Best Clash Royale Decks – From Arena 1 to Arena 12 (Feb 2018)

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 12)

  • Arena 4: P.E.K.K.A, Hog Rider, Fireball, Arrows, Musketeer, Tombstone, Knight, Goblins
  • Arena 5: Hog Rider, Goblin Barrel, Witch, Minions, Fire Spirits, Skeleton Army, Zap, Fireball
  • Arena 6: Giant, Balloon, Barbarians, Archers, Skeleton Army, Tombstone, Fireball, Arrows
  • Arena 7: Golem, Tombstone, Archers, Zap, Fireball, Guards, Mega Minion, Baby Dragon
  • Arena 8: Miner, P.E.K.K.A, Goblins, Electro Wizard, Poison, Zap, Minions, Musketeer
  • Arena 9, 10, 11 and 12:
    • Mortar, Miner, Skeleton Barrel, Knight, Goblin Gang, Spear Goblins, Minion Horde, Zap
    • Mega Knight, Miner, Skeleton Barrel, Inferno Dragon, Zap, Spear Goblins, Bats, Goblin Gang
    • Golem, Night Witch, Lumberjack, Flying Machine, Mega Minion, Poison, Zap, Goblin Hut
    • Hog Rider, Ice Golem, Tornado, Rocket, The Log, Mega Minion, Ice Golem, Tombstone
    • Battle Ram, Miner, Three Musketeers, Ice Golem, Zap, Goblin Gang, Minion Horde, Elixir Collector

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.

All 3 above are standard Giant Beatdown Decks with support cards that cover the following areas.

  1. A mini tank – Knight that can defend for a positive trade vs common cards like Musketeer. in the back etc and whatnot.
  2. Musketeer: Anti air single target damage to take care of Baby Dragon. Baby Dragon is annoying as hell in low Arenas. Always remember to utilize her range.
  3. Cheap cycle cards – I go with the 1 ground and 1 air idea. Minions and Goblins. You can use Skeletons or Skeleton Army instead of Goblins.
  4. Win condition – Giant, the earliest and easiest to use win condition.
  5. Splash attackers – Witch, Baby dragon or Bomber If you don’t have those ones.
  6. Spells – Fireball and Arrows. Very useful on both offense and defense!

The Best Arena 4 Deck

P.E.K.K.A Hog Rider

There are a lot of Giant decks in this arena so this is somewhat of a counter deck.

There is no real splash in this deck so you want to rely on Arrows and Fireball to deal with swarms.

This deck is very solid. I got my level 1 account to 2300 trophies with it.

Giant Beatdown

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 Deck

Zap bait in lower arenas is a very easy deck to dominate with.

Typically, most players in Arena 7 don’t know that they ought to save spells for certain cards.

You want to exploit this.

Use whichever tank you like! If you run Hog then Hog use bait. You like Giant Skeleton, Valk or your Giant.

Barrel is your win condition.

You can include other damage dealers too like the Giant and Hog. (Only 1). Up-to you. I think any tank will do well.

Defend, then counterpush with tank in front of troops then use Goblin Barrel and that should work out fine for you!

The Best Arena 6 Deck

This is the strongest offensive combination for Arena to be honest.

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.

This deck has lots of very defensive cards.

With Balloon bomb hitting troops, if they stack units, don’t hesitate to Fireball on defense.

The Best Deck for Arena 7

Typical Golem deck. No collector, but if you want collector you can replace Tombstone with it.

Tombstone works better as a passive Elixir advantage generator rather than pump which can get punished easily.

If you think you can handle trading tower damage for Elixir advantages and think you can play well in that sort of manner you can swap out Tombstone for the Collector.

The Best Arena 8 Deck

This is very solid deck. Indeed. This deck helped me win a lot of Challenges.

P.E.K.K.A level isn’t too dependent. Just play cautiously and don’t use her on offense. You will heavily lean on the P.E.K.K.A on defense.

Miner Poison is your main offensive combo to deal damage.

The Best Decks for Arena 9, 10, 11 and 12

Assuming that by now you have opened loads of chests so Legendary cards are not the real problem anymore…

Mortar Miner Skeleton Barrel Bait

A very powerful deck right now on ladder. A very good choice for trophy pushing.

The deck contains staggering 7 commons giving you a very swift upgrading ability while having 1 level independent legendary to a certain extent: The Miner!

This deck has 3 win-conditions (though you can argue that all other bait cards are used more for damage): Miner, Mortar and Skeleton Barrel.

Basically, you gotta be aggressive and focus on double lane pushing. In 2x elixir, you can have a Mortar and protect it in one lane while on the other lane you can have Miner + SB!

Knight is great as basic defensive mini-tank while the rest are bait cards which you can use to punish the opponent on wrong spell priorities.

