Best Clash Royale Decks – From Arena 4 to Arena 11 (Updated)
May 14, 2017
Hey guys it’s Ash and in this post I’m going to share the best Clash Royale decks for all Arena levels from Arena 4 to 11 and beyond, decks that I believe to be some of the best in the game and also usable by almost everyone!
All of these decks were shared on Clash Royale Arena before so make sure you check the mentioned pages also for more detailed tips and strategies.
Best Clash Royale Decks (From Arena 4 to Arena 10)
These are the decks I recommend that you use for trophy pushing because all the cards in every deck I’m going to share in this article are fairly easy to obtain and easy to level up. And it’s important that you use the best and highest level cards for moving up in Arenas.
More detailed General Gameplan of each deck is being updated…
The best Clash Royale decks in this article are just my favorite ones and most of them are for Free-to-play players.
The Best Arena 4 Deck
I also recommend using the Giant beatdown deck above, as it is the strongest attack strategy in the lower Arenas. The Giant combined with Witch and Musketeer are incredibly difficult to counter, especially since the biggest weakness to this is the Inferno Tower, but most people either don’t use the Inferno Tower here or have very low level Inferno. We also have Minions that can be used to distract the Inferno Tower. While Skeleton Army is also a big weakness to the Giant, but with the Witch, she can instantly destroy those Skeletons.
The Best Arena 5 and 6 Decks
For Arenas 5 and 6, you can use this very powerful Hog Rider + Goblin Barrel bait deck. In these Arenas, the Goblin Barrel is a very overpowered card due to the fact that most people here have low level Zap Spell and almost no one has the Legendary Log card. This deck can actually be used in Arena 10 with a lot of success, so it’s crazy that you can use it Arenas 5 and 6. The main strategy is to bait your opponent into using their spell card, then destroy them by distracting their Arena Tower with Hog Rider, while your Goblin Barrel does massive damage.
Another deck for Arenas 5 and 6 is the very overpowered Giant Balloon combo deck. This is the strongest offensive combination in Arenas 5 and 6. Simply play the Balloon behind the Giant, and it becomes super difficult to stop it from destroying a tower, especially in the lower Arenas where there aren’t many good defensive options. The best counter to Giant + Balloon is the Inferno Tower, so we have Zap Spell to reset the Inferno Tower and Minions to distract and kill. Minion Horde is another big weakness to Giant Balloon, but we can instantly kill them with Arrows or Fire Spirits.
The Best Arena 7 Deck
For Arena 7, I recommend taking advantage of the Elixir Collector that you unlocked at Arena 6 with this deck. Giant Hog Rider beatdown is a super powerful offensive combination that’s very difficult to stop when you have elixir stored up with your Elixir Collectors. The main weakness to this deck is the Inferno Tower, but you can use Minions to distract and Zap Spell to reset the charge of the Inferno. Not only that, you can send in your Hog Rider behind your Giant and it will quickly go after and destroy the Inferno Tower. Just make sure to use Zap Spell on the Inferno Tower after it locks onto the Giant for 3 seconds.
The Best Arena 8, 9, 10 and 11 Decks
Assuming that by now you have opened loads of chests so Legendary cards are not the real problem anymore…
If you are lucky enough to have the Graveyard, you definitely should give this deck a try (don’t worry If you don’t have Electro Wizard, you can replace him with Musketeer).
This deck has been being used a lot in Clash Royale for a few seasons now. It is definitely one of the best Clash Royale decks at the moment because of the lack of Lava Hound/Golem Lightning decks and the increase of bait and control decks.
Start the game with either Furnace or Knight/Archers at the back. If you start with Furnace, place it 4 tiles from the River when you hit 10 Elixir to force your opponent react. If your Furnace is low-level that your opponent can 1-hit the Fire Spirit, I strongly recommend using Cannon or event Inferno Tower instead. Furnace is pretty useless If the Fire Spirits can’t reach the Tower and apply the pressure.
Try to play defensively and only push with Graveyard when you have Electro Wizard/Knight soaking damage. Poison is a must in almost any push! Try to figure out the Graveyard’s counters your opponent has so you can make the most of the Poison.
To read more about this deck, please take a look at here.
This is another stunning Graveyard deck you may also want to try out:
This is another dominating deck in the current meta game! Bait decks are now than ever!
Hands down, this deck is fairy easy to use! Just play aggressively with Princess, Hog Rider and Goblin Barrel, forcing your opponents to spend their spells to defend. As you can see, except Rocket and Arrows, all of the other cards in this deck are spell bait cards (trust me, tons of people usually use Log on Hog Rider).
