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How I Rank All 18 Heroes
This is the order I play them in, after looking at ladder, ranked, and Ultimate Champion. It is not a shopping list.
What This List Is
I ranked every Hero I was using from worst to best. The inputs were use rate and win rate on ladder, on ranked, and in Ultimate Champion, plus the games I played climbing into Ultimate Champion and staying there. Where a card only looks good because two strong decks drag it along, I moved it down. That is why Goblins can sit high on a sheet and still land near the bottom here.
Do not unlock in this order. A new account still wants Hero Knight first. Taunt does not ask you to time a second button. That recommendation is unchanged in the beginner guide. This page is who I want in the slot once I already have a deck.
The rates below are the ones I was looking at while I recorded the ranking. This site does not re-export that sheet, and I am not going to pretend Goblins' line and Ice Wizard's line are one clean table. I say where I refused the sheet.
The Order
Best first. Musketeer and Berserker are the pair I would still swap.
| Rank | Hero | Why I put them here |
|---|---|---|
| 1 | Ice Wizard | Most used Hero I was seeing, and the one that dodged the balance changes. The lock is the snowman, not a tile you choose. |
| 2 | Bowler | Ranked sheet around 5% use and 51% wins. Ultimate Champion around 6% and 51%. Air-heavy decks let him connect. |
| 3 | Barbarian Barrel | Few decks play it, and those decks do not have a real substitute. The ability turns the barrel into a second win condition and can snipe a Musketeer or a Firecracker. |
| 4 | Giant | On the stat lists for months. I had him at 5% and 3% across ladder and Ultimate Champion. You plan the push around the button even when you do not press it. |
| 5 | Balloon | Same idea. The button deletes troops in the 3 to 5 elixir range often enough that the opponent has to play scared of it. |
| 6 | Mega Minion | I play him. The rework lets the headbutt and the swipe remove a Musketeer-sized troop and then send him back to the push. I think that rework was more good than bad. |
| 7 | Mini P.E.K.K.A. | Usage sits just under Ice Wizard on the sheet I was reading. A normal answer stops being enough once the ability is up, because he keeps getting stronger as he fights. |
| 8 | Valkyrie | She creates fights you do not get from the normal card. She also walks off the troop you wanted dead. I still take that trade. |
| 9 | Knight | The taunt still saves a defense or steals a tower when the support is in range. The old shield is gone, so it is a few extra hits, not a second life. |
| 10 | Dark Prince | The charge finishes low-health troops, Goblins included, and the body is another tank. Solid. Knight still edges him for me. |
| 11 | Musketeer | The ability is an extra building on defense. I almost never set it up on offense. Against Balloon it changes the matchup. I would hear an argument for swapping her with Berserker. |
| 12 | Berserker | The press costs 3. After the duration and damage came down, I count the commitment as about 5 elixir. She can still stall and spike. I put her in fewer decks than I used to. |
| 13 | Wizard | He used to stall a push three times. Now I get two tornadoes, sometimes one. The Evolution does the knockback job more often, so the Hero is the worse upgrade. |
| 14 | Ice Golem | The slow is real, and the third-stage freeze is gone. Behind a Hog or a Balloon it often buys nothing, and the 2 elixir is missing somewhere else. |
| 15 | Goblins | The sheets like them because the few decks that run them are winning. The ability is two Goblins. I do not rank a passenger with the card that is actually winning. |
| 16 | Tombstone | Tomb Queen wins some games and donates elixir in others. I often never press it. Too unreliable to move up. |
| 17 | Electro Wizard | The windup is gone, so the stun starts immediately. I am leaving him here until I see people actually play the buff. Before it, the normal Electro Wizard was often the better card. |
| 18 | Magic Archer | The dash is shorter, the decoy has less health, and he is barely a different card. I would not buff him. I also will not put him in a deck. |
The Rates I Actually Used
Ice Wizard was at about 10% use, which is a lot for a Hero. On ranked I had him at 8% use and 52% wins. The next use-rate name on that sheet was Mini P.E.K.K.A., and the figure under him was 6%. I still rank Mini P.E.K.K.A. seventh. Use rate is not the order.
Bowler, on the ranked sheet, was about 5% use and 51% wins, inside the top five. On Ultimate Champion I had 6% and 51%, and I read that line as second behind Goblins. Goblins were the awkward one: high on both Ultimate Champion and ranked, including a 51% win rate, and I still left them at 15. A 51% win rate on two decks is not the same as a Hero you can move into your own deck.
Giant was at 5% and 3% between ladder and Ultimate Champion. I did not write down which number belonged to which ladder, so I am not going to assign them now. What I will stand behind is the decks I was still climbing with: Giant Sparky, Giant Graveyard, and Giant Double Prince. Those are shells, not eight-card lists.
The Five Seconds and the Snowman
When I say Ice Wizard's lock is five seconds, I mean the time I get if they do not kill the snowman. The card does not stun a tile for five seconds no matter what. Supercell's Minion Academy notes say the snowman freezes the area until they defeat it. If they Log the snowman, or a troop is already hitting that tile, the lock ends early and I paid 2 elixir for a short one.
That is the same rule as Hero Ice Wizard: kill the snowman. Five seconds is how long I play around when the snowman lives. It is not a second, conflicting patch.
Written by Colin Liu ยท Published October 25, 2026
The order and the rates are my ranking from ladder, ranked, and Ultimate Champion. They are not a dated public export. Ice Wizard's card text: Supercell, 7 September 2026. This article is not affiliated with, endorsed, sponsored, or approved by Supercell. See Supercell's Fan Content Policy.