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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
1Ice WizardMost used Hero I was seeing, and the one that dodged the balance changes. The lock is the snowman, not a tile you choose.
2BowlerRanked sheet around 5% use and 51% wins. Ultimate Champion around 6% and 51%. Air-heavy decks let him connect.
3Barbarian BarrelFew 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.
4GiantOn 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.
5BalloonSame idea. The button deletes troops in the 3 to 5 elixir range often enough that the opponent has to play scared of it.
6Mega MinionI 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.
7Mini 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.
8ValkyrieShe creates fights you do not get from the normal card. She also walks off the troop you wanted dead. I still take that trade.
9KnightThe 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.
10Dark PrinceThe charge finishes low-health troops, Goblins included, and the body is another tank. Solid. Knight still edges him for me.
11MusketeerThe 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.
12BerserkerThe 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.
13WizardHe 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.
14Ice GolemThe 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.
15GoblinsThe 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.
16TombstoneTomb Queen wins some games and donates elixir in others. I often never press it. Too unreliable to move up.
17Electro WizardThe 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.
18Magic ArcherThe 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.

The ranking, on YouTube

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.