Ranking the spells is a difficult task, as there are only a few that are always good or bad. Most of the spells are situational, so expect the middle of the list to shift with meta. They can become much stronger or weaker, depending on what decks are good now. Despite that, you can be pretty sure that the best spells in Clash Royale are always the same. In today’s guide, we will cover all of the spells in the game and explain why they are good.
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Clash Royale Spells Ranked
Although there’s a total of 121 cards in the game, all of them differ significantly. Spells are not an exclusion from this rule. We will have Clash Royale spells ranked and explain why they’re ranked like this. Understanding how best to apply the spell takes time and experience. This guide will try to speed up this process for you. It will be sweet, short, and to the point. Let’s start off with ranking the current top 5 spells in Clash Royale.
- The Log: Starting off with this, both figuratively and literally legendary spell. It’s a perfect balance of damage, control, and reliability. It provides knockback, deploys quickly, and works in every deck type. Very versatile, as you can use it to clear the wave and deal tower damage at the same time. All of this for just 2 elixir. A universal go-to in every meta.
- Arrows: Very strong in the current bait meta. Clearing some annoying cards is very easy with them. It counters swarms like a dream. One downside is that you need it leveled; otherwise, it won’t deal enough damage to destroy the cards. Low cost and very dependable.
- Rage: Seriously underrated. It boosts attack speed and movement, while also damaging nearby enemies. After the change that makes it deal damage on cast, it became even better. All of this just for 2 elixir makes it great in Swarm decks.
- Evo Zap: Zap’s evolved version makes it into one of the best defense spells in Clash Royale. Evo Zap delivers double stun duration and has an instant activation. It has enough damage to eliminate Firecrackers, Dark Goblins, and even full Minion Hordes. Regular Zap is not bad in any way, since it’s very fast, but the Evolution makes it goated. Best used in Control decks, paired with Fireball.
- Fireball: Speaking of Fireball. One of the best big spells in Clash Royale, easily. It’s balanced and dependable. Fast travel time, solid damage, and some knockback, too. The safest option to choose when unsure what big spell to pick. Almost every deck benefits from running it.
Those were Clash Royale’s strongest spells. Most of these cards are universal and don’t require a specific kind of deck to run. If we mention that the card thrives in a certain deck, pay close attention to it. These kinds of cards are the most susceptible to falling in the meta. This is because they are tied to a specific archetype to work well. BLOG20
Clash Royale Meta Spells

Now we are going to move on and talk about the rest of the spells. Until the Rocket, we would still consider them meta spells, but in Clash Royale, meta shifts fast. If you looked up this guide to figure out what spells to upgrade, don’t start with the lower part of the list.
| Name | Description |
| Lightning | One of the most powerful large spells for Beatdown decks, even after the damage nerf. Great at clearing medium-health troops like Archer Queen or Witch. It’s 6 elixir to cast it, which makes it a commitment. Fit it into slower, high elixir decks. |
| Snowball / Evo Snowball | Great control spell. Both Snowball and its evolved version are highly effective. It slows, displaces, and chips enemy troops. It also does reliable tower damage over time. One of the best spells in the game, especially in the Evo version. |
| Barbarian Barrel | A strong alternative to The Log and one of the most popular spells in Clash Royale. Deals small damage to ground troops, then spawns a Barb for defense. Good for decks with weak ground counters. |
| Poison | Bread and butter of Control decks that rely on pressure. It covers a large area and gradually damages both troops and buildings. Great to deny space and force opponents to reposition. Unfortunately, it’s not good for immediate removal. Best for slower decks. |
| Rocket |
Massive burst damage and one of the best to punish heavy pushes. It can wipe out troops and weakened tanks, making it great for control or cycle decks that rely on timing. Unfortunately, it’s 6 elixir to cast, which limits its flexibility. If you use it effectively, it can stomp your opponent. It’s far less forgiving for newer players, though. |
| Goblin Curse | One of the more unique and fun spells in the game. It converts enemy troops to goblins and amplifies their damage by around 20%. Works like a charm with Rage. Not universally useful, since it’s more supportive than destructive. In the right deck, it completely flips the tempo of a fight. Fun, chaotic, and occasionally OP. |
| Earthquake | Best pick for Hog Cycle decks, thanks to its efficiency against buildings like Tesla or Cannon. While it’s helpful against Graveyard pushes, it doesn’t deal much damage to troops. Too niche to fit into most decks, but in the ones built around it, it’s irreplaceable. |
| Tornado | Used to be a top-tier spell, but was nerfed to oblivion. It can’t even clear small units now. All it is useful for now is positioning and King Tower activation. Hard to justify fitting it into any deck. |
| Royal Delivery | Still one of the strongest defensive spells in the game. Drops a powerful strike, followed by a defensive troop. It’s great against air or ground pushes. Fits well into Miner Control or Archer Queen decks. However, it has no offensive use and can’t apply pressure on its own. It loses to Fireball or Arrows in its flexibility because of that. |
| Void | One of the weakest options for a spell in Clash Royale. After heavy nerfs, it doesn’t do any damage, nor does it remove buildings. Even if you level it up to the max, it can barely take out medium-health troops like Baby Dragon. No use in the current meta. |
| Mirror | It’s a fun spell, but it’s really impractical for serious matches. Although it creates flashy plays by duplicating cards, it has a +1 elixir cost on the dupe. It also occupies a valuable deck slot, which could be used for a consistent spell or a troop. |
| Clone | At the very bottom of our list is the Clone. Easily the weakest spell in Clash Royale. Rarely worth the elixir investment, as cloned troops are fragile and disappear almost instantly. It can be cool to clone a Giant Skeleton or a Golem. But 99% of the time, it gives no value at all. A gimmick, not more. Don’t use it for competitive play. |
And that concludes our list of the best spells in Clash Royale. As mentioned before, the majority of the spells are very dependent on the meta. If you have extra resources, you can experiment with upgrading unstable spells. If you’re just starting out, invest in Fireball and Arrows. They will accompany you throughout the whole game at all Arena levels.
Conclusion
This was a short and nice guide about the best and strongest spells in Clash Royale as of 2025. With some of the spells from our top 5, you can never go wrong. They’re universally good and can fit into almost every deck. Upgrade them first, as they provide the biggest benefit. Even unupgraded versions of these spells are still extremely good at what they do. Stay tuned for more content to come here, at Skycoach!
F.A.Q
What is the best spell in Clash Royale in 2025?
It’s The Log. Prevalent in every meta since its appearance, it’s still a top contender for the title of the best spell.
Which spells are best for beginners in Clash Royale?
Those are the Fireball and Arrows. You unlock them at the very beginning of the game, and they don’t lose their usefulness at all.
How many spells are in Clash Royale?
Currently, there is a total of 18 spells out of 121 cards.
Which spells are most used in the current meta?
Current meta heavily favors The Log, Fireball, and Arrows. Consider evolving Zap if you have it.
Which spells should you upgrade first in Clash Royale?
It generally depends on the deck you’re trying to go for. Universal advice is to upgrade Fireball and Arrows.










