Top 15 Clash Royale Best Cards

Top 15 Clash Royale Best Cards
Updated:
15 Jul 2020

15. Tornado

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Anything is possible now that pigs fly. 

This wind spell does more than fling the neighborhood pig around. The powerful forces of this natural phenomenon will suck you enemies into the eye of the storm. If you ever fall victim to the Tornado spell make sure you hold on to your shoes and your dog, Toto, so it doesn't whisk you off the board and send you to Oz. 

What's great about Tornado   

  • This spell is great for forcing your enemies together into one spot. You can then apply an area damage spell to strike all forces at once. If used properly, this can be quite devastating for your opponent. 
  • Tornado can pull enemy units off of your tower, allowing you time to get them to redirect their attack elsewhere or just plain slow them down. 

Tornado details

  • Cost: 3 Elixir 
  • Target: Air and Ground 
  • Radius: 5.5
  • Duration: 1.1 seconds

14. Bandit

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She used to work with Robin Hood. You can tell by their matching hoods. 

Look at the gleam in Bandit’s eye. She is mischievous and sly; that attitude paired with her cloaking abilities make for a great offensive unit. 

What's great about Bandit:  

  • She is a cloaking unit, meaning that she goes invisible leading up to her attack. 
  • She does extra damage on her first strike (after coming out of her invisibility).
  • Bandit is a low-cost stealth unit that is relatively easy to get to enemy tower.

Bandit details:

  • Cost: 3 Elixir 
  • Target: Ground 
  • Speed: Fast
  • Hit Speed: 1 second

13. Electro Wizard

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Does he give anyone that mad scientist vibe?

This kooky legendary strives to light up your day just like lightning brightens his. It is rumored that he is related to Thor, the god of thunder and lighting. If this is true, he is probably the distant cousin or weird uncle. No matter, half a Thor is better than none at all.  

What's great about Electro Wizard:

  • Electro Wizard deals out splash damage when deployed. 
  • While attacking, not true splash damage, he can target multiple enemy units at once. 
  • He is especially effective against Inferno Dragon and Inferno Tower because he can reset their stream of lava, never letting their damage potential build up. 
  • You can use Electro Wizard for defense as well because he slows down approaching enemy units and can divert units that were locked on to your tower to a nearby ally. 

Electro Wizard details:  

  • Cost: 4 Elixir 
  • Target: Air and Ground 
  • Speed: Fast
  • Hit Speed: 1.8 seconds

12. Poison

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Why isn't he running?

The red glow of this spell signifies death. Cast this spell to poison your enemies, units and building included. Your opponent will always be on edge because you can place this death spell anywhere on the board. 

What's great about Poison:   

  • This spell targets both air and ground units. You can use it effectively on defense and offense, making this one versatile card.  
  • The damage radius is large, allowing you to deal damage to multiple units.  
  • Paired with Tornado when attacking units and is useful when attacking multiple enemy buildings at once.   

Poison details:

  • Cost: 4 Elixir 
  • Target: Air and Ground 
  • Radius: 3.5
  • Duration 8 seconds

11. Bomb Tower

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Bombs away!

This crazy bomber is an impressive guy to have on your team. His passion for blowing things up will serve you well in your quest for crowns and trophies. Stationed in his tower, our bomber is loyal both before and after death, often giving you the extra umph you need to turn the tide in your favor. 

What's great about Bomb Tower:  

  • Bomb Tower is a defensive building. 
  • Bomb Tower inflicts splash damage.
  • This card is effective at killing units in mass (unlike Inferno Tower which is better used at killing one big unit at a time). 
  • It has high HP; therefore, a long lasting building.  
  • After the Bomb Tower is destroyed a final bomb is placed. After the delay, this bomb administers a significant amount of splash damage to both air and ground units. 

Bomb Tower details:

  • Cost: 4 Elixir 
  • Target: Ground 
  • Range: 6
  • Hit Speed: 1.6 seconds

10. Skeletons

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The skeleton war has begun. 

Lucky for you these little fellows are already dead. This means they have nothing to fear when attacking the enemy.  

What's great about Skeletons:  

  • Skeletons are one of the cheapest units.
  • This card works great when using a strategy that requires being able to cycle through your cards quickly. 
  • They slow down big units (especially P.E.K.K.A. and Mini P.E.K.K.A.).
  • Primarily used for defense. 

Skeletons details:

  • Cost: 1 Elixir 
  • Count: 4
  • Target: Ground 
  • Speed: Fast
  • Hit Speed: 1 second

9. Goblin Cage

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What did he do to end up in solitary?

If you think prison is rough, just ask Goblin Brawler what it is like being locked up in a solitary box all day. He can’t wait to be busted out. Set him on your side of the board and he will attract enemy units, probably by taunting them. In retaliation they will attack his cage, but little do they know that they are doing exactly what he wants them to do. As soon as the enemy destroys the cage, he will emerge and powered by his newfound freedom he will crush any who stand in his way.  

What's great about Goblin Cage:  

  • The Goblin Brawler that comes out after the cage is destroyed has a high HP.
  • This card is unique because it is both a building and a unit.
  • Great on defense because it distracts units from your tower by drawing their fire and then it pops out the Goblin Brawler to help attack incoming enemy forces.  

Goblin Cage details:

  • Cost: 4 Elixir 
  • Target: Ground 
  • Range: 5
  • Speed: Fast (Goblin Brawler)
  • Hit Speed: 1.1 seconds (Goblin Brawler)

8. Knight

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Give a warm welcome to our classic chain-mail clad comrade. 

