Goblin Barrel Trifecta Deck for Arena 5+

Hello guys I am K!eran and today I am going to give you a very funny Goblin Barrel Deck which got me to Arena 8! The cards at play in this deck will all serve multiple purposes, as any good deck should. The key to success upon using this deck is reading the situation and determining how to use each of the cards.

Goblin Barrel Trifecta Deck

Arena 5 Goblin Barrel Trifecta Deck

Clash Royale Goblin BarrelClash Royale Giant SkeletonClash Royale ValkyrieClash Royale Musketeer
Clash Royale Mini P.E.K.K.AClash Royale Fire SpiritsClash Royale ArrowsClash Royale Tombstone

Card Breakdown

The Giant Skeleton is very popular in the beginner arenas for the sole reason of his death damage which can do 800-1100 damage to the surrounding area. Most beginners will stack area damage troops behind him to clear out the defense and push him to the crown tower. While this is a somewhat effective approach, the Giant Skeleton is much more versatile than that.

  • On defense: His main function in this deck is on defense. If an opponent dumps 10+ elixir into a push, a Giant Skeleton can easily be dropped in as bait, and with the death damage, completely end the push. This will leave you with a possibly several elixir advantage. And although tankier and building targeting troops may not be killed, your other troops can easily take the rest out without any interfering support.
  • On offense: The Giant Skeleton’s main purpose on offense is arrow bait for the Goblin Barrel. A push involving these two cards is difficult to counter without spending an equal if not greater amount of elixir. If the Giant Skeleton can be pushed to a crown tower, it can be attempted, although it is risky to waste Elixir on support that may not even pay off. Stick to instinct and conserve Elixir.

Goblin Barrel: The Goblin Barrel is an extremely self explanatory card. Since it costs only 3 Elixir now, it has become more and more used by players looking to get some cheap offensive options in their deck.

  • On Defense: The only time this card should be used for defense is in extremely desperate situations.
  • On Offense: This card should always be paired with some sort of push to distract the Crown Towers. Without a distraction this card can be dealt with without even wasting Elixir. If paired with a particularly durable push, a Goblin Barrel can reduce a full health crown tower to nothing in about 10 seconds. The most common defenses to Goblin Barrel is Arrows and Zap, which are annoying to deal with if your offensive capabilities ride on their success. If an enemy keeps ending your Goblin Barrel, attempt launching it somewhere near the crown tower instead of right on it. If your enemy is in a rhythm, chances are they’ll drop the spell and disregard what happens next. The spell will be wasted and your Goblins will continue to attack the tower.

Valkyrie: She’s one of the most popular troops in the game these days, and it’s particularly easy to see why considering her versatility on offense and defense.

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  • On Defense: Valkyrie is a key part of any defensive action in this deck. Most offensive pushes consist of a lead tank to soak and deal damage, area damage support troops, and direct damage support troops. Valkyrie handles 2/3 of the problem. The key to using her effectively is waiting until the support troops cross the bridge. By dropping her in the center of the support section, you’re ending any possibility the enemy can deal with other troops you spawn.
  • On Offense: Valkyrie can be an intimidating force on offense as well. She’s best used to provide support to tanks who are threatened with numerous smaller troops. She’s also fairly tanky, so she’s able to soak up damage if needed.

Fire Spirits: Almost more of a spell than a troop, they’re capabilities seem to exceed the lowly elixir cost of 2.

  • On Defense: Fire Spirits should mostly be used to destroy imposing hordes. They’re very effective against Minions and Barbarians. They can take a Minion Horde out completely and reduce Level 10 Barbarians into 2 or 3 shot kills for the crown tower archers. These simple defense options also leave you at a major elixir advantage. They also do significant damage to the Musketeer and Mini P.E.K.K.A.
  • On Offense: Fire Spirits offer a cheap option to dealing with small imposing troops that threaten your tank. They also can do 400+ damage to crown towers if used correctly.

Mini P.E.K.K.A: The Mini P.E.K.K.A is one of the highest damage dealing troops in the game, and for only 4 elixir this makes him particularly intimidating.

  • On Defense: The Mini P.E.K.K.A has tons of applications on defense, particularly in dealing with tanks. The Mini P.E.K.K.A can be used to whittle down troops such as the Giant, Royal Giant, Golem, Hog Rider, Giant Skeleton, and Knight. It isn’t recommended to use against other high damage troops such as Prince, P.E.K.K.A, Sparky or Bowler. These troops will usually defeat the Mini P.E.K.K.A before it defeats them. Just be sure to make sure there are no small troops like skeletons or goblins to distract him from the tank.
  • On Offense: The Mini P.E.K.K.A should be used on offense in one of three ways. One, it’s pushing a tank using its speed. Two, it’s high damage support for a tank. Or three, it’s the lead troop in a push to get it to the crown tower.

Musketeer: The Musketeer is the only high direct damage troop capable of attacking air units, which makes her invaluable for defending against air decks.

  • On Defense: The Musketeer is a must for any major defensive stand against a push. Always spawn her away from the action and to the side, to attract as much crown tower fire as possible. She doesn’t have the greatest HP, so placing her in the middle of the action is a big mistake. She can counter Balloons, Baby Dragons and Lava Hounds fairly well just make sure any ground troops threatening her are dealt with.
  • On Offense: Her greatest contribution to offense is high fire rate and long range support options. While other troops soak damage, she’s completely isolated and able to do significant damage to other troops. If she’s able to lock onto the crown tower undisturbed, she can do crazy amounts of damage.

Arrows: Another fairly self explanatory card. For only 3 elixir it gives us a lot of options.

  • On Defense: Arrows can easily take at swarms of troops or finish off troops with low HP.
  • On Offense: For lack of a better option they can be used to support a tank marching toward a tower. It can also be used to finish off towers that were at low HP.

Tombstone: Not a popular card at any level of play. It is rarely seen anywhere and most people think of it as an Inferior or the Cannon. However, if used correctly the Tombstone can pose quite a threat to opponents.

  • On Defense: The Tombstone should always be placed in the center of your side of the arena, leading any building targeting troop away from the crown towers. This also puts the enemy troop under fire from two crown towers. Tombstone has low HP, but a very very fast spawn rate, as well as the ability to spawn 4 skeletons after being destroyed. This puts the enemy troops in a bad position; as they must deal with the skeletons and support troops. Tombstones are particularly good at dealing with Sparky, as Sparky will waste shots on 1 or 2 skeletons while the crown tower deals damage.
  • On Offense: The Tombstone offers little to the offense except for a few stray skeletons that could help do small damage to the crown tower.

Anyway, feel free to replace Tombstone with either Inferno Tower or Cannon!

Notable combos for you to try while using this deck

  1. Mini P.E.K.K.A + Fire Spirits
  2. Valkyrie + Goblin Barrel
  3. Tombstone + Mini P.E.K.K.A + Valkyrie (Defense)

Hopefully you have found this guide helpful guys! Don’t hesitate to comment If you need any help!