The Log Complete Guide: Master Clash Royale's Most Versatile Spell

Why The Log is My Favorite Card (And Should Be Yours Too)
I'll be honest: when I first got The Log, I thought it was trash. "A log? That rolls on the ground? What's the point?" I was so wrong.
After using it for a few months, I can't imagine playing without it. It's in 9 out of 10 of my decks. It's saved me countless times, won me games I had no business winning, and honestly, it's just fun to use.
This guide is my love letter to The Log. Here's everything I've learned about this amazing card.
Understanding The Log: Basic Mechanics
Card Stats
- Cost: 2 elixir
- Rarity: Legendary
- Type: Spell
- Damage: 240 at tournament standard (level 9)
- Crown Tower Damage: 96
- Range: Rolls across entire arena
- Width: 3.9 tiles
- Speed: Medium roll speed
What Makes The Log Special?
The Log is unique because it:
- Rolls across the entire arena
- Pushes back ground troops
- Deals damage along its path
- Only costs 2 elixir
- Can't be blocked by buildings
- Hits everything in its path
Core Mechanics: How The Log Works
Rolling Mechanics
The Log rolls:
- From your side to opponent's side
- In a straight line
- Through all ground units
- Dealing damage to everything it touches
- Pushing back all ground units
What The Log Can Hit
Ground units (all):
- Troops (all ground troops)
- Buildings (all ground buildings)
- Crown Towers (deals reduced damage)
What it CAN'T hit:
- Air units (flying troops)
- Units above ground level
Damage Mechanics
The Log deals:
- Full damage to troops and buildings
- Reduced damage to Crown Towers (40% of normal damage)
- Damage to everything in its path
- Instant damage on contact
The Trades That Made Me Fall in Love
When I first started using The Log, I'd just throw it randomly. Then I learned about positive trades, and everything changed.
My Favorite Trades
The Log vs. Skeleton Army: This is the trade that made me a believer. They drop a 3-elixir Skeleton Army, I drop a 2-elixir Log, and boom—I'm up 1 elixir and they're down a card. It's beautiful.
I used to panic when I saw Skeleton Army. Now? I smile. Free elixir advantage.
The Log (2) vs. Goblin Gang (3)
- Advantage: +1 elixir
- When to use: Always when you see Goblin Gang
- Pro tip: Kills all goblins instantly
The Log (2) vs. Guards (3)
- Advantage: +1 elixir
- When to use: When Guards are deployed
- Pro tip: Removes shields and kills guards
Against Single Troops
The Log (2) vs. Princess (3)
- Advantage: +1 elixir
- When to use: Always when Princess is on field
- Pro tip: Can also hit tower for chip damage
The Log (2) vs. Dart Goblin (3)
- Advantage: +1 elixir
- When to use: When Dart Goblin is deployed
- Pro tip: Instant kill, prevents damage
The Log (2) vs. Rascal Girls (5)
- Advantage: +3 elixir (kills both girls)
- When to use: When Rascal Girls are together
- Pro tip: Massive value if both are hit
Against Buildings
The Log (2) vs. Goblin Cage (4)
- Advantage: +2 elixir (kills goblin brawler)
- When to use: When Goblin Brawler is out
- Pro tip: Kills brawler, damages building
The Log (2) vs. Tombstone (3)
- Advantage: +1 elixir (kills skeletons)
- When to use: When Tombstone spawns skeletons
- Pro tip: Can also push back troops
Even Trades (Still Valuable)
The Log (2) vs. The Log (2)
- Even trade: But you gain positioning
- When to use: To counter their Log
- Pro tip: Can push back their troops
Advanced Placement Techniques
Standard Placement
Center placement:
- Roll from your side to opponent's side
- Hits everything in the lane
- Maximum coverage
When to use:
- Against swarms in lane
- To push back troops
- For chip damage on tower
Predictive Placement
Predictive Logging:
- Place before opponent plays card
- Anticipate their next move
- Gain positioning advantage
When to predict:
- You know their deck
- They're predictable
- You have elixir advantage
Example: Logging where Princess will be placed
Defensive Placement
Defensive Logging:
- Place to push back enemy troops
- Create distance from your towers
- Buy time for defenses
When to use:
- Against melee troops
- To protect buildings
- To reset troop positions
Example: Logging Mini P.E.K.K.A away from tower
Offensive Placement
Offensive Logging:
- Place to support your push
- Clear path for your troops
- Push enemy troops away
When to use:
- During your push
- To clear swarms
- To push back defenders
Example: Logging to clear Skeleton Army blocking your Giant
Chip Damage Placement
Chip damage:
- Place to hit tower
- Deal 96 damage to Crown Tower