Mega Miner Skeleton Barrel

Another deck utilizing the popular and powerful Miner SB combo with the addition of evergreen MK and the bait cards that go well with Miner SB combo.

This deck is basically a spell bait deck.

However, it has less punishing cards and more heavy cards enabling a complex push which isn’t weak to heavy splash yet can be deadlyagainst low splash and has a beatdown-like pushing ability.

Mainly, it will either baiting spells and using SB Miner with other cards or counter pushing with MK and ID.

ID has a great role in this deck as major tank killer and another Zap bait card with a good counter pushing ability.

This deck shines in overtime.

Golem Poison Gob Hut Beatdown

You may recognize this as Flake Power’s deck from Youtuber Challenge.

A very powerful beatdown deck utilizing the meta cards like Poison and Goblin Hut, a deadly melee combo of recently buffed NW and LJ and the evergreen Golem and Mega Minion.

This deck takes time in building pushes due to absence of elixir collector but makes it up with the annoying Gob Hut.

Flying Machine with its great rage can be a killer as it can protect the golem from afar and is deadly when raged up with LJ’s death effect.

Talking about LJ, the newly buffed melee combo of NW and LJ is deadlier than ever (not counting the early domination of NW).

Poison does well in this deck than Lightning as this deck lacks a splash troop.

Mostly, defending and chipping in first 2 minutes while pushing in 2x elixir.

Hog Rocketnado

One of the popular decks Hog decks on TV Royale.

IMO this is the best Hog deck right now as it has a very strong defence along with two win-conditions: Hog Rider and Rocket (in some cases).

The powerful Ice Golem + Hog Combo along with the insanely strong defence of Tombstone, Ice Wiz, Mega Minion and Rocketnado is killer.

Mostly you will be relying on IG + Hog for damage while use Ice wiz and Mega Minion as support when going for a counter push.

Don’t generally, take them on offense as they have more need on defence and the opponent can hit you hard if you don’t have them.

Rocket is great as tower finisher and can be used as a win-condition in case there are many Hog counters.

Rocket can also be used on defence in conjunction with iWiznado and Tombstone to stop any push, don’t forget the Mega Minion for higher damage!

This strong defence also helps you go for a draw if even Rocket Cycle doesn’t seem a good option for winning.

3M Miner Ram Swarm

A very popular since last couple of balance changes.

This is easily the strongest 3M deck right now IMO even though versions with Giant or Royal Ghost, Cannon Cart or Zappies or CWA’s LJ version can be seen.

Simple strategy: Pump up in first two minutes and then Spell Bait, 3M, Dual lane punish, Repeat.

The high DPS swarms of Goblin Gang and Minion Horde with slow but deadly Musketeers with the quick counter needing Battle Ram and Miner enable a Dual Lane Pushing ability in which both lanes are equally strong and hard to stop.

Only problem is against MK but with proper plays it can be countered. And after one tower is down its basically GG as a well-timed 3M in the pocket can almost destroy the 2nd tower.

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.

Creating Synergy

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

he 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.

Follow The video Below for more information !

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!

The Best Legendary Cards in Clash Royale

Choose the best Legendary Card for your deck!

Before talking about our Legendary cards, here is some basic tips for you:

  • Don’t try to switch decks and build decks because of the Legendary you want to use. Instead, buy the one which fits your deck well. For example, If you are very good at using Royal Giant, it’s better to wait and buy either Princess, Ice Wizard or Lumberjack than to buy the Lava Hound. But, anyway, sometimes it’s totally worth it to build the whole new deck based on a Legendary card. For example, If you really love the high risk high reward Sparky deck, build a deck about her. It’s all up to you.
  • What is the Legendary which fits your archetype best?
  • How many Legendary cards do you really need? Remember that the more Legendary cards you have, the harder it will be to improve your deck level.
  • Think twice before purchasing the Legendary card. Don’t spend 40,000 Gold for the Legendary which shows up first If you don’t really know how it fits your deck.
  • There are 2 main ways to save for a Legendary. First, If you are able to buy Gem, get the 2,000 Gem Pack, which immediately gives you 40k Gold and 500 more Gems. The second one is to save Gold by donating cards and opening chests.
    It usually takes up to 3 weeks to save 40,000k Gold, but this is truly not a big deal at all because personally I still enjoy the game without Legendary cards. Take a look at here to see more about the second way!

The Best Legendary Cards in Clash Royale

Now, let’s move to the main part of the article. The list below orders all the Legendary cards in Clash Royale from the worst one to the best one in term of purchase and variable.

Before I start, I must say that ranking the Legendary cards is harder than it used to be (Courtesy: Sparky buff). Supercell has commendably increased the standard of the balance changes from nerfing cards to oblivion and buffing to domination to creating a balanced meta.

