Anti-Splash Deck That Got Me to Legendary Arena

Hey guys, I recently Legendary Arena with my anti-splash deck for the first time and I thought that you might appreciate a guide! I have won the past 12 out of 25 games, lost 9 and drawn 4. This gives me a win rate of 57% (if you remove the draws). I consider myself to be pretty average at the game: I’m level 9 with level 9 commons/6 rares/3 epics/no Legendaries. This deck is very easy to build, especially considering I only run 2 epics, one of which is from the training camp and the other from arena 4. I’ve been playing this deck since I was at about 2300 trophies or so and won nearly every game up until the 2800/2900 mark, due to the level 10s you start to face.


Anti-Splash Deck That Got Me to Legendary Arena

Deck Summary

I call this deck the anti-splash deck for 2 reasons: It has 3 cards that deal splash damage (Valkyrie, baby dragon, zap) and it also contains only 1 troop that spawns in multiples (goblins). This has quite a few advantages. One of the most important ones being that arrows are awful in against this deck, as you’ll never gain Elixir in a trade when using it. This means that all decks using it have a dead card in their hand for the whole 3-4 minutes of the match. Since arrows are a very popular card, this happens quite often. Also, barbs are so easy to kill with this deck: the baby dragon and Valkyrie demolish them. Now, without further ado, the deck:

Clash Royale FreezeClash Royale Hog RiderClash Royale ZapClash Royale Goblin
Clash Royale ValkyrieClash Royale Baby DragonClash Royale elixir collectorClash Royale Musketeer

Average Elixir Cost: 3.6

Goblins (2 Elixir) – These guys pack a punch and can deal a surprising amount of damage when paired with freeze. They are cheap, good for cycling/distracting and are just a really all-rounded card. The main reason I use these over spear goblins is because of the freeze and how much stronger goblins are compared to spear goblins. Another replacement for this would be the skeletons, but I prefer the beefier goblins.

Zap (2 Elixir) – I used to run arrows in this deck until I realised how they didn’t do a whole lot if you weren’t facing minion hordes/princesses. The zap can still deal with these cards relatively well while also having the added benefit of the 1 second stun. The stun is such a powerful tool that, when used correctly, can guarantee an extra hit or 2 from the hog on the tower. Also, a neat trick I learned while versing sparky decks is that the zap will reset the sparky’ shot, making them have to charge up again for another 5 seconds to get a single shot off. By then, you would’ve probably killed it. A game-winning card when used correctly, but can easily lose you it if you misstime the placement.

Hog Rider (4 Elixir) – This is the main pushing card of the deck. It’s fast, does quite a lot of damage and is just overall really balanced. When placed behind a baby dragon to tank, this card gets a lot of damage on the tower. The biggest weakness of this card is defenses placed in the middle of the map, but they can be taken care of easily with the musketeer or by waiting it out.

Musketeer (4 Elixir) – A really strong troop that is good on defense and offense, if protected. It can out-range cannons (which are very good against the hog), can kill tanks troops quite quickly and does a lot of damage to towers. I prefer this over the wizard because it is cheaper and has a larger range. Plus, this deck already has enough splash damage cards.

Valkyrie (4 Elixir) – A tank that deals splash, this card is really good because of the kinda recent buff. When on a push, barbs counter the hog incredibly but get stomped by the Valkyrie. On defense, this card is amazing and is still pretty decent for absorbing damage that would othersise be on your hog/musketeer. I prefer this over the knight/Mini-PEKKA/Barbs because of the splash damage and how all-rounded the card is.

Baby Dragon (4 Elixir) – One of my favourite cards, the baby dragon is the ultimate tank. For 4 Elixir, it has a considerable amount of health and although it doesn’t do a whole lot of splash damage, it does 1-shot goblins and spear goblins. This card could be replaced with something else, but the only thing I can see it being changed with is barbs, which ruins the whole anti-splash thing.


Freeze (4 Elixir) – Yes, the infamous freeze spell that so many people say needs a nerf/re-working. I’m not disagreeing. On offense, if you catch your opponent off guard, you can get a lot of damage on the tower with just a hog or even the whole tower if supported by a musketeer/Valkyrie. The place where this card shines, however, is defense. When your opponent places all of their troops in one huge cluster on offense, you can just freeze them and send in goblins/Valkyrie to kill everything. This has won me many games, as most people expect me to just use the freeze on offense. The card is so versatile and, as theRumHam pointed out a few weeks ago, the card gets immensely better as it levels up.

