The best decks for each Clash Royale arena
Table of contents:
- Arena 1
- Arena 2
- Arena 3
- Arena 4
- Arena 5
- Arena 6
- Arena 7
- Arena 8
- Arena 9
- Arena 10
- Arena 11
- Legendary Arena
Like any good Clash Royale player, it is more than likely that, at some stage of your ascent between crowns and arenas, you will find yourself more than stuck. This is normal, since each Arena in the game has a different level in which different mechanics are applied. Something that is sometimes difficult to assume and face. For this reason we have compiled different decks from all arenas A suggestion with which to change your strategies and point of view so that you can win more trophies and overcome yourself battle after battle .
To do this we base ourselves on our own experience and on the recommendations of Doctordecks, a website that lists the best combinations for different sands and situationsthat can be found in the title of Supercell.
Arena 1
Arrows, Bomber, Archers, Knight, Fireball, Musketeer, Giant and Goblins.
You shouldn't find any difficulties in this Arena, since it is little more than the extension of the game's training. This is the Goblin Stadium, which does not require any trophy to be played.
It is enough to use basic cards to create attack strategies that finish off the enemy. You can focus them on the Giant, clearing the way for him with the knight and assisting him with the archers to take down air enemies and the Bomber for ground troops.The rest of the cards are accessories, allowing you to maintain pressure and end enemy attacks if necessary. All this with an average cost of 3, 4 elixir points, assumable for almost any situation.
Arena 2
Arrows, Archer, Knight, Musketeer, Giant, Minions, Tombstone, and Balloon Bomb.
The Bone Pit can be a little more demanding. You get to it when there are around 200 trophies, and you can start to pose certain challenges thanks to the cards that are unlocked in said Arena 2.
You don't need a great deck to beat it, just a balanced deck suitable for different strategies We can use the Giant again as center of the offense, or take advantage of the Bombastic Balloon to do the most damage possible to the towers.The rest of the cards work as support to counter attacks and assist our tank cards that are in the lead. Its average cost is 3.6 elixir points.
Arena 3
Arrows, Knight, Fireball, Musketeer, Giant, Witch, Minions and Cannon.
The Barbarian Colosseum is unlocked with 800 trophies, and it is usually a place of transit if we have learned to handle our decks with some ease .
Our suggestion is to take advantage of basic cards like the Knight and the Giant to present a powerful advance party In this case the Witch and the Minions help for the main cards to reach the enemy buildings, getting rid of the troops that stand in the way. Of course, it is worth maintaining a good defense, and it is where the Cannon and the Musketeer do their work.Its elixir cost is somewhat high, but balanced considering the possibilities of the deck: 3, 8 elixir points.
Arena 4
Arrows, Bomber, Knight, P.E.K.K.A., Minions, Tombstone, Balloon and Ice.
Things get serious in the Arena 4 or the Fort of the P.E.K.K.A., and it is that very serious cards are unlocked. However, if we stick with the basic cards and agile strategies we will be able to win in many of the battles.
We focus on the P.E.K.K.A, the Bombastic Balloon, and the Knight A powerful front that can clear the way to enemy towers. Of course, if the other throws us an Infernal Dragon or a Lava Hound, things get serious. That's where Minions and Ice play in our favor. Do not hesitate to consult our article with strategies to know how to fight the enemy cards.This deck is pretty cheap, just 3.5 elixir points.
Arena 5
Fireball, Musketeer, Skeleton Army, Goblin Barrel, Inferno Tower, Hog Rider, Bolt, and Fire Spirits.
If we've learned the essentials of Clash Royale and know the cards, Valley of Spells shouldn't be too much of a problem. It is unlocked when we approach 1,400 trophies. It is where you unlock tricky cards such as Furnace, Poison, Mirror, Graveyard
In this case we suggest an agile deck full of troops. The key is the Hog Rider, which can get there fast and do a lot of damage to the enemy towers Of course, you have to open the way for it with the Discharge. To get rid of the enemy you have the Infernal Tower, although it is possible that, if you have many troops from many units, you will require the service of the Spirits of Fire.Do not hesitate to take advantage of the Skeleton Army when you have to stop another Hog Rider, Giant or Prince that arrives at your part of the arena. Elixir cost is 3, 4 points.
Arena 6
Arrows, Prince, Baby Dragon, Skeleton Army, Goblin Barrel, Minion Horde, Hog Rider, and Wizard.
One of the Arenas arrives in which skill is better than strength. The level is high, since you have to collect about 1,700 trophies. The Builder's Workshop is the perfect time to start playing with combos, defensive strategies, and terrain knowledge.
This deck has an elixir cost of 4 points. It is an expensive deck, and that is why it is convenient to have a head when deploying the cards. Timing and combos are everything. The Prince is key to achieving a quick victory, but it's not always effective, so try to pair it with the Baby Dragon to do as much damage as possible.You can take advantage of the Goblin Barrel to mislead the enemy. And the same goes for the Montapuercos and Mago combo. Take advantage of the fast and strong cards to do damage, and the rest as support so that they reach the enemy fortifications. With the rest of the cards, counter enemy attacks and create support.