Right now, each legendary card can fit perfectly into one role, one deck and become really powerful in it. Example: Lumberjack in Golem Beatdown decks.

Mostly, I have ranked the cards based on their versatility, skill cap and over-all place in the meta after the update.


  1. These are my personal opinion so they might differ from you. Don’t feel bad if your favorite legendary is at a lower spot.
  2. A card at a lower spot doesn’t mean it’s bad. IMO all cards in the game are good (except for those few like the Rage which don’t need skill). So, if you practice, you can win battles and mostly the cards at the top are there because how easy to use and versatile they are and how OP they can be.
  3. The release of new cards may affect the list as per their interaction with the legendary cards.

#14 – Sparky

The buff didn’t help her last long. The card with the most high risk-high reward factor in the game.

Easier to use than before but still struggles to maintain a spot in the meta. The reason is the high number of counters out there in the arena.

The newly released and buffed Zappies are another addition to the list and are probably the strongest counter to a Sparky after Rocket.

A threat behind a tank on offense and deadly when couple with Tornado on defense, yet air troops somehow survive the huge electric blast without a scratch, there lies another weakness.

All in all, Sparky is the Legendary which is the hardest to use and thus is in the last spot on our list.

#13 – Lava Hound

The 5% health buff isn’t enough IMO to make it a strong card in the meta.

This meta is filled with buildings like Tesla and Goblin Hut as well as strong defences like Inferno Dragon, Ice Wiz, Zappies, Tornado and mainly the Poison, a powerful counter to the swarm-y Lava Hound pushes.

The dominance of air troops instead of complimenting The Hound have done the opposite by becoming popular cards in the meta and does almost all decks have counters to it.

The reason I rank it at the bottom is firstly because it is a Win-condition/ Tank so that the deck needs to be built around it.

But Lava Hound isn’t really a threatening card.

What I mean is that it really doesn’t do much damage on its own and the pups that spawn after its death can in fact be countered pretty easily.

You definitely need another win-condition to use with it. However, at the moment, the only Win-conditions that synergise are Balloon and Miner.

There aren’t really any other good combos to use and even LavaMiner isn’t that threatening.

The deadliest Lava Hound combo i.e. Lavaloon struggles in this meta.

#12 – Bandit

RIP Bandit. This is probably her lowest place in the meta after her weak debut in the game.

From being one of the strongest and most popular, she has gone down to been seen rarely.

The bridge spam decks w/RG that were popular have disappeared after RG nerf.

The buff of fellow melee troops; Mini P.E.K.K.A and LG has made her a weaker card in comparison to them.

Bandit’s strength is of course her dash ability which comes with invulnerability. She can dash really quickly to ground troops within 4-6 tiles while being invulnerable i.e. immune to ALL kind of attacks.

Using this ability to its maximum potential is key.

Bandit can be used in Control decks, Cycle decks as well as Beatdown decks making her a versatile card to use.

#11 – Night Witch

Night Witch was the most OP card to ever be released in the history of Clash Royale (More OP than the RG).

From an all-round versatile card, she is now only quite strong in beatdown decks and to some extent in control decks.

The buff that came in the balance changes (quicker initial Bat Spawn) is a good way to buff her as she can go to higher DPS in short time which makes her good as quicker counter to Hog or Ram.

However, I don’t feel is enough to make her stronger as the Bats were nerfed.

However, right now she seems a bit underpowered. She seems rather squishy too me and the bat spawn isn’t really threating unless you she stays on the map for a long time which is almost impossible due to splash and swarms being popular.

She is a great addition to Giant and Golem and arguably to Lava Hound decks as the Bats can accumulate to great numbers behind these tanks provided she is alive for long time.

She synergise rather well with LJ as together they deal lot of damage and after death, LJ’s Rage makes NW and her Bats pretty deadly.

#10 – Princess

Now with bait going down the drain and Hog Mini P.E.K.K.A deck is also not very popular anymore right now, Princess userate has decreased a lot.

Paired with Tornado she’s great. Also, if your opponent has no way of really reaching them, stacking Princesses can be very devastating!

Her range allows you to get easy chip damage and draw out spells.

For now, we can only see her in bait decks most of the time, she really isn’t that versatile anymore.

#9 – Lumberjack

I really wanted a HP buff to LJ and I feel Supercell has done a good buff by increasing it by 7%. LJ was only seen (read only strong) in Golem Beatdown decks but now I feel he may be a great addition in other decks like Hog, Battle Ram, Giant and Graveyard.

He is tied with Dart Goblin and Witch for the highest hit speed of all troops and when you couple that with the high damage and fast movement, you have got a Drunk (on Rage) killer with a Mission to hunt The Log.

If you let him stay near anything for long he will wreak havoc and if you kill him, he has a parting gift: A bottle of Rage Spell.

