Best Clash Royale Decks – From Arena 1 to Arena 11 (October 2017)
October 15, 2017
Hey guys it’s Will and in this page I’m going to share with you the best Clash Royale decks for all Arena levels from Arena 1 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 1 to Arena 11)
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.
Top 3 Decks for Arena 1, 2 and 3
For Arenas 1, 2, and 3, I recommend using any one of these three decks. All three of decks are very easy to master and have excellent synergy.
The Best Arena 4 Deck
I 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 with her splash.
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 in this trophy range have low level Zap Spell and very few people have 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, you have so many ways to do that with your Skeleton Army, Minion Horde, Fire Spirits, Goblin Barrel, and even the Inferno Tower can be used to bait Zap. And 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 these Arenas.
Simply play the Balloon behind the Giant, and it becomes very 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 Deck for Arena 7
For Arena 7, I recommend taking advantage of the Elixir Collector that you unlocked at Arena 6 with this deck.
Golem beatdown is one of the deadliest decks in the game, especially once you’ve taken a small elixir lead or placed down a couple of Collectors.
We have so many ways to stop stop Inferno Tower with our Zap or Lightning to reset it and Minions and Skeletons to distract.
The Best Decks for Arena 8, 9, 10 and 11
Assuming that by now you have opened loads of chests so Legendary cards are not the real problem anymore…
Splashyard is back guys! After this Graveyard buff, Graveyard is a pretty good card, neither over powering nor pretty weak. And the best graveyard deck ever is of course the Splashyard.
One of the best control decks, this deck relies on defending, slow push building and then punishing with GY. This deck is built to destroy towers in 2-3 pushes and not over a period of time. The slow troops help to form a strong push and then overwhelm the opponent with GY Poison and Tornado.
The combined Splash of Bowler and Baby Dragon help to take care many troops when coupled with Tornado, Knight basic tank for GY, eWiz is the Utility troop and Bats for cycling. GY Poison win combo. Man, this deck seems just perfect, doesn’t it?
Log Bait Rocket Cycle
This is the best Spell-bait deck in the meta right now. It is insanely strong and pretty annoying to deal with.
Ideally, you want to bait-out the opponents spells with Princess and Goblin Gang and then use the Goblin Barrel to deal chip damage.
Knight is the only tanky card in this deck and can act as a tank for your barrel while Ice Spirit provides a cheap avg elixir cost and faster cycle.
Rocket will be the tower finisher after you have dealt enough chip damage. Inferno Tower as tank killer.
Start of slow with play like Princess behind tower, lone Barrel, Ice spirit cycle, Knight behind tower or goblin gang split.
Try to understand what spells the opponent has and keep track of the spells through out the battle.
As time passes, start becoming a bit aggressive while in double elixir let it rip. You have to take over the control of the match by constantly pressuring and cycling barrels and princesses to deal chip damage.
In the end, you usually want to deal enough chip damage that tower can be destroyed by 1 or 2 rockets.
This deck is good for trophy pushing because most cards are level independent as well as dangerous when over leveled.
Hog Rocket cycle w/Princess
With the Lightning nerf, Hog Rocket decks are the ones to watch out for.
Cycle with Hog Rider to continuously take out chunks and then finish with Rocket(s).
Ice Golem is for kiting and as a Tank for your Hog. Almost always you will push with it. Ice spirit and Bats are for cycling and used as a combo with Hog Rider.
Mini P.E.K.K.A. is the tank killer. He (I have stopped making jokes on his gender) is a great Hog counter and due to less popularity of Golem, he does well at the moment.
Princess is most versatile card in this deck. You need to use it to complete utility. Clearing swarms, chipping towers, supporting hog, etc.
The Log for coverage, and Rocket as I told you for finishing towers. Though don’t hesitate to use it on defense on troops. And always Rocket the lower corner while using Rocket on Tower.
Giant Miner Double Minions
This deck is pretty good Beatdown deck in the game. With P.E.K.K.A. dominating, the use rates of Golem is down. In fact, the whole Beatdown archetype is seeing a bit of low usage.
In this meta, this deck shines because it is not dependent on one win-condition, you also have the Miner. Basically, this deck is standard Giant Musk deck with Fireball for hordes and Zap for Inferno Tower/Dragon.
Minions, Minion Horde and Goblin Gang together gives this deck a spell bait aspect which works pretty well with Miner. These swarms are your major defenses which can be used later for counter pushing. Bait spells and punish with Miner.
Basically, with this deck other than baiting, you have to push with Giant Musk combo with swarms and send in your Miner to kill any splash troop and later tank for your support after Giant dies.
This is probably the best deck for trophy pushing if you have skill. And if you like Siege.
This deck contains 6 commons, 1 rare and only 1 lvl independent legendary! So, upgrading the overall level of the deck is pretty easy and can be done very quickly.
The key to win is cycling your mortar (which is not a big deal with this deck) and PROTECTING it. This will take practice, especially against tanks. But once you master it this deck is super strong.
Rocket is the tower finisher and can be considered as secondary win-condition of the deck as in a situation where Mortar is not a good option for damage dealing, you can ‘turtle up’ and become Rocket Cycle FTW.
An increasingly popular deck after lightning nerf, 3M are seeing a good amount of usage.
An old Miner Ram 3M deck with Fireball bait aspect to it. Simple pump in 1st 2 minutes and focus on defending and simple miner chipping and Ram pushing. In 2x elixir, go aggressive with 3M split and double lane pushing.
Ice Golem + Battle Ram and Miner + Goblin Gang are the simple sweet combos. Minion Horde (or Punish Horde according to Lolman) is the Punish card which can be used both with Rama nd Miner if opponent use Fireball or Poison on Pump or 3M.
Bonus: Turn Your Deck into the Best Clash Royale Deck 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 for your Deck!
Spells are one of the MOST IMPORTANT parts of your deck. They define your attack and defense. They 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.
Role Fulfillment in Clash Royale 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!
Who posted this crap?
Just a serious guy who wants to be a pro at Clash Royale. People know me as The Controll Freak. I write guides to give the best tips to you readers. Enjoy!