Clash Royale How to Use Every Legendary Guide

Clash Royale How to Use Every Legendary Guide by MasterOfControl

With the new update everybody has been obtaining legendary cards left and right. The new legendary chest has been pairing players with their long awaited legendaries, but some aren’t exactly sure how to play said legendaries. Here is a guide on how to work with that new shiny card!


“Sparky slowly charges up, then unloads MASSIVE area damage. Overkill isn’t in her dictionary. “

Hit Speed Speed Deploy Time Range Target Cost Type Rarity
5 sec Slow 1 sec 4.5 Ground 6 Troop Legendary
Level Hitpoints Area Damage Damage per second
1 1,200 1,300 260
2 1,320 1,320 286
3 1,452 1,452 314
4 1,596 1,596 345
5 1,752 1,752 379

Sparky is the definition of glass canon. She packs the hardest hit in the game, but lacks in terms of hitpoints. So what is the first thing we should know about her? Keep her behind units to avoid from being destroyed. This goes without saying though. Now, you might be wondering what that entitles. Well, the Giant is currently one of the best tanks in the game. A hard hitting brute that can absorb tons of damage, even up to 3 Sparky shots at a balanced level! What most people are doing is pairing these two to make for utter destruction in the form of Sparky-Giant.

The sparky-giant combo is the most known usage of sparky. Right now, with the new implementation of lightning stun and lock knockback, sparky is falling behind on the legendary scale. With the amount of crown control normally ran in most decks, sparky has a lot of trouble making it to tower for the almighty blast. What we can do to help this is have units in front of sparky whenever she is approaching enemy territory. Here is a scenario where I can explain how to execute a successful sparky push.

  1. I drop my giant behind or next to my king tower allowing myself to build elixir while he takes his time walking to their tower.
  2. As my Giant starts getting in front of my crown tower, I drop sparky behind the crown tower.
  3. I wait until the duo start reaching bridge, analyzing them and waiting for their defense.
  4. I start dumping support troops according to their answer to my Sparky-giant. ( They put a minion horde, I put fire spirits and a musketeer ) OR ( they put a pekka and zapped my sparky, I put guards to distract pekka ).
  5. Re-enforce the push as I continue to build elixir until the push is no longer viable / beneficial.

Sparky is a delicate one, so make sure she has proper protection within your deck before playing her. Sparky is normally played in slow siege decks or slow control decks. Using sparky usually consists of building an advantage and then executing a giant push while theyre behind ( this is called ‘Control’ ).

Other variations with sparky include Miner ( he tanks tower while sparky kills ). Hog Rider ( beats the tower down while absorbing damage for sparky ). Royal Giant ( Tanks tower from afar while sparky cleans up their defense / tower ).


“The Miner can burrow his way underground and appear anywhere in the Arena. It’s not magic, it’s a shovel.”

Hit Speed Speed Deploy Time Range Target Cost Type Rarity
1.2 sec Fast 1 sec Melee Ground 3 Troop Legendary
Level Hitpoints Damage Damage per second
1 1,000 160 64
2 1,100 176 71
3 1,210 193 78
4 1,330 212 85
5 1,460 233 95

Have you ever heard of chip? Maybe. Well, chip is a style of play, like Siege or Control. The art of chip includes deploying small, but effective pushes which will break your opponents tower down piece by piece over time. When you hear of chip, you will probably also heard of the Miner. The Miner is a cheap ground unit who, when you deploy him, will dig under the ground becoming untargettable and pop up at your target destination. He will then begin to smack the target with his shovel dealing minimal, but fairly quick damage. So how do we implement the Miner into a deck and how do we play chip?

Right now, the Miner-bowler combo is very popular. This is played as a Control deck where you wait for your opponent to become aggressive, then stifle their push in the most elixir-efficient way possible, and then form a solid push of your own off of what you used to defend. Here is an example of Miner play.

  1. The opponent begins a trifect push (Musketeer, Hog, Valkyrie), I drop a bowler and an inferno tower to distract / kill the push.
  2. While the I.T. kills the Hog, my bowler is smacking down on his support troops.
  3. My bowler is still aive with half health after a successful defense, so I drop my 3 minions above him and deploy a Miner to their tower.
  4. The miner chips away at the tower and tanks damage allowing my newly formed counter push to successfully make way to their tower.

The Miner is extremely mobile and can even be applied to defense in sticky situations, so don’t be afraid to use him defensively! He is a 3-cost card and you will cycle back to him fairly quickly. Throughout the game you should be using the Miner as effectively as possible as you cycle him through the deck. Here are the target priorities you should follow to keep the opponent as behind as possible. 1st priority: Elixir Pumps, 2nd priority: Cards such as Princess, 3rd priority: Towers.

Refer back to Orange Juice’s video Here for more tips and tricks on the Miner.