This makes him a card which you need to kill in a proper way or you may pay for it.

#8 – Graveyard

Some people call it dead. Sorry, you are wrong (even though it is an Undead Party).

The Graveyard rework has made it almost perfect.

Easier to counter, yet it does damage more consistently.

From being too OP for a long time to being surprisingly under-powered, GY is finally balanced.

GY can be used either as a cycle card where your aim is to continuously do small GY mini pushes to keep chipping or as an opportunist card, that is waiting for an opening and striking hard.

Great in control decks where it can be used in both ways (even simultaneously in one deck) or in Beatdown decks where it is used in the opportunist way.

Should be used in combo with spells like Poison, Fireball or Freeze to guarantee a lot of damage.

Use it with Knight, Ice Golem in cycle mode, Bowler, Baby Dragon etc. in opportunist mode (Splashyard for e.g.) or with Giant (other tanks are expensive to use more effectively with GY) Control-Beatdown hybrid.

The popularity of Poison (the ultimate counter) has decreased it’s popularity but is still pretty viable in the meta.

#7 – Inferno Dragon

This card has been on a great rise.

His popularity has increased by a great amount.

And to be honest this card is pretty balanced.

He is great at killing tanks especially if you are able to distract/kill the support.

The problem is that he can’t kill fast medium HP win conditions like Hog Rider and Battle Ram and cannot kill Siege win conditions unless you use a Mini Tank to distract the building while ID does his work.

A main point to consider is that like Sparky, this card is better on defense than on offense.

However. This meta has many tanks and does ID is a great choice in many deck unless you prefer the distracting ability and more tanky Inferno Tower with no counter-push/ offensive ability.

A word of caution though: The newly buffed Zappies, now with the ability to attack air may now be this card’s worst nightmare. Only time will tell how these two cards will fare with each other.

#6 – Ice Wizard

This chill-caster from north has seen better times in truth.

Yet right now, he has a good place than he had some months ago.

Not overshadowed by eWiz anymore, he is strong when you couple it with Tornado, the Snowstorm defense as I like to call it.

If you are an Old CR player, you may know the old school iWiz + Cannon combo, well now you have Tesla to replace with Cannon for an even more powerful defense.

Ice Wizard, regardless of the meta, is and will be one of the strongest defensive troops in the game.

His slow down effect really cripples pushes for such a cheap cost. And it has a bit high HP than other troops who perform similar roles for similar Elixir cost.

He is a good addition in Control decks (as a defensive wall) and Siege decks (cheap and effective swarm clearer) but doesn’t make the cut in Beatdown decks which focus on troops with high dmg and Tower crushing ability where iWiz deals pretty low damage.

I personally would suggest bringing his old HP back where it was a complete defensive wall resistant to spells.

#5  – The Log

The Log is one of probably the most used Legendary card in the game (including both Ladder mode and Tournament mode).

The Log is a spell that can give insane amount of value for 2 Elixir.

It can kill ground swarms easily over a wide range, take care of Goblin Barrels, Princesses, Dart Goblins as well as can be used as finished off troops.

Due to its long range, it can chip the Tower (dmg at Tournament Standards) every time you place it at the bridge which I feel is great trade.

Over the long match, you can chip of Tower so many times! Not to mention its push back effect.

This simple effect can make troops retarget which can change the entire result of the trade!

However, right now in the meta, Bats are too popular and cards like Inferno Dragon and Sparky which need stun effect to reset are seeing a good amount of usage, Zap seems a better choice.

#4 – Royal Ghost

The nerf we all knew was coming has arrived and seems pretty hard but not overkill.

The Clash Royale Ghost is still a great card and pretty strong. Rather, it seems balanced.

A powerful support troop with it’s invisibility and surprising Splash damage dealing sword, he is a card that can be used in a variety of decks.

Great in Control and Beatdown decks, RG isn’t a card for Siege decks (yet…).

Used with Miner and Skeleton Barrel, behind tanks like P.E.K.K.A, MK, Golem and Giant along with Poison or with 3M and Battle Ram for tricky pushes, there are wide applications of this card.

Using his invisibility well is the key to success (or winning).

Fun Fact: It doesn’t receive damage from Balloon and Giant Skelly’s death bombs while invisible.

#3 – Electro Wizard

NO!!!! Electro Wizard’s reign as no.1 legendary has finally ended! Yeah, eWiz isn’t the strongest anymore.

Right now, there is a high variety of support troops ending eWIz’s reign as all in one support.

However, he is still pretty strong.  eWiz helps a lot as you have the Stun (Zap ability) without using Zap to counter Sparky and ID, so that you can add The Log for those annoying Goblin Barrels.