Rocket is a very powerful card. Just use it to destroy any large push, getting the positive Elixir trade. Also, don’t hesitate to Rocket any 5+ Elixir troop passing by the Crown Tower.
Sometimes, you don’t have to do anything because your opponents will get panic pretty fast before rage-quitting the game!
To read more about bait decks, I strongly recommend you take a look at this guide!
Three Musketeer Split Push
This is one of the most unpredictable decks in Clash Royale!
Try to Pump down first to gain Elixir advantage or at least to bait/figure out the opponent’s Spell in order to play your Three Musketeers better later on. Don’t play Three Musketeers before the x2 Elixir time otherwise you will get wrecked.
Split your Musketeers and pair the lone one with either Miner/Knight. Your opponent will have a very hard time dealing with
I strongly recommend you take a look at here to read more about this deck and at here to see everything you must know about the Three Musketeers.
It is not hard to see that LavaLoon is rocking at the moment in Arena 11, especially above 4,000 trophies, due to the rise of heavy ground beatdown decks and the lack of air defenses. The Lavaloon deck below is the best deck has the highest winrate at the moment. This is literally the best Clash Royale deck right now!
While using this deck, just slowly push with Lava Hound and force your opponent to react. Just don’t make the move If you don’t have Goblin Gang, Skeleton Army or Tombstone in your hand (in order to deal with Elite Barbarians, Hog Rider or Royal Giant). Since this is a very heavy deck, try not to overcommit (or not to play Balloon) unless you are having the Elixir advantage or it’s x2 Elixir time. Before Double Elixir, having a few Lava Pups doing chip damage to the opponent’s Tower is good enough.
Sacrificing Tower’s HP is a mush while using this deck tho.
Bonus: Turn Your Decks To The Best Clash Royale Decks Ever!
Wassup Guys! It’s B-Yacht’CH (aka DabMaster2) back at it again with another guide for your guys. Today I’ll be explaining how to improve your deck, finding weaknesses, and overall making a better deck! Keep in mind, this is not a guide about how to make a deck, but this is only a guide to making a better deck.
Let’s get into it!
Noticing Card Weaknesses and How to Fix Them!
The best way to find out your deck’s greatest weakness is while using the deck in battle. Play against many different decks and find out what card(s) your deck struggles with the most. It doesn’t always have to be a certain card, it could be a deck archetype like beatdown.
Once you have that figured out the weakness, swap in a card which can help you counter your weakness.
To find out what card to swap out for, think: Which card is the most like the card I’m swapping in?
Cards have separate roles they fulfill (I’ll talk more about it later). Some role examples are: Tower killer, splash damage, and main defense.
For example, you swap out a Tombstone (main defense) for a Cannon.
Your substitutions don’t always work. Keep play testing your deck to find the most suitable cards to use.
Choosing the Right Spells
Spells are one of the MOST IMPORTANT parts of your deck. Spells can define your attack and defense. Spells are used to fill in the weaknesses of your deck and fulfill certain card roles that your cards don’t.
Clash Royale Decks can use either 1 spell, 2 spells, or 3 spells.
Too many, or no spells can be bad for a deck.
1 Spell – With only one spell, you will need to use a versatile direct damage spell. Examples are: zap, arrows, fireball. Having only one spell allows for the use of more troops but weakens your ability for direct damage and to damage your opponent’s troops with spells.
2 Spells – 2 Spells are the most common amount used in a deck. One spell is a high-damage spell while the other is a low-damage spell. This gives you a versatile spell arsenal.
3 Spells – Having 3 spells gives your deck a lot of spell versatility and allows you to control the battle more. You have 1 high-damage spell that you reserve for certain situations and 2 versatile spells to use on the fly.
Beatdown decks tend to use Lightning, Control decks can use a wide variety of spells, and Siege decks usually use spells to defend the siege weapon and a rocket as a backup plan to damage the enemy tower.
Use spells which fill in weaknesses in your deck!
For example, if you are using a Golem deck, use a Lightning spell to be able to take out an Inferno Tower. If your deck lacks splash damage, use Fireball and or Zap/Log to make up for the lack of splash damage. If you are using a “special effect” spell (Rage, Freeze, Clone, etc.), use Arrows or Zap for a versatile spell or use two other spells to give you the ability to use a high-damage spell and low-damage spell in combination with your “special effect” spell.
What is synergy? Synergy is when the combined effects of cards are greater than the sum of their separate effects. Some examples are: Tank + Graveyard, Miner + Minions, and Executioner + Tornado.
Your deck in Clash Royale doesn’t always need to have every single card synergize. Too much synergy can make your deck too offensive or too defensive. Most decks are built around 2 or 3 cards which synergize very well on offense. The other cards are made to support that synergy. Now, look at your deck. Does it have a combo which synergize well? If not swap out cards to make a good synergy.