Elixir Collector (5 Elixir) – One of the best, if not the best card to start with. When placed in the middle of the map, it can distract most troops and force them to get hit by both towers at once. At the same time, this card also gives you some Elixir back, so after your opponent kills it with their hog, you would’ve already gained 1 or 2 Elixir back from the collector, resulting in either an even or positive Elixir trade. You could replace this card with a defensive building that does damage, but I prefer this because of how nutty the deck become when you have 2 of these down in overtime.

Gameplay Strategies:

The best cards to start with in your opening hand are the Elixir collector, baby dragon or Valkyrie. I always place the collector in the middle of the map, so most troops are attracted to it. The only time this is not advisable is when you’re versing somebody of a higher level than you. The baby dragon/Valkyrie normally start at the back of the map, so I can build up a good push. Opening with a hand like freeze, zap, hog and goblins is really bad but it rarely happens, so don’t worry about it too much.

Always save the goblins for defense. When facing a pekka, mini-pekka, prince, hog, etc. the goblins are amazing counters due to their squishiness and high DPS. If you use your goblins offensively, you’re highly vulnerable to a counter attack on the other lane.

Never place troops in between a tower and Elixir collector because you could get blown out by a surprise fireball/lightning. It also ensures that splash damage troops don’t hit your troops and collector at the same time.

Lastly, don’t overextend. As hard as it may be to resist, try not to always make a huge push of baby dragon, hog, Valkyrie and musketeer. Doing this leaves you open to a counter push or split push so this is only advisable if you are in double Elixir.


Royal Giant.dek – At first, the royal giant might seem OP, but it really isn’t. Freeze is your saviour in this matchup, as hitting the royal giant + whatever else is behind him nets you so much advantage. It also leaves you with full-health troops for a counter push. Goblins + freeze obliterate the royal giant, whereas a Valkyrie in-between the giant and supporting troops kills them all. Be careful not to place the Elixir collector too far forward, or the royal giant will kill it while on the bridge.

PEKKA + Double-Prince (or as some say, the Pay-To-Win deck) – This is one of my hardest matchups ever. The deck punishes you so hard for overextending, so managing your resources carefully is the key to victory, or at least a draw. Keeping the goblins for the prince/pekka and a Valkyrie on the dark prince work pretty well, with a musketeer to support them. Ice wizard can be annoying, so try to get it to target the baby dragon.

OP Sparky deck – I’m gonna go out and say it: Sparky is not OP. No matter what you think, it takes too long to charge and is therefore easily counterable. A well-timed freeze/zap kills this card and leaves the deck with no defense.

Hog-Freeze deck – This matchup is very back-and-forth when it comes to pushing. The way to win this matchup is to make sure every push counts. If you use your freeze-zap on offense, make it count. Otherwise, save it to counter their hog + supporting troops.

Thank you to my clan mates who supported me on the way up and everybody who read this post. I hope it has been helpful and that you guys enjoy it. If you have any questions, feel free to ask. 🙂

  • TicTac

    Great deck! Personally I’m not a fan of the dragon but he’s really important in this deck. For those who’re asking “what about inferno” well you have freeze, use it.

    • Will Potter

      xD xD

  • Trilok Gupta

    I have EPIC peeka lvl3 & balloon lvl3 bt I dont knw any all rounder deck with them. MY BEST TROPHY IS 1981.. with bomber tower, hog, light, brb,zap deck.. But now I m going down to1700+… Need new deck with Best allrounder things 🙁 🙁

    • Daniel Gao

      yo, this is a deck i’ve been using since arena 4 and am now in arena 7 because of it. now before you use it, i want you to know that this deck is a CONTROL deck. not offensive, but CONTROL. so heres the guide.

