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Giant Skeleton Deck That Got Me To Arena 8 At Level 8


Hello guys, I am Quantania and today I want to show you my favorite Clash Royale Giant Skeleton Deck that got me to Arena 8 when I was just at level 8!

Giant Skeleton Deck Arena 8

Giant Skeleton + Three Musketeers Deck


Skeletons Lv8

Great when combined with Cannon, can take out most cards with these 2. Skeletons are extremely useful at dealing with Wizard, you can read more at here. Is also nice to make Minions run in circles for tower to wreck. Also a nice thing to combo with Three Musketeers which i will explain later. also great for cycling.

Goblins Lv8

I pretty much use these just the same as Skeletons but slight beefier, also nice for combo which I will mention with Skeletons. Also great for cycling if needed. Sometimes, well placed Goblins can help your Giant Skeleton deal with Inferno Tower xD.

Spear Goblins Lv8

Same as goblins once again, but in this case made for dealing stuff such as Valks and Barbs. Also a nice cheap way to deal with stuff such a loons in a “Good enough” sort of fashion. Great for getting a small chip on towers. Also cycle.

Arrows Lv8

I got to 2700 and didn’t dare to play until i had Lv8 Arrows because of the fear of Princesses. Arrows as always obvious, kill Horde/Barrel and the sort, think I’ve used it to finish off towers once or twice.

Cannon Lv8

Once again another card with not too much explanation. Great to pair with collector in front of tower. Example:


It is good because you can lure Loons or Hog to center which will cause it to target Crown Tower, giving an extra little defense.

Elixir Collector Lv5

Great card for starting hands. Used to push any lead you get further into great pushes. If this is up when placing a Giant Skeleton behind Crown Tower you will have 10 elixir just after passing first tower, letting a great push start with Musketeers and everything else, which will be explained later. Also can be used in desperation defenses if need be.

Giant Skeleton Lv2

A key card in this deck. Lets you stop almost every push, does well at blocking hogs and is amazing if Musketeers are behind it. Has difficulty with barbs if a push is happening but other than that having arrows in hand lets you get huge Tower damage if paired with Musketeers.

Three Musketeers Lv6

The key card. Got this card to level 6 by an A7 Super Magical Chét and used this deck for that reason. This card has insane DPS and is great at any stage of the game. if you see the enemy place a hog using this will turn it into a great counter push with not much loss in tower HP. If in fear of fireballs this card can be used to bait it by itself and still live if place in any of the center tiles. If a tower is already taken placing this in the corner on their side will lead to great tower damage and an entire tower if unanswered. Also can just be used raw for chip damage like a 4.5 times as expensive Spear Gobs.

General Gameplan

This deck has a weakness to high leveled fireballs and the sort. Multi spell decks are also terrifying to verse as that will leave you with only one card left that’ll be alive on a push, and Giant Skeleton is easily distracted. Good thing is you can make ties happen quite often because of this card and it will help you keep a steady climb without much dropping. It is also a bit hard to fight a Golem deck as poison plus anything and your counter push is RIP, haven’t beat a Golem deck yet, so no advice here.

This Deck can deal with almost anything if done correctly. Due to how flexible this deck is it is a bit difficult to get the hang of, but very easy to take control of the match. An important thing with this deck and any other deck is to make sure you know what cards they have, you see them arrow and Zap you send those 3 Musketeers in, they wont have Fireball.

Win Conditions

3 Musketeers + Giant Skeleton: The obvious tank + DPS push, as simple as it sounds. Almost always is countered. Should only really be done if the Fireball wont kill or you know they have used Barbarians/Valkyries.

3M + Cycle Cards: This is one of the best ways to get a tower if the enemy has fireball. To do this is to place 3 Musketeers in the center tile so 2 split of towards the tower you do not want to take out. After doing this you use Gobs, Gobs and Skeletons for a huge split push. they will almost always fireball the 2 musketeers which leads to a ton of damage on one side, or if left ignored tons of dmg. is also great for placing right on the river that way it can take out a tower. This mostly works not because its ‘OP’ but more because it makes the opponent make an awkward decision

Cannon + Pump: This is a combo that I currently cannot live without. Placing both in the middle will often lead to a crown tower taking damage from hogs and loons which makes defending much easier. Not really a combo but I do it all the time so i guess it counts.

This is my first time ever getting Legend and I do not plan on battling for a little while til the season progresses a bit.

This the pictures for proof of me getting to legend in 276 wins as a lvl 8 F2P:


You can ask whatever you like in the comments. Also this deck is definitely usable with lower leveled cards, just may not be as easy to get to legends due to the counter of Fireball vs Musketeers!


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