As I mentioned in my earlier lists, eWiz can decently defend against the other legendary cards along with the help of Crown Tower to varying extent.

Great glass Cannon, great support, spawn damage, forked attacked, stun effect, ability to survive Fireball…what more can you ask for 4 Elixir. (Though I still think giving him the ability to stop the Log midway through its roll will be super cool XD).

Also, a thing ponder is whether Zappies will replace eWiz? Only time will tell.

#2 – Mega Knight

Mega Knight is a strong card in the game at the moment.

Why is he strong?

He has the most special attributes than any card in the game. He has 3300 HP at Tournament Standards, deals ground splash damage, deals deadly spawn damage and has jump damage! Damn! That’s too much.

He takes 3 hits to kill Musketeer, Wizard, Witch, Ice Wizard, Electro Wizard, Barbarians while only 1 hit after Jump/Spawn damage.

He takes 1 extra hit to kill Night Witch and Bandit due to their slightly higher HP.

Now, one thing to remember before using him is that he isn’t a beatdown tank. That’s right. He isn’t a great tank for beatdown decks.

The reason is that it is not a Slow moving troop, rather its speed is Medium…like that of a Valkyrie.

Also, due to his Jump, he can quickly move forward leaving the support behind. All of this makes the MK beatdown pushes weak.

So, in order to use it well, use it with Fast troops like Hog and Bandit as they can keep up with the Jumps of MK. Thus, MK is kinda a Control Tank.

#1 – Miner

That’s right folks! Miner, my favorite legendary is the best right now (*clears throat* no partiality).

Miner is the most versatile card right now in the game and with that 3 Elixir cheap cost, it would be a wonder if he would be anything but waayyy popular.

A legendary which can be used in all three OG archetypes (Beatdown, Control and Siege), that is not the end of his versatility.

Use it as a win-condition, secondary win condition or even a support he does his job well.

His unique ability of spawning anywhere in the arena is the secret of his strength.

Best for assassinating Princesses and Glass cannons, destroying buildings and taking down chunks of Tower HP!

Couple him w/Poison for beautiful combos. Use him with Skeleton Barrel, Hog Rider, Mortar, spawners, RG (both Common and Legendary one, Giant, Balloon, Battle Ram, Lava Hound, P.E.K.K.A, MK, Goblin Barrell, 3M, damn the list is so long!!!!

Miner is a great card to use in the meta right now and does is CRA’s no.1 Legendary Card!!!!!

Clash Royale Legendary Card Rankings (Updated)

  1. Miner
  2. Mega Knight
  3. Electro Wizard
  4. Royal Ghost
  5. The Log
  6. Ice Wizard
  7. Inferno Dragon
  8. Graveyard
  9. Lumberjack
  10. Princess
  11. Night Witch
  12. Bandit
  13. Lava Hound
  14. Sparky


Hog Inferno Cycle Deck That Got Me To 4400 Trophies

Wassup guys, Dark/Dank Prince back at it again with another guide!

This guide is kinda special to me, seeing as how this deck helped me reach my personal best of 4429.

It’s just a plain old Hog cycle deck, but it works better than expected. Let’s hop right in!


  • Only 3.1 total cost
  • 1 Legendary, rest Rares/Commons
  • Easy to learn


  • Too many mess ups screw you
  • Must keep elixir advantage
  • Only 1 tank killer

The Hog Inferno Deck

Hog Rider

My favorite win condition in the game.

Based off that sentence you should realize that this is your win condition in this deck, as all other cards are defense/support.


A key card in this deck, as tanking your Hog(especially at 4300) is important.

Not only can he tank your Hog, he’s rather talented in taking out Elite Barbarians, Goblin Gangs, etc


Musketeer is bae(did I really say that..ugh).

This is the ultimate support when paired with Hog Rider. And while we’re on the topic of her uses, she’ your main air defense too!

Great card for supporting Hog Rider, or supporting your towers when defending

Inferno Dragon

This used to be Mini Pekka at the start of my journey to 4300.

But I found I needed an easier tank killer to help me versus all the level 7 Pekkas, Lvl 13 RG’s, and Lvl 11 Giants.

So…yeah….your tank killer.

Ice Spirit


Freeze thy enemies, cycle to destroy thy enemies. Make your enemies cry. Ice Spirit does all!


Pull troops away from towers, towards towers (King tower), or to your troops defending.


The besterest spell for Hog decks, nothing can withstand the extreme heat of Fireball!

Okay…maybe a few things, but that doesn’t matter.

Fireball is for finishing off troops, towers, or BMing, depends on the situation.


Very important spell in this deck.

