Whether you like them or not, Heroes have become a huge part of Clash Royale, just like evolutions, and it's essential that you know which of the 14 Heroes are the best and which are the worst.
Some Heroes can completely change the outcome of a match with their abilities, and since Clash Royale allows you to pick one Hero for free, we'll help you decide on what Hero you should pick in Clash Royale with our full Heroes ranking tier list!
Clash Royale Heroes Tier List
Here's every Clash Royale Hero ranked from best to worst:
|
Tiers |
Clash Royale Heroes |
|---|---|
|
S-Tier |
Hero Mega Minion Hero Knight |
|
A-Tier |
Hero Wizard Hero Balloon Hero Ice Golem Hero Bowler |
|
B-Tier |
Hero Goblins Hero Giant Hero Barbarian Barrel Hero Mini PEKKA |
|
C-Tier |
Hero Dark Prince Hero Magic Archer Hero Tombstone Hero Musketeer |
S-Tier Heroes in Clash Royale
Hero Knight
In my opinion, Hero Knight is easily one of the strongest Heroes in Clash Royale right now. Its ability only costs two elixir, but the value you get from it is wild. Once activated, Hero Knight gets a shield for extra HP and pulls nearby troops toward itself. That pull can ruin your opponent’s push or help your own troops connect to the tower.
Since its release, we’ve been seeing Hero Knight everywhere. I have personally tried it in so many different decks, and it somehow fits into almost all of them. No matter the matchup, it almost always finds a way to prove its value.
Hero Mega Minion
Hero Mega Minion is another Hero that I really like using. Its ability only costs two elixir. When activated, it instantly teleports to the enemy troop with the lowest HP, and there’s no range limit. If your opponent drops a weak support troop all the way behind their tower, Hero Mega Minion can still teleport straight to it.
That ability makes it incredibly useful against annoying defensive cards that are usually hard to reach. I’ve used Hero Mega Minion in a lot of Beatdown decks, and it always feels good knowing that cards hiding behind a tank are not safe.
A-Tier Clash Royale Heroes
Hero Wizard
Hero Wizard has one of the coolest abilities in the game. When you activate it, the Wizard flies into the air and starts throwing fire attacks while creating tornadoes. These tornadoes pull enemy troops backward and deal damage at the same time.
It’s especially good against tanks like Giant because it keeps dragging support troops around and makes it harder for your opponent to build a proper push.
Hero Balloon
Hero Balloon completely changed LavaLoon decks when it was released. Its ability drops a Skeletrooper onto a nearby enemy troop. The drop itself deals damage, and then the Skeletrooper starts attacking.
What makes it so strong is that the landing damage is enough to take out a lot of annoying support cards, such as Firecracker, Princess, Dart Goblin, and Archers. I got to use Hero Balloon quite a bit during a Draft event, and I activated its ability almost every time.
Hero Ice Golem
This might be a hot take, but I think Hero Ice Golem is one of the best defensive Heroes in Clash Royale. When you activate its ability, it creates a blizzard around itself that damages nearby troops and slows them down.
One of my favorite combinations is Hero Ice Golem and Musketeer. The Ice Golem keeps everything slowed down while the Musketeer safely eliminates troops from a distance. The only downside is that Hero Ice Golem doesn't fit into many decks. It works great in 2.6 Cycle and a few other decks, but you can’t fit it into everything.
Hero Bowler
For two elixir, Hero Bowler’s ability massively increases its range for nine seconds. The range gets so ridiculous that it can hit your opponent's tower from behind the bridge. I've had the most success using it in Giant decks. While the Giant tanks, Hero Bowler can sit safely behind and clear out defensive troops like Musketeer and Wizard from a distance.
It also does a great job of helping against buildings that would normally stop your push. Having said that, if your opponent places their troops well and keeps distracting the Bowler, the ability becomes a lot less scary.
B-Tier Clash Royale Heroes
Hero Goblins
Almost everyone was using Hero Goblins when they were released, and it didn't take long for Supercell to nerf them. Even after said nerf, they are still a decent defensive Hero.
Their ability costs just one elixir and can only be used after they die. Once activated, it spawns three Goblins right where the last one died. I've used the ability at times just to force a reaction and make my opponent spend more elixir than they wanted to.
