Hello Clash Royale players! I have played this game quite extensively and have looked at countless guides and videos to compile some really useful info to help you climb in the arena. I gathered all the best decks so you can use it to your advantage.
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|Rudy||Defensive||19||S-||S (Monday)||S+ (Monday)||SS||SS||A+||C|
Arena 1 to 4(Up to 1100 Trophies)
[easytable] Deck, [/easytable]
Elixir Average: 3.6
- Giant – Very good offensive and defensive unit that can sink damage.
- Archer – It’s the only viable ranged unit I had in the beginning. I think Spear Goblins are too squishy.
- Skeleton Army – I use this to slow down enemy units and eat their tanks. If the enemy lacks good AoE you can take towers very quickly with this.
- Arrows – Good spell to clear low elixir units.
- Fireball – Taking down priority targets, also works well against Barbarians.
- Goblin – I use these little guys to distract enemy units.
- Musketeer – Very nice damage and combines well with Giant.
- Baby Dragon – Flying unit and deals AoE, also combines well with Giant.
Usually at the start of the match you want to wait for the enemy to make a move. If your elixir bar is about to get full try to spawn a damage dealing unit like Musketeer/Baby Dragon/Giant behind your middle crown tower and prepare for an attack. You can combine it with other units when it’s about to hit the river. This creates around 15 elixir push wave that is not easy to take down.
Constantly keep track on enemy cards and know his weakness. Do they have little to none AoE? You can use Skeleton Army offensively! Do they have Hog/Prince? Save your Goblins/Skeleton Army.
Climb To Arena 5 Deck (1400-1700 Trophies)
This is by player voltrics via Reddit..
[easytable] Deck, [/easytable]
Elixir Average: 3.1
Witch – drop the knight right on top of her when she crosses the bridge. If there are other skeletons/goblins drop the knight and then follow up with baby dragon or bomber
Prince/Hog Rider – drop goblins/spear goblins/knight/tombstone in front of the tower. Don’t let the prince charge up and hit the tower!
Balloons – drop air targeting units such as spear goblins/baby dragon or use a defensive unit like tombstone in the middle to distract the loon
Giant Skeleton – drop goblins/spear goblins/knight/tombstone near the middle of your side as the giant skeleton crosses the bridge. Keep kiting the giant skeleton until the giant skeleton dies.
Baby Dragon – use your own baby dragon to counter along the help of your crown tower. drop spear goblins when baby dragon is focused on your tower already (it wouldn’t do that much damage)
Giant – Use goblins/spear goblins/tombstone/knight/dragon when giant crosses the bridge. Throw an arrow if the opponent have cheap troops following the giant
Minion Horde/Goblin Barrel – use arrows
Valkyrie/Musketeer – use a knight and spear gobs when she crosses the bridge
Mini Pekka – same as valkyrie but you could use goblins as well
Skeleton Army – use bomber/arrow
Barbarians – use bomber/baby dragon/spear goblins
X-bow – use knight/goblins/bomber. You want to take our the xbow and the troops they drop in front of the xbow asap.
Check out some of his vids:
Arena 3+ Deck
Elixir Average: 4.3
X-Bow The namesake of the deck can feel like the most powerful card in the game, yet I rarely see it at high-level competition. This deck is designed to place an X-Bow to attack the enemy Crown Towers and then make favorable reactive trades to allow the X-Bow clear shots. An X-Bow can 100% kill a Tower if uninterrupted, so that’s what we are trying to do.
I tend to place them in the middle, tilting to one side (so it attacks that way first), but there are times where putting them in a side lane is the correct play.
There are a ton of nuances to playing X-Bow that I’d hate to say there are hard and fast rules. If I draw one in my opening hand, I tend to cast it immediately as a test, but that can backfire if they have a good counter. Late game I tend to wait til 8 Elixir so I can quickly Tombstone or Arrows to protect it.
Tombstone Control decks tend to be very reactive, so I’ll start with the most purely reactive card in the deck. Tombstone is used to block Giants, Giant Skeletons, Hog Riders, and Balloons coming for your Towers and especially X-Bows.
I fell in love with Tombstone the first time I saw it block a Prince’s charge and kill the Prince with the spawned Skeletons. If you take anything away from this article, 3 Elixir Tombstone trading with a 5-Elixir prince is one of the most powerful plays you can make in this deck.
Goblin Barrel Like X-Bow, Goblin Barrel is the type of card that requires an immediate reaction or it deals outsized damage for it’s Elixir cost. The best time to cast it then, is immediately after they cast an expensive card that will not affect the Barrel Goblins.