Use it for resetting troops killing tanks, finishing off fireball’s work, or getting rid of pesky tro



  • Keep an advantage elixir wise. If you can’t defend then you can’t win.
  • Don’t do anything you aren’t sure that will work, Ex. Fireballing without knowing it’ll hit something valuable.
  • Defense over offense. As most of these tips will point out, don’t do anything stupid while defending. But defend more than you attack, it’s not hard to do while getting massive damage, just always let them make the first move if you can.
  • Keep them guessing, don’t just focus on one tower unless you need to. Make them split have to split damage on you by splitting damage on them.

Clash Royale Dart Goblin – Best Tips and Strategies

Dart Goblin is still one of the most underrated cards in Clash Royale. Thus, in this guide, we are going to show you its best uses so maybe you can give him a special slot in your deck!

                Clash Royale Dart Goblin – Basic Information


  • He is a ranged, single target troop with low HP but insane attack speed.
  • The Dart Goblin is unlocked from Arena 9
Cost Hit Speed Speed Deploy Time Range Target Count Transport Type Rarity
3 0.65 sec Very Fast (120) 1 sec 6.5 Air & Ground x1 Ground Troop Rare
Level HP Damage DPS
1 123 53 81
2 135 58 89
3 148 64 98
4 163 70 107
5 179 77 118
6 196 84 129
7 216 93 143
8 237 102 156
9 260 112 172
10 286 123 189
11 314 135 207

Dart Goblin Guide by PeakCell

Clash Royale Dart GoblinWho’s Dart Goblin?

The Dart Goblin is a ranged attacker who deals low damages, but has a nice DPS anyway because he shoots so fast he could cover you with his chewing gums before you even notice his presence.

Why do I love Dart Goblin?

The Dart Goblin is really a lovable card!

I love him because he can either be useless if you don’t know how to use him well, or a game changer if you master him and play him well.

It’s just a matter of skill. And in my opinion Clash Royale should be based on players’ skill.

This card is all about that and could destroy your opponents by itself, but could also be a lot of wasted elixer.

All is up to you! But also a little to me, since I’ll explain to you how to play him, and what are his synergies.

What’s the problem with this card?

You probably read this guide because you have a hard time placing the Dart Goblin into your deck, or making a deck with him work.

That’s understable buddy!

I know how this card is hard to understand.

His problem is that it’s kinda hard to find great cards to match him with and to ensure he does a great job. But don’t be sad, now I’m here to help ya.

Choose his allies wisely.

The problem of the Dart Goblin is that he does not synergizes with cards, but with temporization.

‘Heh, does it make sense now? If it does not, let me explain!

The Dart Goblin can easily be compared to the Musketeer since they have the same roles. Let me explain the synergy difference there!

The Musketeer attacks every 1.1 second, while the Dart Goblin attacks every 0.65s.

It means that if you prevent the Musketeers from dying during 1 second after her attack, she’ll actually have attacked only once, while the Dart Goblin, if kept alive 1s after his attack, already attacked twice.

Fun fact: The Dart Goblin dealt more DPS than the Musketeer.

It means that a continuous attacker, like the Dart Goblin will be more efficient if you can protect it!

With a Musketeer (or a Mini P.E.K.K.A for example) you can’t be sure your card will deal optimized damages, even if you protect it. With a continuous attacker, your temporization IS rewarded overtime ! It changes things because your tempo cards will have an impact as long as your card does not die instantly.

Cards that synergize with the Dart Goblin

So, based on this concept, the Dart Goblin will synergize with basically the same things as an X-Bow.

Yes. Well, most of them, I mean, because he won’t synergize with the Bowler tho.

Let’s make a list of the best synergies available for the Dart Goblin!

Clash Royale Hog RiderHog Ridah!

He helps the Hog by destroying the buildings while staying pretty safe if your opponent doesn’t have a Log, Arrows etc.

If your opponent uses the tRrnado, chances are that they’ll let the Dart Goblin attack the tower freely.

Also, the Hog cycle archetypes synergizes with the Dart Goblin playstyle a lot, because the Dart Goblin is potentially useless if you don’t cycle him.

Clash Royale MinerMiner

Miner deck archetypes synergizes well with the Dart Goblin for the same reason: Cycle and fast playstyle.

Clash Royale KnightLow-Cost Tanky shields

Knight and Ice Golem are great synergies because they are low cost (you can cycle the Dart Goblin faster) and can protect him !

Clash Royale Ice SpiritIce Spirit

It damages units while giving the Dart Goblin enough time to attack 2 to 3 more times (1.5 second freeze is enormous).

Plus if the Ice Spirit is played far away from the enemy to freeze, it can tank an attack, letting the Dart Goblin attack 3 times more instead of 2)

Clash Royale The LogThe Log: The Log does not only damage ennemies, it also pushes them.

Damages of the Log + damages from the Dart Goblin + many Dart Goblin attacks during the log pushing + attacks during the time the ennemy troop is coming to your Dart Goblin = Massive damages.