Hero Giant
For two elixir, Hero Giant picks up the highest-HP enemy troop in its range and throws it into the other lane. When it works, it feels amazing. Your opponent drops a Mini PEKKA or Prince to stop your push, and suddenly that card is flying into the other lane while your Giant keeps walking toward the tower.
But the reason I don't rank it any higher is that it's a bit matchup-dependent. I've had plenty of games where a simple Musketeer and a building were enough to stop the push because neither card had to get close enough for the ability to matter.
Hero Barbarian Barrel
Hero Barbarian Barrel’s ability lets it roll again while also healing it a bit. This gives it a second chance to get value, and in most situations, it can connect to the tower. Still, it’s not always amazing. If there’s nothing in its path and its HP is low, the second roll can feel useless.
Hero Mini PEKKA
For one elixir, you can use Hero Mini PEKKA's ability to upgrade its level and give it a small heal. The idea is that it keeps getting stronger the more it connects to troops.
When it gets going, it can turn into a real problem for your opponent. In theory, you can end up with a super high-level Mini PEKKA that just starts shredding everything. But in reality, it doesn’t always get there. A lot of the time, you don’t really reach those big upgrades. Good players often deal with it using cheaper counters while staying ahead on elixir.
C-Tier Clash Royale Heroes
Hero Dark Prince
Hero Dark Prince looks way stronger on paper than it actually feels in matches. When you activate its ability, it jumps off its rhino and deals a bit of splash damage, while the rhino itself charges forward toward buildings.
The idea sounds wild, and at the right moment, it can look really impactful. But in actual games, I have always felt that the ability is a bit too expensive for what it gives you at three elixir. I’ve also tried using the rhino as a win condition, but it wasn’t good enough.
Hero Tombstone
Hero Tombstone is the latest Hero in Clash Royale. At first, it works just like a regular defensive building. But when you activate its ability, a Skeleton Queen rises from the Tombstone and starts marching toward the enemy tower like a win condition.
I praise Supercell for trying something new here, but the problem is the cost. Activating the ability takes six elixir, which is a huge investment. The Skeleton Queen is decent, but in my opinion, the ability is not strong enough to justify that cost right now.
Hero Magic Archer
Hero Magic Archer’s ability drops a decoy, then he dashes back and fires a shot that turns into three long-range projectiles. When it was released, it was everywhere because the ability only cost one elixir. After the nerf to two elixir, though, most players don’t use it anymore.
The biggest issue now is consistency. Sometimes you get nice value, but other times the long-range shot accidentally activates the King Tower.
Hero Musketeer
Hero Musketeer feels like the weakest Hero in Clash Royale right now. Her ability costs three elixir and drops a turret next to her, which basically works like a weaker Cannon.
The problem is the placement. Because it spawns so close to her, your opponent can often get really good spell value and remove both the Musketeer and the turret at the same time. Right now, I don’t really see a reason to pick it over other options. Even Evo Musketeer feels more reliable in most situations.
What’s the Best Hero in Clash Royale?
Hero Knight is the Best Clash Royale Hero
If I had to pick the best Hero right now, I’m going with Hero Knight without thinking twice. The regular Knight has always been a reliable card that finds a place in every Clash Royale meta, and the Hero version just takes that and pushes it further. Its ability is cheap, easy to use, and it fits into many decks.
What makes it so good is how well it works with win conditions. I’ve personally used it a lot with Goblin Drill and Graveyard, and it’s won me more games than I can count. When your opponent tries to stop your push with a defensive troop, you can use the ability and retarget that troop.
A lot of Heroes feel OP when they first release, then slowly get nerfed after a few updates. We have already seen it happen with cards like Hero Goblins and Hero Magic Archer, which were in every deck for a while before getting nerfed. That’s why I care more about how consistent a Hero is, not just how broken it looks on day one.
All Clash Royale Heroes and Their Ability Costs
|
Clash Royale Heroes |
Elixir Cost |
|---|---|
|
Hero Knight |
Two |
|
Hero Mega Minion |
Two |
|
Hero Wizard |
One |
|
Hero Balloon |
Two |
|
Hero Ice Golem |
Two |
|
Hero Bowler |
Two |
|
Hero Goblins |
Two |
|
Hero Giant |
Two |
|
Hero Mini PEKKA |
One |
|
Hero Barbarian Barrel |
One |
|
Hero Dark Prince |
Three |
|
Hero Tombstone |
Six |
|
Hero Magic Archer |
Two |
|
Hero Musketeer |
Three |