      Barbs- as a great defense and offense, it’s one of te best common cards in the game. at the price of 5 elixer, you spawn 4 powerful barbarians, which can quickly take out any card, and long as theres no bomber or valkerie, you are going to have an amazing tank card.

      knight- no you may be thinking ” the knight sucks!” then you must be a horrible player. at the cost of 3 elixer, you get an amazing tank that not only have 600 health at level 1, but has a pretty decent damage. if left alone, which in most cases it does, it can do over 1000 damage to an arena tower. and i’m not lying, it really does.

      goblins and spear goblins- these two cards share a very similar purpose, scouting, luring, and firepower. i cannot count how many times i took an area tower with a goblin-knight combo. at thecost f 2 elixer, they really deserves to be the best commons in the game.

      bomber- also an underused card, next to the knight. it deals splash to bards and skeleton army, and has a huge amount of firepower. also notice that they never run out of bombs. with knight, they do a lot of damage. they also are useful against hut users.

      arrows- are you really looking at this section? you know what to do with arrows. to kill minion horde and swarm troops.

      hog- best rare ever. at the cost of 4 elixer, you have the smartest price ever. it outclasses the prince in everything. i’m not saying that prince is bad, but since the hog only targets buildings, its better that a prince trying to kill 4 skeletons.

      baby dragon- amazing. flying. splash damage. these are the word that describe the baby dragon. at the cost of 4 elixer, it does splash damage, and has a adecent amount of health. think of it as a bomber+knight+ MINIONS.


      bomber- rage

      goblins- musketeer/fire spirits/ minions


      baby dragon- ballon

      arrows- high level zap

      • Daniel Gao

        also, I ALREADY POSTED THIS BEFORE. so ya

      • Will Potter

        Thank you so much for sharing this. I will give it a try!

    • Will Potter
  • FangZhou Shao

    What do i do when im vs spawner decks? They seem to completly destroy me no matter what i put down to defend with this deck and even if i push the other lane they will stop my push with buildings or troops and the lane he puts his spawners just got destroyed and i really cant do anything about it. I try to do a draw but i get destroyed by a strong push or multiple small pushes. Please help. Btw im using cannon instead of dragon since its only lv.2 compared to lv.8 cannon.

    • david li

      you do realize that common and epic levels are totally different? You’re supposed to run baby dragon as a tank and dumb the hog behind it. Guranteed 500 damage if they don’t have defences or buildings. Against spawners, just put goblins down and stall until they push. Once they do, then use your splash to counter then drop the hog behind them for a counter push

      • FangZhou Shao

        Well a lv.8 common is sort of as strong as a lv.4 epic. And i tried to use valkyrie for spawners but they just wont stop coming and if they add another unit like a giant or golem then its unstoppable. I do freeze and put units on them to defend but its usually not enoght.

    • Will Potter

      The difference is, Baby Dragon deals splash damage while Cannon didn’t. Also, Baby Dragon is a bit tanky. If you are in Arena 6 or below, level 2 Baby Dragon is totally fine IMO xD

      • FangZhou Shao

        Im at 2500trophies trying to get to arena 8 and ive seen so many ppl using cannon instead of baby dragon in the top rankings. So should i put bomb tower instead?

        • Will Potter

          You can try to use them both. Personally I find that Baby Dragon is the best choice for this deck!

  • Lucas BeAben

    how much tp did he get to ?

  • Daniel DuBois

    Took this deck for a spin in arena 6. I’m 6-1-1 when they don’t have horde, and 1-3-1 when they do. I think playing zap over arrows is more logical when you have multiple mechanisms that will reliably clean up the leftover zap-damaged horde/minions. For instance, if you were playing a giant push deck with wizard, witch, and poison, I’d say you can get away with zap. Or, if you have another card you can use to specifically counter horde, like fireball. Otherwise, once they figure out you don’t have arrows, it gives them free reign to make multiple kinds of very punishing horde-based plays.

    PS: I’m very surprised that I saw 8 horde-free decks in that span of 13. I think that was lucky, and not a good representation of arena 6.

    • Will Potter

      Thanks for sharing this Daniel!

  • Jcraw

    A hog+freeze deck… sooo shocking.

  • Henri Zocher

    Is the freeze still good to go after the nerf? Or should I change it to something else? And what should I use then?

    • Will Potter

      Freeze is totally okay after the update mate :D.

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  • Xx bismuth xX

    Is this deck good in the current meta?

    • Will Potter

      Yes, it’s still working very well in the current meta game buddy!