- Accumulate over time
When to chip:
- In overtime
- When you can't break through
- To finish low-health towers
Pro tip: Every Log on tower = 96 damage, 20 Logs = 1920 damage (almost a tower)
Synergy with Other Cards
The Log + Cycle Cards
Fast cycle decks:
- Cycle to The Log quickly
- Use multiple times per game
- Spell cycle in overtime
Example deck:
- Hog Rider
- Ice Golem
- Skeletons
- Ice Spirit
- The Log
- Fireball
- Cannon
- Musketeer
The Log + Bait Cards
Bait synergy:
- Play bait cards
- Opponent uses The Log
- Play more bait cards
- They have no counter
Example:
- Goblin Barrel (bait)
- Opponent uses Log
- Play Goblin Gang (no counter)
The Log + Control Cards
Control synergy:
- The Log for utility
- Control the pace
- Make positive trades
Example:
- Miner
- Poison
- The Log
- Inferno Tower
Strategic Uses of The Log
1. Swarm Control
Primary use: Kill ground swarms
- Skeleton Army
- Goblin Gang
- Guards
- Any ground swarm
Strategy: Always have The Log ready for swarms
2. Princess Counter
Best counter: The Log instantly kills Princess
- +1 elixir advantage
- Prevents tower damage
- Can hit tower for chip
Strategy: Save The Log for Princess if you see her in their deck
3. Push Back Utility
Utility use: Push back ground troops
- Create distance
- Reset positions
- Buy time
Strategy: Use to protect towers or buildings
4. Chip Damage
Overtime strategy: Spell cycle towers
- Deal 96 damage per Log
- Accumulate over time
- Finish low-health towers
Strategy: In overtime, cycle to The Log for chip damage
5. Predictive Defense
Advanced technique: Predict and counter
- Anticipate opponent's play
- Place Log before they play
- Gain advantage
Strategy: Learn opponent patterns, predict their moves
Common Mistakes with The Log
Mistake 1: Using on Air Units
Problem: The Log can't hit air units Solution: Use Arrows or Zap for air swarms
Mistake 2: Wasting on Single Troop
Problem: Using Log on one weak troop Solution: Save for swarms or high-value targets
Mistake 3: Not Chipping Towers
Problem: Not using Log for chip damage Solution: In overtime, chip towers when possible
Mistake 4: Poor Placement
Problem: Logging wrong direction Solution: Practice placement, think about path
Mistake 5: Overcommitting
Problem: Using Log when you need it for defense Solution: Always consider what opponent might play
The Log in Different Deck Archetypes
Cycle Decks
Role: Primary swarm clear, chip damage Usage: Very frequent, cycle quickly Strategy: Use multiple times, chip in overtime
Control Decks
Role: Utility spell, positive trades Usage: Moderate, save for value Strategy: Make positive trades, control pace
Beatdown Decks
Role: Support spell, clear path Usage: Moderate, support pushes Strategy: Clear swarms for your push
Bait Decks
Role: Bait target, utility Usage: Low (you want them to use their Log) Strategy: Force opponent to use Log, then play bait
Countering The Log
How Opponents Counter Your Log
Common counters:
- They predict your Log
- They place troops differently
- They use air units
- They bait your Log
How to Counter Their Log
Strategies:
- Use air units (can't be hit)
- Place troops differently
- Bait their Log
- Predict their Log usage
Practice Exercises
Exercise 1: Positive Trades
Identify positive trades:
- The Log (2) vs. Skeleton Army (3)
- The Log (2) vs. Princess (3)
- The Log (2) vs. Goblin Gang (3)
Exercise 2: Placement
Scenario: Opponent plays Skeleton Army in front of tower Task: Place Log optimally Consider: Hit all skeletons, chip tower if possible
Exercise 3: Prediction
Scenario: You know opponent has Princess Task: Predict where they'll place it Consider: Common Princess placements
Why I Can't Play Without It
The Log isn't flashy. It doesn't do massive damage or have a cool animation. But it's reliable, versatile, and always useful.
I've tried decks without The Log. I always come back. There's just something about having that 2-elixir answer to so many problems. Skeleton Army? Log. Princess? Log. Need to push something back? Log. Want to chip a tower? Log.
My advice? If you have The Log, use it. Learn it. Love it. It's one of those cards that seems simple but has so much depth.
And honestly? The feeling of perfectly timing a Log to kill a Princess and hit their tower? Chef's kiss. That's the good stuff.
If you want to practice recognizing when to use The Log (or any spell), our daily card guessing game helps you learn card interactions. It's how I learned to recognize when Log would be useful.
Trust me on this one. The Log is worth mastering.