A very common example is casting Goblin Barrel in reaction to a Prince, then dropping Tombstone in front of the Prince.
Arrows This is a great counter card to so many things… The most common way for people to counter X-Bow is with swarm cards like Skeleton Army, Goblin Barrel, Minions/Minion Swarm, etc. Your 3 Elixir cancelling out their 4+ Elixir every time you cast it is a great tempo swing that adds up over 3-4 casts per game.
If you are playing another defensive deck with Goblin Barrel, using Arrows on their Barrels with negate a huge amount of the damage their decks are able to put out, and you gain 1 Elixir of tempo.
Valkyrie & Baby Dragon A deck can’t be purely reactive, these 2 slots are for cards that we cast when nearing the Elixir cap that we are comfortable sending blindly down a lane. They are well-rounded units that are hard to directly counter, your opponent is never going to wipe all 4 Elixir of value out of them without losing something in exchange. If they trade well and survive, they can function as bait for Arrows or Goblin Barrel.
I suppose these could be any two well rounded units like Barbarians or Knights but I chose Valkyrie and Baby Dragon for having AoE attacks while themselves being resistant to AoE attacks. They can function like a 2nd and 3rd copy of Arrows to counter light swarms while surviving to push the lane.
Valk specifically was added over a prior card because of her effectiveness against Witches, which is one of the most difficult cards for this deck to handle.
Minion Swarm OR Minions This is the slot for our swarm card. Giants, Balloons, Princes, Giant Skeletons and P.E.K.K.A.s of all shapes and sizes get ripped to shred by swarms. I prefer the flying units as more hedging against Witches.
It’s preference whether to use the lower cost 3 Elixir squad. The Swarm is more value for the cost BUT the whole swarm still dies to Arrows, which opens you up to the sort of big tempo swings we try to avoid with Baby Dragon and Valkyrie. If you use the Swarm, be mindful of their AoE spells.
Rocket Fitting that the last card in the deck is often the last card you play. The ideal ending of a game for you is comfortably safe with the announcer counting down and a Rocket in the air.
Defensive Spawner decks tend to match up well against you, so Rocket becomes a much more aggressive play. It can destroy Goblin Houses immediately and often greatly reduce the lifespan of the Barbarian Huts.
Climb to Arena 5 Deck(Skeleton Deck)
Elixir Average: 4.1
Why the Skeletons?
Giant Skeleton: The most cost effective tank in the game. His bomb is invaluable for clearing enemy’s that overcommit. Normally drop him with a range behind.
Witch: Great for pushing especially in the 2x elixir minute. This card always forces your opponent to respond. Game winning if you have two in one lane
Skeleton Army: For those pesky Prince’s and PEKKA’s. They also do tons of damage if left unattended. This card is very powerful if you know your opponent just used Arrows.
Goblin Hut: Highly elixir efficient especially when supported by skeletons. Also game winning when you have two in one lane.
Musketeer: Anti-air, anti-tank, and siege? What’s not to love.
Valkyrie: Great against Skeleton Army and Witch. This card played at the right time allows you to build a huge elixir advantage.
Arrows: Highly versatile clear. Use it against barrels and hordes of weaker troops.
Spear Goblins: Cheap ranged support for Giant Skeleton/Witch pushes.
This deck’s strengths rely on building elixir advantages with card efficient drops that win matchups. In order to do that, one must adopt a reactive play style. When the opponent plays a card, respond with a counter card. This allows the elixir advantage to build up in your favour so you can punish the opponent when they over commit. Also, play in two lanes! This plays to the decks strengths and heavily disrupts single lane Hut/Tombstone and Beatdown Rush decks. When your opponent expends a large portion of their elixir pool on an attack, counter their army with a fraction of your own elixir pool, then punish the other lane!
For example: * Opponent drops a Giant + Prince to siege your tower. * You respond with a Skeleton Army which easily clears the threat. * Meanwhile drop Giant Skeleton and some Spear Goblins in the other lane. * At this point your opponent has to deal with half a Skeleton Army on one side, and a Giant Skeleton push on the other with about 3 elixir. * If the Giant Skeleton reaches the enemy tower, you can assume there will be huge damage dealt to it.
Arena 4 Deck to Arena 7
1. Hog+Barbarians – Really solid combo to use if the enemy doesn’t have fireball, bomber, and the bomber tower in hand or deck.