Clash Royale FreezeFreeze

Well you shouldn’t Freeze just for the Dart Goblin, but he does quite some damages during the Freeze spell time.

You’d definitely like to freeze an ennemy push when your Dart Goblin is on the field !

Clash Royale TornadoTornado

It does quite some damages, and has an insane temporization potential, so it clearly is a great synergy !

Clash Royale Goblin GangSwarms

They also have a temporizing role because of the number of units they got, so they also have a great synergy with him.

But they’ll also take your opponent’s spells for your Dart Goblin.

Clash Royale Flying ZappiesZappies

They are a temporizing card which also has 3 units and some HPs, so of course they are a great card to synergize with him.

Clash Royale Electro WizardElectro Wizard

Same thing!

He buys a lot of time for your Dart Goblin to act, and also does some damages !

Clash Royale Ice WizardIce Wizard

His slow is huge and now even his damages are pretty good, of course it is a nice synergy too!

Clash Royale Dark PrinceDark Prince

The Dark Prince has nice AoE damages, tanking, and single-target damages.

Being helped by the Dart Goblin, he can be a threat!

He’s also pretty fast which is why he’ll synergize better than a Valkyrie with the Dart Goblin.

Clash Royale LumberjackRage/Lumberjack

A faster-attacking Dart Goblin is the key to a fun game. It is, in most cases, not that viable tho.

How to play the Dart Goblin ?

The Dart Goblin is the Middle Earth King.

So, we said, the Darth Goblin is a killing machine when you make the full potential out of his range. Also he’s got some pretty cool featuring gameplays you may want to use.

It includes:

Having the Dart Goblin behind a meatshield

(Just make sure he doesn’t eat it) like the Giant.

The Dart Goblin will be hard to kill without waiting for him to cross the river (= time for your win condition/meatshield or damages to the opponent’s defenses against it) or launching a spell against him (= elixir expenses and your opponent lost his joker so it will be harder to kill your king scientifically).

He is a counterattack card

Of course, if you use him in a push, you’d better use him as a counter attack card since he’s quite fragile.

He can destroy ennemy centered building

while being on your side of the map. So if your opponent uses a Log for example, it will only login your Dart Goblin. It doesn’t seem like it but it is kind of useful to know, since it’s a pretty good advantage.

He really shines when he is placed in the center of the map

and your opponent is trying to split push against you.

He is an insane defensive card against bridge spam decks and also in 2v2 mode 😉

He is the ultimate anti-graveyard card

since he can counter an entire Graveyard, and part of it while sitting behind your king tower.

He lets you :

  • Stay out of damaging spells range for a small time
  • Have a lot of safe space where you can put your other defenses to avoid them being frozen, since your opponent will most likely try to freeze your Dart Goblin.

The Mad Switching Trick

We’ll call it “The Night Switch” because it was OP. Except it still is.

What’s up guys, RohanReigns here and today I’ll be talking about one of the underrated cards in the game, the Dart Goblin. But luckily, Dart Goblin is slowly getting popularity especially in PEKKA decks.

In my opinion, Dart Goblin is a really useful card and can assist you greatly while defending or attacking.

Let’s look at his stats at tournament standard:

HP Damage DPS Hit Speed Speed Range Deploy Time
216 93 143 0.65 sec Very Fast (120) 6.5 1 sec

So here are some of the reasons why Dart Goblin, I think, is a pretty good card:

It is insanely fast!

Take it as a mini-xbow that moves!

It has amazing attack speed and very fast movement speed which makes it a usable card to slowly demolish mini-tanks like Knight and Valkyrie.

Dart Goblin synergizes very well with Ice Spirit and can kill glass canons like Musketeer and Ewiz safely. Also it can counter Skeleton Army and even Goblin Gang. Use it behind a tank while attacking and watch your opponent panic if he doesn’t have proper counters in hand.

It has got incredible range!

Slightly lesser range than Princess, Dart Goblin is excellent at defending as it can attack the units safely, without getting targeted.

He can’t be zapped but can be logged and arrowed. So it’s always better to place him down in front of King’s Tower while defending. This increases the chances of your opponents misplacing the spell and activating the King’s Tower as a result. Though this may happen rarely, placing him there is never a bad idea.

You can even place him far behind your Arena Tower where it can’t be logged.

That being said, Dart Goblin is a very good card as a defensive support.

It forces your opponent to react.

Although Dart Goblin do very little damage to the arena towers, he is a very good starting hand. Use him directly at the bridge and he will have already hit some few shots and died before your opponent could place his knight or any other card.

It’s more better to use him when you think your opponent is low in elixir, especially with a cheap tank like Ice Golem. This forces your opponent to use some elixir to defend and sometimes can make your opponent overcommit.