Lava Hound

“The Lava Hound is a majestic flying beast that attacks buildings. The Lava Pups are less majestic angry babies that attack anything. “

Hit Speed Speed Deploy Time Range Target Cost Type Rarity
1 sec Slow 1 sec 2 Buildings 7 Troop Legendary

Lava Pups

Hit Speed Speed Target Count
1 sec Medium Air & Ground x6
Level Lava Hound HP Lava Hound Damage Lava Hound DPS Pup HP Pup Damage Pup Damage per second
1 3,000 45 34 180 45 45
2 3,300 49 37 198 49 49
3 3,630 54 41 217 54 54
4 3,990 59 45 239 59 59
5 4,380 65 50 262 65 65

Lava Hound is the big majestic beast flying in the sky…killing your towers.. You may have seen this hulk-dog-bird with his friends the Balloon and Minion Horde at your tower before. This is nothing out of the ordinary for the Lava Hound. Along with being the only dedicated flying-tank in the game, the LH comes with a special surprise on death. Once he dies, 6 lava hound pups will spawn and deal rapid damage to those in their path. A common strategy seen at high level play is having a Lava Hound tank all the damage at their tower and then deploying a Miner right before it dies, thus having the Miner tank the tower while the pups ravage your base. The main goal of playing Lava Hound is to build a slow push from the back of your base and by the time the Lava Hound is in hostile territory, you will already have an effective / strong support system behind him. Then you work with the Lava pups to deal that extra amount of damage or even take their tower. Here is a scenario of a Lava Hound push.

  1. I drop my Lava Hound behind my crown tower.
  2. When the Lava Hound is about half way between MY crown tower and bridge I start building support.
  3. By the time the Lava Hound is across the bridge, he will be tanking tower shots while my support tears through his defense.
  4. Once the lava hound dies the pups explode and I either follow up on it with a push or I let the lava hounds do their thing and wait for the next push. It really depends on what they answer with.

So when using this creature remember to have a solid, but inexpensive support system built into your deck to back him up when he needs it. Normal Lava Hound decks fall under control where you are able to play against their strategy cost-effectively and then build a heavy push when they’re behind.


“This stunning Princess shoots flaming arrows from long range. If you’re feeling warm feelings towards her, it’s probably because you’re on fire”

Hit Speed Speed Deploy Time Range Target Cost Type Rarity
3 Medium 1 sec 9 Air & Ground 3 Troop Legendary
Level Hitpoints Area Damage Damage per second
1 216 140 46
2 237 154 51
3 261 169 56
4 287 186 62
5 315 204 68

The Princess is a low 3-cost support legendary who has been around since legendaries were created. Being one of the most yearned for legendaries, she packs a very useful, versatile, and cost-effective kit. With a massive range of 9 tiles she is able to snipe down incoming pushes with troops like Barbs or Minion Horde, as well as basically support any push in the game. The princess is most used in fast-paced cycle decks like Cycle hog or Miner decks as well as midrange beatdown decks that rely on a series of medium-cost pushes ( Trifecta, Double Prince, etc. ). Here is a scenario using the Princess in a push.

  1. I begin a Hog push by placing a Princess in the back
  2. As the princess passes my crown tower and begins towards bridge I drop hog in front of her as well as my Hog support cards ( minions, guards, gobs ).
  3. By the time my push is in their territory my Princess will already be shooting at something. ( tower, defensive troops, defensive building ).
  4. She will constantly fire from bridge so I cycle through my cards and try to keep a constant push so she is well defended so she can in return support my push.
  5. Either they will have to dedicate a troop / spell solely to killing princess or ignore princess and deal with my push.

The Princess is extremely well on defense also. She is able to safely sit behind towers or in front of your King tower while raining down on their troops with moderate area damage. Be careful though, she’s squishy!

Ice Wizard

“This chill caster throws Ice Shards that slow down enemies’ movement and attack speed. Despite being freezing cold, he has a handlebar mustache that’s too hot for TV.”

Hit Speed Speed Deploy Time Range Target Cost Type Rarity
1.5 sec Medium 1 sec 5.5 Air & Ground 3 Troop Legendary
Level Hitpoints Area Damage Damage per second
1 665 63 42
2 731 69 46
3 804 76 50
4 884 83 55
5 970 91 60

The Ice Wizard is hands down one of the best support units in the game, especially for 3 elixir. With his unique ability to slow his target on every hit, he is able to delay and even halt pushes to buy you time for your next move. The Ice Wizard is most commonly used in Hog decks, RG decks, and the infamous Payfecta ( Miner, Princess, Ice Wizard ) and this isn’t just because of his handlebar ‘stache. The Ice Wizard is a beefy unit, with hitpoints reaching 665 at level 1. This allows him to stay in the back line and damage/slow units while being able to take a couple hits. A lone 3-cost Ice Wizard is able to put down cards such as Valkyrie, Musketeers, Pekka, Dark Princes alone with the help of tower. With his ability to target air, this makes him a troop you will always want to have at your disposal. The Ice Wizard is mainly a control card due to his low damage, but high crowd control. Use him effectively in a push with tank such as Giant so he can chip down their defense and make the Giant’s job much easier. Here is a scenario where I would use Ice Wizard offensively.

