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TOP 3 Legendary Cards in Clash Royale After The Update of 2017

Clashers of Clash Royale...!!
Want to know about top 3 Legendary Cards till now?
Here are details about them and their strategy.

Top 3 LEGENDARY CARDS : -


1. The Log

"A tree trunk with spine on it form into 'The Log'. Now, the log seeks revenge by crushing anything in its path!"

The Log is unlocked from the Builder's Work Shop onwards. It is a spell card with a width (3.9) and range (11.6).It costs 2 Elixir to cast in battle. When the Log is cast, it rolls through the Arena, dealing damage to any troops in its path and disintegrating after rolling for 11.6 tiles. Any ground troops in the way will be pushed back by The Log. But the card is only effective for any ground troop not for air troops.

 

Strategy :-
  •   The Log can be used to damage and push back multiple ground troops that come in your way, such as Barbarians , Royal Giant, Elite Barbarians, P.E.K.A, Sparky,etc.
    •   It pushes back mechanic is similar to the Fireball, but log push all the troops back.
    • It can be used as a counter to the Skeleton Army, Princess , all types of Goblins.
  • If placed three tiles away from the bridge, The Log can damage Princess Tower or King Tower with reduced damage.
  • But the most important thing being a spell, it can only be placed on the player's side, which reduces its effectiveness in certain situations.
  • It is effective for buildings also like Bomb Tower, Goblin Hut, Barbarian Hut,etc.
  • The Log + Fire Ball or Rocket can take out Three Musketeers, if The Log is placed correctly. Ice Golem can be an alternative to The Log as it is easier to execute. The Log can stun the Three Musketeers and the Fire Spirits and Ice Spirits will do damage, while the tanks and slows the troops after it dies, so you can use both these effects to your advantage.
  • If a Miner is placed very close to the King's Tower you can actually use the side of The Log and push the Miner towards the King's Tower, activating it.
  • Hog Rider can jump over the Log, but only when they are jumping over the river as well. This means that The Log rarely fails to hit its target. 









 2. Electro Wizard

 He lands with a "POW!"(like Zap), stuns nearby enemies and shoots lightning with both hands! What a show off."
The Electro Wizard is unlocked in the Royal Arena(Arena 7) onwards. He is a double-target, ranged troop with moderate hit points and damage. His attacks briefly stun his targets.With his both hands and reset the opponent's troop target. He stuns and deals minor area damage upon deployment. An Electro Wizard card costs 4 Elixir to deploy in battle.


Strategy :-

  • Keep in mind that an Electro Wizard zaps or electrify two single targets at once. He does not do splash damage. Do not treat him as a splash support unit as he can still be surrounded.
    • Each of his zaps or electric shocks deals half its damage, i.e.  should he be faced with two targets, the level 1 Electro Wizard will deal 100 damage to each target.
    • However, if there is only one target in his range, he will zap or stuns that target with both his hands, dealing the full damage.
  • Since he can attack two targets at once and has decent spawn damage, he is good against small swarms or troops.
  • Due to the Electro Wizard's low health and high damage, he is best used behind tanks such as the Royal Giant ,Giant, Peka, Knight. However, an Electro Wizard will still be able to do considerable damage to the Crown Tower if it is sent in alone so don't ignore him. 
  • As the Electro Wizard stuns when deployed, the player can place him above an approaching Sparky,Inferno Dragon or Inferno tower and force it to recharge.
  • Its spawn damage can also be effectively used against the Skeleton Army since it has enough damage to kill skeletons. It acts like a Zap.
  • The Electro Wizard can cripple slow enemies due to him shooting his stunning lighting bolts frequently. Despite this, troops with slower attack speeds than the Electro Wizard such as the  P.E.K.A. or Mini P.E.K.A will still be able to attack. Just like a normal Zap , an Electro Wizard's zap does not reset non-charge attacks but rather freezes the attack frame in place for a short amount of time.
  • The Electro Wizard can effectively suppress the Prince , Dark Prince and the Battle Ram, preventing them from doing double damage with their charge attacks. In the case of the Dark Prince, it will also lose the 360-degree splash bonus.
  • The Electro Wizard resets all charge attacks. This includes troops buildings, Elixir Collectors and also Mortars.
  • If timed precisely the Electro Wizard's spawn damage, when placed directly behind an Arena Tower, can hit all 3 Goblins from a Goblin Barrel  but will not kill them instantly.
  • An Electro Wizard is vulnerable to the Fire Ball, so you should be careful about deploying it together with other troops that are also vulnerable to the Fireball like the Musketeer, Wizard, Ice Wizard or Witch.
  • Even though he has spawn damage, it is a bad idea to place him in the middle of a Minion Horde, as the Minions will survive the spawn damage and kill the Electro Wizard very quickly.
  • Since the Electro Wizard deals moderate damage and stuns, he is good against the Hog Rider, only allowing one hit on the tower and surviving for a strong counter attack. 
     

    3. Ice Wizard

    "This chill caster throws Ice Shards that slow down enemies movement and attack speed.He is  freezing cold.
The Ice Wizard is unlocked from the Spell Valley(Arena 5) onwards .He is a medium-ranged troop with moderate hit points and low damage.Ice Wizard card costs 3 Elixir to deploy.
The Ice Wizard's attacks will slow his targets movement and attack speed by 35%. All his standard face features are blue, while his clothing resembles that of the Wizard.


Strategy :-
  • The Ice Wizard can deal with low health swarms well because of his moderate area damage. Nevertheless, he is also a good counter for opposing troops with higher health, notably slowing enemy units' movement and attack speed.
  • It is a good idea for the player to take care of him because by himself he can do some damage to a Crown Tower. Skeletons or the Ice Spirits can prevent a lone Ice Wizard from hitting your tower for a 2 Elixir profit.
  • The Ice Wizard can be used to support or assist pushes. His slowing effect is an excellent counter to any opposing forces.
  • The Ice Wizard can sometimes also be used to counter the fast-moving Prince and Dark Prince. The Ice Wizard's ice shard will not prevent them from dealing double damage with their respective charge attacks.
  • The Ice Wizard can be paired up with the Wizard to support other troops. The Wizard can deal the damage while the Ice Wizard will slow the opposing troops down, giving the Wizard more time to finish them off. However, it is very risky to play. At 8 Elixir, a Valkyrie the Fireball + Zap combo, tanks + high damage troops, Lightning and Rocket can completely hinder this combo.
  • He can be easily countered by any high damage troops like the Mini P.E.K.A. due to his slow attack speed and low damage. However, depending on the level of the Ice Wizard, he may be able to survive one swing, although this rarely happens.
  • The Ice Wizard is best used defensively and to support a push. Maximize the use of his slowing effect because he doesn't have much damage.
  • Even though the best uses for the Ice Wizard are on the defensive, keep in mind that he can deal moderate damage to your Tower.
  • If paired with the Hog Rider, he can increase the Hog Rider's effectiveness by slowing down opposing troops.
  • He can be used to make the slow moving troops like the Royal Giant, P.E.K.A. , Golem, Giant, etc even slower.
  • Due to his low damage, it is not a good idea to send him alone. 
                   Enjoy Playing With top 3 Legendary Cards Clash Royal fans..!!
 

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