Top 10 Worst Clash Royale Cards

Some cards feel like they were designed to test your patience more than your strategy. They chew through elixir like it's free candy and then contribute about as much to the match as a lag spike. You drop them into battle hoping for value and watch your opponent effortlessly counter with a single, low-cost card while you stare at your dwindling tower HP wondering why you didn't just play literally anything else.

This list is where the regret lives. It's the arena for cards that sound great on paper, but somehow always find a way to let you down. The ones that seem allergic to synergy, countered by sneezing in their general direction, or simply too slow, too niche, or too expensive to justify their place in your deck.

Vote for the cards you think are dragging the game down like a balloon full of cement.

The Top Ten
  1. Barbarian Hut

    Barbarian Hut spawns one Barbarian at a time, and seven elixir is way too much for it. I can easily take it down with my Mega Knight. When he charges up his elixir, I spawn Mega Knight to destroy the useless card.

    It costs so much elixir, and you can easily just counter it with a Miner, Fireball, Rocket. Or if someone places down the Barbarian Hut, you can just simply place Elite Barbs on the other side because he won't have enough elixir to counter it. Make sure you use Fire Spirits or Log with the Elite Barbs because he might have Skarmy.

  2. Tombstone

    This tower can defend against Prince. The skeletons constantly distract him, and the ones he doesn't kill usually surround him, spelling doom for him unless he receives support. It is also very lethal against Mini and Normal Pekka, as both are slow at attacking. It's good against Giant, but it isn't enough. Tombstone is still a good card, however.

    It's controversial. It's great for stalling and distracting, but the skeletons die and get shot down easily by towers. It can be replaced with other towers like Goblin Hut. It may be in the top 10, but I probably wouldn't put it first. But, like I said, it's controversial.

  3. Bomb Tower

    1. It looks ugly.

    2. It gets sniped by Royal Giants.

    3. It does nothing against air decks (Lava Loon).

    4. There's the Inferno Tower, a much better, same-cost alternative.

    It can't even attack air troops, and there are other options such as the Inferno Tower.

    Bomb Tower is really bad. Inferno Tower is a much more powerful alternative.

  4. Sparky

    I counted it takes 5.7 seconds to recharge if it is not interrupted. It's also a legendary, so you can't upgrade it that much. Zap resets it as well. If you see a Sparky, plop down Electro Wizard, the Sparky will actually do nothing. It kind of sucks.

    Ah, it's not that bad, let's just see how much elixir it costs. I'm sure it is cheap... What? 6 ELIXIR? Well, it will probably have a lot of health though, it can't be THAT bad. Wait, what? IT'S ONLY 1200? THAT'S LESS THAN A LEVEL 6 HOG RIDER? My advice as a Clash Royale expert is to never use the Sparky.

    Sparky is overrated and one of the worst cards. A Zap spell will reset her charge, skeletons will distract her easily, and a Mini P.E.K.K.A. can kill her in seconds if she is not charged. A Giant in front of her can be countered with a Cannon (place the Cannon so it will lure the Giant into range of both arena towers). Your opponent can also rush the opposite lane right after you deploy Sparky. Not much value for 6 elixir.

  5. Goblin Hut

    Isn't Goblin Hut annoying when it slowly chips away at your side tower?

  6. Clone

    This card is absolute garbage. It's like a worse Mirror for 3 Elixir. Ever heard of Tornado, Zap, Arrows, Wizard, etc.? The only time it works is with a Giant Skeleton on a Tower.

    Well, why is this so low on the list? Any spell can kill the clones. Ice Golem or simply use a damage-dealing troop and *boom* 3 elixir wasted for your opponent. What? Prepare for a counterpush.

    It is sometimes good when the opponent has no spells, but most of the time this card is useless. Some people use it for Giant Skeleton just for the bomb, and it is actually good.

  7. Three Musketeers

    The worst card ever. Don't spend 9 elixir for just 3 Musketeers. I don't know why Three Musketeers is in Royale Arena. It should be in Training Camp.

    Too easy to counter and too risky to play.

    Too expensive. Can be easily countered.

  8. Valkyrie

  9. Mortar

    It's horrible on defense, as it often misses. It rarely gets a connection and shoots so slowly.

    Not really good on offense, and it can easily be taken down.

    Its blind spot and long deploy time make it useless.

  10. Mirror

    Mirror should be higher on this list. It definitely needs a buff. It's basically a joke of a card.

  11. The Newcomers
  12. ?

    Ice Spirit

    Terrible. Waste of one elixir. The only time you would use it is in Hog 2.6.

  13. ?

    Giant Snowball

    Slowing down troops is pointless, especially against Bandits or other speedy troops.

    Good for swarms, but I can't see anyone actually using it.

    Zap is better. They have the same damage, but you can reset the charge with Zap.

  14. The Contenders
  15. X-Bow

    It's okay, but you can easily take it out with a Prince or Dark Prince.

  16. Furnace

    Only works against a swarm that has no ranged or heavy backing. It will also take a while to take effect, so it would be better to just play Fire Spirits or Baby Dragon.

    Gets one-shotted by the princess tower. Get that card on and Valkyrie off!

    This card is a weird one. It can almost never be used on its own and must be used in combination with other huts. If you try to use this on its own, the opponent will just attack the other side. His crown tower will one-shot the fire spirits.

  17. Wizard

    The Wizard is always very used and sometimes gets the job done. However, there are so many other better ways to counter a swarm. The Executioner just steals all of its thunder. Not only that, but it dies to Fireball quite easily if you don't have him leveled up.

    In my opinion, it's a horrible card. You don't really need this splash card. Witch can counter a push really easily with help from other troops, and most of the time a Witch survives afterward, so you can stick a Giant in front of her.

    Easily outplayed by the Witch because of the skeletons.

  18. Witch

  19. Skeletons

    I have tested this out, and it doesn't stop a single card. The only thing it does is block Wall Breakers or kill Hogs, Hog Rider, and Ram Rider. Even then, they concede at least 300 damage.

    This card is just way too easy to counter, and it doesn't even do that much damage. It's only good for distractions.

    They can't even reach the Crown Tower. Only good for distracting. Better distracting units are Skarmy and Gob Gang. In fact, even use the Stab Gobs instead if you want a cheap cycle card.

  20. Rocket

    Too expensive and too slow. If you time it wrong, 6 elixir goes down the drain.

  21. Inferno Dragon

    Easily the worst, it can be countered by something horrible: Zappies!

    Not a good card when you are in Masters.

  22. Lightning

  23. Goblins

    Waste of 3 elixir that could be used for a Bandit or Ice Golem. They won't last to do any damage!

  24. Inferno Tower

  25. Bomber

    It has low health and does low damage. Although it has great splash, air troops can easily kill this off and you can easily get a positive elixir trade.

  26. Spear Goblins

  27. Guards

    Hilariously, I use Guards instead of Skeleton Army, but I do agree they could use a bit of a buff.

    Bad. Just use Skeleton Army. A worse Skeleton Army for the same amount of elixir. The shields are good though. That's the only good thing. They don't die to the Log.

    They suck! Supercell should buff them if they want people to use them. Put them in Training Camp!

  28. Dart Goblin

  29. Poison

    Poison is 4 elixir and doesn't have any good use except for Graveyard.

    Why not just use Zap or Arrows?

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