  1. I drop my Giant in the back
  2. Once my Giant reaches halfway between the bridge and tower I will drop Ice Wizard next to my tower.
  3. I will then wait for his next move and advance on it with my currently held cards.
  4. Once he answers my push I will play accordingly and execute the rest of my push with what I used to follow up with.

On defense try to utilize the Ice Wizards low cost with another low cost card for a positive elixir trade. For example if they have a trifecta coming at you drop a Canon in the middle and an Ice Wizard on the outside of your crown tower. This allows for his push to distract towards the canon while your Ice Wizard safely slows them from the other side of your tower. By the time your canon is destroyed their push will be little to none. If they zap your canon for a quick kill make sure you have another back-up troop at your disposal.


“He chops trees by day and hunts The Log by night. His bottle of Rage spills everywhere when he dies.”

Hit Speed Speed Deploy Time Range Target Rage Effect Rage Duration Cost Type Rarity
0.7 sec Very Fast 1 sec Melee Ground +30% 6 sec 4 Troop Legendary
Level Hitpoints Damage Damage per second
1 900 200 285
2 990 220 314
3 1,089 242 345
4 1,197 266 380
5 1,314 290 414

The Lumberjack recently underwent a few changes. Here they are:

  • Rage effect decreased to 30% (from 40%)
  • Rage duration decreased by 2sec
  • Speed increased to Very Fast (from Fast),
  • Hit Speed increased to 0.7sec (from 1.1sec),
  • Damage decreased by 23%

These are some pretty character-breaking changes for the Lumberjack, but from what we have seen it effected him in a positive way. The Lumberjack is seen nowadays sprinting to your tower and chunking it away with his 0.7 attack speed and 285 damage per second at level 1. He is a midrange unit such as the Hog, Miner, Valk, etc that deals high damage at a very fast pace, and on death, drops a rage spell under him for all his allies.

The main strategy when using the Lumberjack is to put him behind a tank so that he can reach their tower and begin melting it. If the Lumberjack dies early, though, that is okay, because he will drop a rage spell increasing any allied troops around him attack speed and movement speed by 30%. A good combo if you have Miner is to deploy a Miner at their tower and drop a Lumberjack at bridge. The Miner will tank tower forcing them to answer your Lumberjack or answer the Miner allowing your Lumberjack to get a shot or two off. Or more..

Here is a scenario in which I would use Lumberjack offensively.

  1. Drop my Giant at king tower
  2. Once Giant reaches the bridge I will drop my Lumberjack and any other supporting units
  3. I will normally run Poison with Giant so that gives the Lumberjack even more leniency in terms of reaching tower.
  4. One of two things will happen. My Giant will die and my Lumberjack will have killed his defensive building, or if he didnt have one, chunk down his tower, OR, my Lumberjack will die and my Giant will rage upon their tower.

Be careful using the Lumberjack, because he is fairly squishy to compensate for his high damage output. A lone Lumberjack can be halted by a unit as simple as an ice spirit so make sure he has back up. Treat him like you would treat your Musketeer. Keep him behind the big guys and protect him when necessary.

The Log

“A spilt bottle of Rage turned an innocent tree trunk into ‘The Log’. Now, it seeks revenge by crushing anything in its path!”

Target Width Range Cost Type Rarity
Ground 3.9 9.6 2 Spell Legendary
Level Damage Crown Tower damage
1 240 96
2 264 106
3 290 116
4 319 128
5 350 140

The Log is a sore thumb for the community. When it first came out it was seen as this useless pile of wood that knocked certain troops back and did minimal damage. After it’s recent buff it now knocks back ALL units, including Giants and Sparkys. This 2-cost removal spell is used mostly in Cycle and Control decks. While being the only other 2-cost spell it proves to be fairly cost effective in certain situations and makes for a solid push delay / removal spell. A known move to make with The Log is to drop it on a Princess for a positive 2 for 3 trade while possibly effecting other troops in its path for an even more positive trade. Here is a scenario where I would use the Log defensively.

  1. They drop Barbs and a Hog Rider at bridge
  2. I don’t have a defensive building in my deck so I drop a mini Pekka in front of my crown tower and throw out The Log to knock all of his push back and deal moderate damage. By the time the push has recovered I am able to place another unit, easily taking out his hog rider with my Mini pekka and cleaning up the rest of his barbs with ease.
  3. I build a counter push off my successful defense and cycle back to the log and use it offensively.

The Log is very viable, but must be played as strategically as possible. It is a great cycle card and can fit into any cheap deck aimed at deploying fast pushes.


I hope you guys enjoyed my write up and found it useful. If you have any questions feel free to ask. Sorry if I don’t get to your question. Thanks!

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