2. Hog+GoblinBarrel – The best combo for this deck! Place Hog Rider first so it tanks the tower while simultaneously throwing your Goblin Barrel at the same time.
3. Hog+Minions – Really good combo if you know your opponent has no aoe in hand or deck.
4. Spear Goblins+Goblin Barrel This combo really catches a lot of people off guard because most of them don’t respond to the Spear Goblin push and never expect the Goblin Barrel before it’s to late for massive damage for the cost of 6 elixir.
5. HogRider+FireBall/Arrows Prefire – This Catches a lot of people off guard and is an amazing combo to do if someone uses minions/barbarians to counter your Hog Rider push.
1.The Tesla is the best defensive tower for this deck because it’s cheap and can target air+ground and is harder to take out.
2. The barbarians and minions are your best bet at defending against Golems, Pekkas, Giants, Giant Skeleton, and Royal Giants. I’d recommend placing the barbarians behind any of these troops to try and take out the backline before actually hitting the Tank Troop.
Weaknesses: Golems and xbow/towerdecks counter this deck the most. It isn’t impossible to beat them as I have before, but you better prepare yourself for a challenge.
Arena 7 PEKKA Deck
Elixir Average: 4.3
Use PEKKA + mass army to overrun your opponent.
Start with elixir and leave 5 elixir to defend potential enemy rush. Drop PEKKA close to your King Tower. This gives lots of time to generate elixir before PEKKA reaches the bridge.
Now, you have two choices. If you’re feeling daring/know they used their Arrows, you can get a Minion Horde or a Skeleton Army out. These swarms will tear apart anything that try’s to stop the P.E.K.K.A, allowing it to reach the tower and wreak havoc. However, this is obviously the most risky play and not recommended for your first push.
A much less risky option is simply using the 3 Elixir Minions. They are still great at dealing with swarms and are much less susceptible to AOE. Make sure that the crown tower is shooting the P.E.K.K.A, not the Minions for maximum effectiveness.
Minions also have a tendency to draw AOE. If you see your opponent Arrow your minions, you commence Operation Spam-All-Of-My-Swarms-And-Laugh.
In all seriousness, this deck can actually defend very well for 3 reasons. First off, it has a lot of swarms. Prince gets blocked and shredded by Skeleton Army, Hog Rider and Golem get torn apart by Minion Horde, and even Minions do their part, messing up the enemy ranged units.
Elixir Collector has A LOT of health. Place it in the middle, where you would usually place a tombstone, and laugh as their Hog Riders run toward it in a desperate attempt to kill it, only to get eviscerated by Minions. NOTE: This is only worth it when you have already taken a Crown and are merely trying to defend. Otherwise just use a swarm and take 1 hit.
Uses of Goblin Barrel
The deck seems good so far. But wait! What’s that Goblin Barrel doing there? Seems useless, right?
Well, it actually has a lot of uses. First off, it’s great at baiting Arrows. Once your P.E.K.K.A is rolling down the lane, you can hurl th Goblin Barrel at their tower. Opponents will (correctly) arrow the Goblin Barrel, allowing you to commence Operation Spam-All-Of-My-Swarms-And-Laugh.
Matchups at High Level Arena
Balloon– Minion Horde, Minions, and Musketeer pop the Balloon easily. No contest.
Prince – Easy matchup. Skeleton Army blocks any attempts at Prince-ing, and even if he lands some sick prediction arrows on the skeletons, P.E.K.K.A is always there to bail you out.
Prince+Dark Prince – Slightly more annoying than Prince. Skeleton Army is still good here; Dark Prince’s AOE is not in a circle around him like a the Valkyrie’s, so he doesn’t shred them as hard. However, Skeleton Army will not be enough. Minion Horde and P.E.K.K.A are key here.
Hog Rider – Swarms mess him up. Later on in the game, you can stop any attempts at clutching your tower by always keeping up a Collector in the middle.
Golem – P.E.K.K.A does so much damage to the Golem and shreds through it so fast it isn’t even funny. Even if you don’t have him on hand, the amount of swarm makes it very tough for your opponent. Easy matchup.
X-Bow/Mortar – Annoying matchup. Gets much worse if they run Infeno. You should be trying to push very hard after they use their X-Bow/Mortar. Tip: You can block X-Bow and Mortar from targeting your tower with a P.E.K.K.A.
Huts – Probably the worst matchup for this deck. Barbarian Hut is very annoying, and the amount of Spear Goblins that build up on your P.E.K.K.A from Goblin Hut gets a little ridiculous. I usually win by pushing the other lane hard after they drop a Hut.