Decide of you want to use synergizing spells or synergizing troops, or both. Synergy of spells will help with fast decks and synergy of troops are more for counter pushing or building up a strong push.
Here are most important things to consider for your synergy:
Are they both card countered by the same card? Is there a better synergy? What is the elixir cost? Is it too expensive?
If your notice any weaknesses, go through the process of eliminating that weakness by having other cards to support.
For example, LavaLoon is hard countered Minion horde, so bring Arrows into your deck.
What is role fulfillment? Role fulfillment is the purpose that a card is in a Clash Royale deck. A card can serve one purpose, or more!
I see many decks using too many of one role.
For example, they have Wizard, Bowler, and Executioner in one deck. That’s way too many splash damage! Instead replace them something else more useful. The deck may lack a high damage card.
Sometimes, role fulfillment can influence card usage.
For example: The Hog Rider. He is a very popular win condition and is used in every meta. It’s because Hog Rider fulfills two important card roles: Win Condition and Tank. Hog Rider can be used to damage a tower and has enough health to tank damage for other glass cannons like Musketeer.
The same can be said for a card which is barely used. The Dark Prince does splash damage and spell-resistant but doesn’t have enough health and damage to be a win condition. To be honest, Dark Prince doesn’t do much.
When assessing your deck, notice the roles that your cards have. Are you missing a role or do you have too many of one role? Use this knowledge to your advantage and see if different cards may work better.
Ladder vs. Challenge Decks?
People may classify decks as either ladder or challenge. What is it really that separates ladder from challenge?
Let’s start with the differences of ladder and challenges. Ladder only has a 1-minute overtime while challenges have a 3-minute overtime. In ladder, it’s easier to play for a draw but in challenges the longer overtime allows more time for more opportunities to damage a tower. Another difference is card levels. In ladder, cards can be drastically over-leveled, but in challenges, cards are capped to Tourney standard to keep the playing field equal.
Ladder decks rely on higher damage cards to get as much damage to the enemy tower as possible. The reason why Miner Poison decks are only used for challenges is because these decks use small chip damage on the enemy tower to whittle it down having a total of 6 minutes to do so in a match. Ladder matches only have a total of 4 minutes so miner poison chip damage isn’t as effective.
Another thing to note is if your ladder deck is weak to certain card(s), it’s no big deal. You can take a loss from time-to-time, but in challenges, you can only lose 3 times before it ends. Challenge decks need to be very solid to be able to counter a wide variety of archetypes.
Consider the Meta
The meta is an important thing to consider when assessing your deck.
What is the meta? The meta is the strategy which Clash Royale players have found to be the most effective throughout the balance changes. Some previous metas are: Giant Poison, Royal Giant (*shudder*), PEKKA Double Prince, and Hog Trifecta.
The meta can sometimes vary between different trophy ranges. For example, in the trophy range of 3000-4000, elite barbs are used in almost every single match, while in the top 200, Elite Barbs are barely used at all.
Since the meta is used very frequently, if your deck is weak to the meta, your deck won’t see much success. If you are in the trophy range of 3000-4000, use a deck which can counter elite barbs since they are seen EVERY WHERE. In the current state of Clash Royale, the top 200 has a very wide variety of meta (finally, Supercell made the game balanced).
You may also choose to use the meta. Since the meta is the most effective strategy, it’s the most like to get you wins, right? You can also modify the meta decks in Clash Royale as much as you want to fit your playstyle.
Have Faith in Your Clash Royale Decks
The last thing I want to mention is to have faith in your deck. When you are using it, believe in yourself and have confidence.
Playing the same deck for a lengthy period lets you play it much better. While your playstyle improves, you will fix the weaknesses and mistakes that you normally make. Through much practice, you finally play the deck better than anyone else would.
The reason why changing decks can cause you to lose trophies is because you will still need practice to master it. You will need to face many situations to figure out how to play in those situations.
Every card has many different uses beyond what you think you know. Using the same deck many, many times, allows you to discover secret tactics. When 3 Musketeers first came out, no one new that splitting them in the back allows for a powerful double lane push.
Of course, there are still disadvantages or specializing in one deck. Once that deck gets pushes out of the meta and starts to have little success, you will need to find a new deck when you have not practiced in any other archetypes. By generalizing in wide variety of decks in Clash Royale, you won’t specialize in any but will still be able to play well in every archetype.
Hopefully you have chosen the best Clash Royale deck for your play style after reading this page!
Don’t hesitate to comment and show us your favorite decks in the game.
I will post them into the main article If the are deserved!