Knight is an honorable man who wants to fight for peace and justice. He will happily lead the troops or follow orders because he knows that nothing is more important than the greater good. His loyalty makes him a glorious addition to any deck. 

What's great about Knight:  

  • Low cost card with high HP.
  • Good unit to use as a meat shield. 
  • Like Skeletons, he is effective in a deck that relies on cycling through cards quickly. 

Knight details:

  • Cost: 3 Elixir 
  • Target: Ground 
  • Speed: Medium
  • Hit Speed: 1.2 seconds

7. Earthquake

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Break this glass at your own risk.

Can you imagine being able to harness the powers of nature? This card will allow you to fulfill your dreams as you play Clash Royale. Rock your opponents as you shake them down.  

What's great about Earthquake:  

  • This spell is used specifically for buildings. It deals 300% more damage to buildings and can easily take out Elixir Collector and Furnace. 
  •  Dealing high damage to enemy buildings for only 3 Elixir will make sure you get positive elixir trade. 
  • This card can also damage Teslas when they are stationed underground. 

Earthquake details:

  • Cost: 3 Elixir 
  • Target: Ground 
  • Radius: 3.5
  • Duration: 3 seconds

6. Musketeer

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Do you think she is French like the other Musketeers? 

Don’t mess with this purple haired warrior or she will blow you to Timbuktu. Musketeer is a veteran, being one of the oldest cards in the game and all. She knows all the tricks of the trade. 

What’s great about Musketeer:

  • She has quite an extensive range and can attack both air and ground units. 
  • If she locks on the enemy tower, she can do a lot of damage before dying. 
  • You can use her effectively for defense and offense. 
  • Musketeer is an all-around fantastic support unit. 

Musketeer details:

  • Cost: 4 Elixir 
  • Target: Air and Ground 
  • Range: 6
  • Speed: Medium
  • Hit Speed: 1.1 seconds 

5. Miner  

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How far down has the Miner gone? Has he made it to the other side of the world?

Miner enjoys the darkness; his profession is digging underground after all, and he loves it. Just look at that enormous smile. This legendary is happy to help you in any way he can, whether that be mining for miners or attacking an enemy base he is there for you. 

What's great about Miner:

  • Because of his digging abilities, you can send him anywhere on the board. This includes enemy territory, making him a unique unit. 
  • You are almost guaranteed damage when you send him to the enemy tower. He is a hard worker after all. 
  • Miner has relatively high HP. This means that you can use him as a meat shield, protecting other attacking units from the tower archer’s arrows as they approach. 
  • This legendary is low cost. This means that you can deploy him often and getting at least one hit in every deployment lowers the enemy’s tower’s HP over the duration of the match. 

Miner details:

  • Cost: 3 Elixir 
  • Target: Ground 
  • Speed: Fast
  • Hit Speed: 1.2 seconds

4. Royal Delivery

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Quicker than 2-day shipping!

This card can be a royal pain as it delivers substantial damage to your foes. Tell them they don’t only have to watch their backs but monitor the skies as well or before they know it, you will smash them into oblivion.  

What's great about Inferno Royal Delivery: 

  • When it hits the ground it delivers splash damage to surrounding enemy units. 
  • Spawns a Royal Recruit once it hits the ground. 
  • It is a defensive card (you can only deploy it on your side of the board).  

Royal Delivery details:

  • Cost: 3 Elixir 
  • Target: Ground 
  • Radius: 3
  • Duration: 2 seconds

3. The Log 

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Roll with the flow. 

This Clash Royale legendary might not seem like much. But do not discount it just yet, it is not just a log; it is The Log. Give it a chance and it’ll roll over your enemies and right into your heart. 

What's great about The Log:  

  • If you deploy it close to the bridge, The Log can hit enemy units and the enemy tower. 
  • The Log is versatile. It is effective at offense and defense. 
  • It can tick down the enemy tower’s HP over the game. 
  • It can slow down attacking units. 
  • It guarantees the death of Goblins, Spear Goblins, and Skeletons. 

The Log details:

  • Cost: 2 Elixir 
  • Target: Ground 
  • Width: 3.9
  • Range: 11.1

2. Zap

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Zippity, zap, that's a wrap. 

This spell is simple and low cost but is not for the simple-minded or cheap players. If used correctly, Zap creates the needed advantage for your side of the board. 

What’s great about Zap:

  • Zap can reset units like Inferno Dragon, Inferno Tower Sparky, etc. 
  • It is great for enemies delaying tower attacks and slowing down incoming enemy units.  
  • It is a very cheap card that can easily get you a positive elixir trade. 
  • Effective against air and ground units. It is a versatile card.  
  • You can use it in decks that need to cycle through cards quickly. 

Zap details:

  • Cost: 2 Elixir 
  • Target: Air and Ground 
  • Radius: 2.5 

1. Bats

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Release these bats as a pack and you'll get many pats on the back.

Our number one best card of Clash Royale, ladies and gentlemen, are the Bats. These vicious creatures are low cost to produce and aggressive defenders making them the perfect addition to any deck.   

What’s great about Bats:

  • This card is great for getting a positive elixir trade. The arrows and fireball that are commonly used to attack the Bats are more expensive than the Bats themselves, which help you get ahead in the race for elixir. 
  • Players primarily use bats for defense (because of their low HP). 
  • Being able to attack both air and ground units makes them able to attack every unit. 
  • They are like Minions and Minion Horde but cost significantly less, making them an excellent alternative for your deck.  

Bats details:

  • Cost: 2 Elixir
  • Count: 5
  • Target: Air and Ground 
  • Speed: Very Fast
  • Hit Speed: 1.1 seconds

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