He is a cheap chip master!

Especially when he is leveled up. He does decent chip damage per deployment which may be sometimes crucial for winning. When paired with Miner, he is more than a chip card, he can wreck down a tower!

He is a spell-bait expert!

He perfectly fits in a spell-bait deck to bait your opponent’s log or arrows.

One easier way to bait their spell is by placing him behind a cheap tank like a Knight or a Ice Golem. It retargets units really quickly and switch from attacking a unit to the Tower instantly just like X-Bow.

So, most of the times, your opponent will use his spell to counter him because of how annoying he is!

Here is an example of a spell-bait deck with DG: Knight, Princess, Inferno Tower, Dart Goblin, Goblin Barrel, Goblin Gang, Rocket. (Wait, only 7 Cards here RohanReigns!!)

So guys, these were some of the specialities which makes Dart Goblin a usable card, especially in the current meta, where Graveyard and Night Witches are abundant.

Synergies with Dart Goblin:

Here are some useful and popular synergies with Dart Goblin:

Miner + Dart Goblin:

If your opponent decides to ignore the Dart Goblin even for some seconds, he will already have dealt some good damage on the tower.

Use this combo when you have generated some PEA(Positive Elixir Advantage ) and your opponent is low on elixir.

Any Tank + Dart Goblin:

While defending, knight+DG works well and so does Ice Golem+DG. PEKKA Dart Goblin deck is quite popular these days as that deck contains PEKKA, Battle Ram and Baby Dragon, which can tank for Dart Goblin while he whittles down hitpoints.

Hog + Dart Goblin:

Usually when your opponent counters your hog with an Inferno Tower, Hog+DG can help take that Inferno down quickly and this allows your hog to do some hits on their tower.

And if your opponent places down a troop like Musketeer or a Wizard to counter your hog, your Dart Goblin can take that unit down or can severly damage it.

Sometimes your opponent may place down a Inferno Tower early. In that case you can use your Dart Goblin to safely snipe that Inferno Tower from across the river.


Honestly I love this card since it was released and I like to use him in my decks, especially in spell-bait Miner decks. He is really a good card in my opinion and is super annoying too! Here’s the end of this post. If I’ve missed anything, include it in the comment section below!

Peace out! Clash on!

Yarn’s Section

(A bit obsolete)

The Dart Goblin has one fastest load-times In Clash Royale, meaning he can lock onto a new target very fast. When left alone, he can deal 400 damage to the Arena Tower. When at 1-shot HP, he still can do 200 damage (2 hits) to the Arena Tower If left alone.

Dart Goblin has an insane attack range, which is just a bit shorter than the Princess, 6.5 tiles, which is similar to the Royal Giant. He can outrange most Towers in Clash Royale, including the Inferno Tower.

At Tournament Standards, he has exact same HP as the Princess. He doesn’t die to Zap but Arrows and The Log.

On defense, with the help of the Arena Tower and his insane attack speed, he can easily deal with these cards: Mega Minion, Skeleton Army, Balloon, Knight, Valkyrie, Musketeer, Fire Spirits, Ice Wizard, Minions, Bomber, Guards, Witch, Mini P.E.K.K.A, Lumberjack, Wizard, Electro Wizard, Sparky.

He is also excellent against Graveyard. If your opponent uses Ice Golem to soak damage for the Graveyard, use your Ice Golem too to distract all of the Skeletons while your Dart Goblin is picking them up one by one.

Dart Goblin + Ice Golem is going to be one of the best combos to deal with Elite Barbarians. Use Ice Golem to kite Elite Barbarians to the opposite lane while your Dart Goblin is hitting them hardly in front of the King’s Tower.

Dart Goblin is so good in chip cycle deck. Ice Spirit + Dart Goblin can easily deal 1000 damage to the Tower. This is so devastating combo so you will need to react asap If you get attacked by it. However, this combo is very easy to counter.

Ice Spirit is the best counter to Dart Goblin. He tanks 2 hits from the Dart Goblin and freezes it for 1.5s.

Since Dart Goblin can 1 hit Fire Spirit, he is also a great Furnace killer. If your opponent places the Furnace in a bad spot, your Dart Goblin can easily take it out from your side.

Thus, consider place your defensive building 5 tiles from the river.

If your opponent places his defensive Tower 4 tiles from the river, place your Dart Goblin like the gif below so It won’t get hit by the Tower:

However, you will want to place your Dart Goblin like this to bypass the Tesla and hit the Tower:

Tombstone is probably going to vanish from the meta since Dart Goblin + Ice Golem is enough to deal with tons of popular pushes.

All of the information CRA used in this article was shared by Yarn from OJ. You should watch the video below for more details:

What do you think about the Dart Goblin guys?

Will you give him a special slot in your deck?