elite Barbarian. It does a lot of damage to the tower if left alone, one-shot Goblins. It's a miracle that Supercell didn't give him splash damage as well. 200 damage / 0.7 sec on level 9. This can hardly be stopped with a Mini-P.E.K.K.A. And it has a Rage effect too, all for just 4 elixir.

You guys are sad. The Lumberjack can take down any other Melee troop in the game under 5 elixir AND drops a Rage spell after death. A 6 elixir value easily, the Lumberjack is hands down the best card in Clash Royale.

Lumberjack could nearly beat a Prince. It is very fast, hits fast, and works incredibly well with Clone. Plus, it is extremely cheap for the beast that it is, and it is the ultimate push starter.

20 Mega Minion

Mega Minion is the best high damage-low elixir card. I use it. It has a lot of health, making it great for countering tanks like Golem and RG. If you are to counter it, only 2 cards stop the Mega Minion with a positive elixir trade: Bats and Skeletons. But if you don't counter it, it does roughly 200 damage to the tower. Mega Minion is the best defense card.

Awesome card. I love it. It's used in almost all my decks and is great in my Lava Hound deck!

21 X-Bow

Pretty good, but like Princess, anything that can directly target a tower without being targeted itself is very close to the bridge, which leaves it vulnerable. Plus, it's pretty costly and leaves you usually on a negative elixir trade.

It's really hard to get X-Bow to target your opponent's tower. It can be used to snipe a Bomb Tower or Inferno Tower but Mortar is cheaper. In my opinion, this should be number two on the list as worst cards.

Once, this card unlocked and I added it to my deck. I placed it in a battle and as it started attacking, the enemy launched a rocket and it's done!

22 Minion Horde

Good but too much elixir. Plus, many area damage troops can take it out like Magic Archer, Executioner, Wizard, etc.

Good air troops. Takes out Balloon, Lavaloon, and can kill tanks while not getting hit. However, 5 elixir is a bit too expensive.

23 Golem

I'm a Golem user in the 4800 trophy range who has played Golem for 9 months straight as my main deck. This card is amazing but requires a deck that maximizes its potential. Best used in a deck that mainly defends then uses the defense to counter-push. It doesn't become a great card until at least level 5. Recommended support cards are Mini Pekka, Poison, Elixir Pump, and Zap.

Has the most health in the game. Packs a very big punch and divides into 2 Golemites after death. Just is a very slow troop, so back it up with Prince or cards that can clear the way of the Golem to the tower.

Definitely not the most effective, but also my favorite. I use Golem, Princess, Wizard, Goblins, Spear Goblins, Fireball, and the Pump.

24 Elite Barbarians

Elite Barbarians are your worst nightmare if your opponent has them.

It's now the best card in the game. They're very fast, strong, and they have a lot of hitpoints. It's such an OP card.

They should be at epic. Easily finish many troops and can lower Mega Knight, Prince, etc.

25 Royal Giant

Royal Giant is a good card because he can be under-leveled and still destroy level 13 towers. He is also very cancerous.

The best tank in the game, tied with Giant.

He is the best.

8Load More
PSearch List