Arena 7
Fireball, Valkyrie, Minipekka, Hog Rider, Skeletons, Fire Spirits, Musketeer and Cannon.
The Royal Arena is serious business. 2,000 trophies are required to access it and the cards it unlocks can trigger many combos. The bad thing is that there is already a level and it is convenient to be aware of cards, combos, strategies and add good decks Try this one that we suggest to get past the arena.
Do you know the combo Trifecta? It is the one that makes up the Valkyrie, the Minipekka and the Montapuercos.The Valkyrie breaks through and tanks, taking the most enemy damage. She then throws herself at the Montapuercos so that it runs and manages to damage the enemy towers. If the opponent throws his own tank at us, our Minipekka has to take action to create a counter. For its part, the Musketeer can assist the Trifecta, while the rest of the cards are support to maintain the game between attacks. This deck has an average cost of 3.5 elixir points, more than acceptable for its possibilities.
Arena 8
Archers, Knight, Fireball, Goblins, Cannon, Hog Rider, Bolt and Ice Spirit.
The bad thing about accessing this Arena, known as Pico Helado, is that it has a large number of unlocked cards. You can run into any situation. Of course you need to have 2,300 trophies to prove your experience However, there is a good chance that you will get stuck at this level.
With so many enemy cards available, it is best to have a versatile deck that can respond to any situation that arises. With the Knight tanking and the Archers defending from a distance, it is possible to open the way for the Hog Rider. Of course, at this point forget about reaching and finishing off the tower. The elixir cost of this deck is 2.8, very cheap to be able to make quick rotations and adapt to the game at all times. Whether defending, counterattacking or creating an opportunity. Goblins, Shock, and Spirit of Ice all help and support to deal damage little by little. The Cannon, for its part, helps defensively. In this Arena it is better to have fresh strategies in your head, since it is the best way to know how to react effectively.
Arena 9
Knight, Lightning, Skeletons, Hog Rider, Trunk, Ice Spirit, Tornado and Executioner.
The Jungle Arena is unlocked when you reach around 2,600 trophies. It is a difficult stage, since you not only have to get there, but also stay. The rivalry is more than remarkable and the level is very high. The good thing is that you can use everything you've learned and perfect your techniques This is the real key to keep adding trophies.
The deck that we propose you this time is a variation of what was seen in the previous arenas. It is based on quick rotations with the Hog Rider That is, use this card to reach the enemy towers and do some damage over and over again until you drop them. Always leading the way with the Knight as a tank, and assisting with cards like Executioner, Trunk or Ice Spirit. Remember, the most important thing is to know how to apply the best technique in each case.
Arena 10
Giant, Hog Rider, Skeletons, Musketeer, Barrage, Trunk, Mega Minion, Fireball.
The Arena dedicated to the Montapuerco is unlocked with 3,000 trophies and is more of the same compared to the previous arenas. It has four interesting new cards, but it hardly evolves compared to what has already been seen So it is convenient to focus on what is simple and effective.
We return to fast attack cycles with a really cheap deck: 3, 1 elixir points. We focus on launching the Giant as a tank and reaching the towers with Montapuercos, always well followed by the Musketeer. Besides there is the Trunk that can get rid of enemy troops, and the Mega minion and the Discharge, which can clear the way.
Arena 11
Giant, Ice, Balloon, Arrows, Cannon, Skeleton Army, Archers, and Minion Horde.
The Electrovalley is one of the latest Arenas added in Clash Royale, and requires 3,400 trophies. It is a Arena for professionals, for those who master the mechanics and cards of the game. So it's better to have all your senses tuned up during battles.
Actually a simple deck can help you get to this arena and stay, since the key is technique. In this suggestion we use the Giant as a tank to receive the strongest attacks, but we take advantage of the archers to clear the way. Meanwhile, the Bombastic Balloon has to reach the opponent's tower and do some damage The rest of the cards serve as support and defense, always trying to take advantage of the low cost of elixir from this deck to generate effective counter cycles. Measure well each movement of the opponent and react to each strategy to return the play in your favor.
Legendary Arena
Golem, Poison, Bats, Minions, Electric Mage, Miner, Lumberjack, and Shock.
It is the highest Arena so far. Reserved only for those who have 3,800 trophies, which is saying a lot. An Arena full of ups and downs due to the level of the enemies, their cards and their experience.
Alvaro845 has managed to reach the Legendary Arena with his second string with this selection of cards. His idea is to createcyclical attacksthat manage to sabotage the life of the enemy towers. For this he uses the Miner, protecting it with the discharge or the Bats with a good timing. As a last attack, before a large expenditure of elixir, it is possible to launch the Golem and help it with other cards. The Lumberjack can also be quick to reach enemy towers, and rely on the Electric Wizard to defend and counterattack. Strategies that must be adapted to each moment and each situation.That is why this deck is so versatile and practical.