The Log

The Log

Elixir 2 Elixir Legendary
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Overview

The Log dominates the current meta as the most reliable defensive spell in Clash Royale. At just 2 elixir, this legendary spell delivers unmatched versatility - it clears swarms, knocks back ground troops, chips towers, and resets charging units all in one rolling motion. What separates The Log from other small spells is its guaranteed tower damage and knockback effect, making it the perfect answer to spell bait decks while providing consistent chip damage throughout the match. Every cycle deck, control archetype, and Hog Rider deck runs The Log because it's the most cost-efficient spell for both defense and offense. The knockback mechanic alone makes it invaluable - it buys critical seconds against beatdown pushes and resets Prince, Battle Ram, and Bandit charges right before they connect. Master The Log and you'll win more games through superior elixir management and spell value alone.

Strategy

When to Play

Hold The Log for high-value targets rather than cycling it wastefully. Your primary targets are Goblin Barrel, Princess, Dart Goblin, and Rascals Girls - cards that provide immediate threat or guaranteed tower damage. Against spell bait decks, tracking their cycle is critical: if you Log their Princess and they immediately play Goblin Barrel, you lose the game. Save The Log for Barrel unless you can get 3+ troop value on other targets. In beatdown matchups, wait for opponents to commit support troops behind their tank before logging - this maximizes value and disrupts their entire push. When opponent's tower drops below 400 HP, The Log becomes a win condition - cycle it repeatedly for chip damage while defending efficiently with other cards.

Placement

Goblin Barrel timing separates good players from great ones. Wait until the barrels reach your tower's edge (approximately 0.5 seconds after they land) before logging - this ensures all three Goblins spawn in Log's radius. Against corner placements, aim your Log from the opposite side to catch all three. For Princess at the bridge, Log immediately to prevent chip damage and push her back. The knockback mechanic is your secret weapon: Log charging troops (Prince, Dark Prince, Battle Ram) right before they connect to reset their charge and buy 2-3 seconds for your defenses. Against Royal Hogs, Log them as they cross the bridge to push them back and make them retarget, forcing them to walk further while your tower chips them down.

Synergies

The Log pairs perfectly with Fireball or Arrows to create a complete spell cycle package - you handle ground swarms while your big spell deals with air troops and medium-health units. In Hog Cycle decks, The Log's cheap cost lets you cycle back to Hog Rider faster while defending efficiently. Miner + The Log creates devastating pressure by clearing defensive troops while Miner tanks tower shots. Pair The Log with Skeleton Army or Goblin Gang in bait decks - opponents must choose which threat to spell, giving you consistent positive trades. Against Graveyard, The Log clears spawned Skeletons but won't counter the spell alone - combine with Valkyrie or Baby Dragon for full defense.

Matchups

Strong Against

Goblin Barrel - The Log is the perfect counter, completely shutting down all three Goblins for a neutral trade while dealing tower damage. Master the timing and you'll never lose to spell bait again.

Princess - Instant positive trade. The Log kills Princess (+1 elixir advantage) while dealing chip damage to their tower and maintaining map control.

Skeleton Army - Full wipe for positive elixir trade. The knockback also prevents any survivors from reaching your tower.

Goblin Gang - Complete elimination of all five troops for positive value, plus the knockback disrupts any push they were supporting.

Rascals - The Log takes out both Rascals Girls while leaving the Boy vulnerable, essentially reducing their 5-elixir investment to a 3-elixir troop.

Dart Goblin - Instant kill with tower chip. Dart Goblin's range makes him hard to reach, but The Log handles him effortlessly.

Guards - Breaks all three shields and kills the Guards for a massive positive trade.

Countered By

Air troops - The Log cannot touch Minions, Minion Horde, Bats, Balloon, or Lava Hound. You need a second spell (Arrows, Fireball, Zap) for air coverage.

Valkyrie - Survives The Log and gets free tower damage. Against Valkyrie-heavy decks, save The Log for their swarm troops instead.

Knight - Tanks The Log completely. Using it on Knight alone is terrible value unless you're getting tower chip in critical moments.

Prediction Goblin Barrel - If opponent predicts your Log timing and places Barrel early or in corners, you miss and lose the tower race. Mix up your timing to counter predictions.

Building-heavy decks - Tesla, Cannon, Bomb Tower don't care about The Log. These matchups require you to find alternative win conditions.

Tips

  • Prediction logs: Against Goblin Barrel players who use the same placement repeatedly, predict their timing by logging 0.5 seconds BEFORE they normally place it. This catches them off-guard and wins games in sudden death.

  • King Tower activation: Against Princess at the bridge, place The Log so it hits her after she crosses - the knockback can push her into King Tower range if positioned perfectly (requires precise timing and placement).

  • Knockback resets: Use The Log on charging troops (Prince, Bandit, Battle Ram) right before they connect with your tower. The knockback resets their charge AND buys 2-3 seconds for your defenses to activate - this alone can save 500+ tower HP.

  • Spell cycling mastery: When opponent's tower drops below 200 HP, The Log becomes a viable finisher. At 40 crown tower damage, you need 5 Logs to deal 200 damage - cycle it while defending with other cards for the clutch win.

  • Skeleton Barrel counter: Log the Skeleton Barrel mid-air right before it pops (when it's directly above your tower). This damages the barrel AND instantly clears the death-spawn Skeletons, preventing all damage.

  • Support troop separation: Log support troops behind tanks (Witch, Wizard, Musketeer) to knock them backward and separate them from the tank. This buys critical seconds and makes your tower's job much easier.

  • Elixir tracking: Count opponent's elixir before logging cycle troops. If they're at 8-10 elixir, logging your Skeletons could give them the opening to drop Goblin Barrel with you defenseless.

  • Overtime discipline: In overtime, hoard The Log for game-winning moments. One missed Goblin Barrel loses the match - don't waste your spell on 1-elixir cycle troops when the stakes are highest.

Common Mistakes

  • Logging too early: Against Goblin Barrel, impatient players log before all three Goblins spawn, allowing some to survive and deal 200-300 tower damage. Wait the full 0.5 seconds after barrels land.

  • Wasting on cycle troops: Logging opponent's Skeletons or Ice Spirit is negative value - you spend 2 elixir to counter 1 elixir and get minimal tower chip. Save it for real threats.

  • Predictable timing: Using The Log at the exact same timing every Goblin Barrel lets skilled opponents predict and counter-play with different placements. Mix up your timing to keep them guessing.

  • Ignoring knockback value: Players log troops that are already locked onto their tower, forgetting that knocked-back troops won't retarget. If they're hitting your tower, The Log won't push them away - save it for approaching troops instead.

  • Poor spell cycling: Spell cycling The Log when opponent has Goblin Barrel in rotation is suicide in bait matchups. Always keep 2 elixir available until you've identified their full cycle.

  • Missed value opportunities: Logging a single Goblin instead of waiting 1 second for more troops to enter range wastes The Log's area damage. Patience gets you 2-3x more value per cast.

  • Premature prediction: Prediction logging before you've studied opponent's Barrel placement pattern is gambling. Watch their first 2-3 Barrels, learn their pattern, THEN predict. Early predictions just leak elixir.

  • Forgetting tower damage: Against low-HP towers (<200), some players save The Log for defense when they should be spell cycling for the win. The Log deals 40 crown tower damage at tournament standard - not much per hit, but cycling it repeatedly adds up in close games.