Updated 7 October 2026 · refreshed automatically every week
5Evo3Hero4Evo55343
This week's #1 meta deckGraveyard Control4.0
Best Clash Royale decks this week
Graveyard Control
Control
5Evo3Hero4Evo55343
4.0 avg elixir13 4-card cycle
Strong tank killers
Enough splash for swarms
No 1 or 2 elixir cards
No heavy spell
A control deck (average elixir 4.0): defend first, then chip the tower down with Graveyard. On defense, Inferno Dragon and Guards stop tanks and Executioner and Bowler clear swarms. Freeze and Tornado are there to surprise the opponent at the key moment. Watch out: no 1 or 2 elixir cards.
A beatdown deck (average elixir 4.1): Giant leads the push while Elite Barbarians and Mega Minion hit from behind. The best time for a big push is right after a good defense or in double elixir. On defense, Elite Barbarians and Sparky stop tanks and Dark Prince clears swarms. Zap and Arrows clear small troops. Watch out: no heavy spell.
A beatdown deck (average elixir 3.9): Goblin Giant leads the push while Mini P.E.K.K.A and Sparky hit from behind. The best time for a big push is right after a good defense or in double elixir. On defense, Sparky and Mini P.E.K.K.A stop tanks and Dark Prince clears swarms. Zap clears small troops. Rage is there to surprise the opponent at the key moment. Watch out: no heavy spell.
A control deck (average elixir 3.6): defend first, then chip the tower down with Graveyard and Giant Skeleton. On defense, Goblins and Bats stop tanks and Furnace clears swarms. Barbarian Barrel clears small troops and Poison finishes the tower. Watch out: no reset card.
A control deck (average elixir 3.3): defend first, then chip the tower down with Miner and Wall Breakers. On defense, Minion Horde and Inferno Tower stop tanks and Princess clears swarms. The Log clears small troops. Watch out: no heavy spell.
Two win conditions (Battle Ram and Three Musketeers)
Solid air defense
No heavy spell
A bridge spam deck (average elixir 4.3): whenever the opponent spends elixir, punish at the bridge with Battle Ram and Royal Ghost. On defense, Hunter stops tanks and Royal Ghost and Ice Golem clear swarms. Barbarian Barrel clears small troops. Watch out: no heavy spell.
A bait deck (average elixir 3.0): cards like Rascals and Dart Goblin draw out the opponent's small spell, then Skeleton Barrel reaches the tower. On defense, Goblins stops tanks and Royal Ghost and Dark Prince clear swarms. The Log clears small troops. Watch out: no heavy spell.
A siege deck (average elixir 3.4): place Mortar near the bridge so it hits the tower from range, and protect it with Cannon Cart and Goblin Gang. On defense, Cannon Cart and Goblin Gang stop tanks and Skeleton King and Ice Wizard clear swarms. Arrows clears small troops. Watch out: no heavy spell.
A siege deck (average elixir 3.3): place Mortar near the bridge so it hits the tower from range, and protect it with Minions and Rascals. On defense, Minions stops tanks. Barbarian Barrel clears small troops and Fireball finishes the tower.
A control deck (average elixir 3.8): defend first, then chip the tower down with Ram Rider. On defense, Goblins stops tanks and Electro Dragon and Bowler clear swarms. Barbarian Barrel clears small troops. Tornado is there to surprise the opponent at the key moment. Watch out: no heavy spell.
A bait deck (average elixir 3.9): cards like Princess and Rascals draw out the opponent's small spell, then Goblin Barrel reaches the tower. On defense, Cannon Cart and Bandit stop tanks and Dark Prince and Princess clear swarms. Giant Snowball clears small troops and Rocket finishes the tower.
A fast cycle deck (average elixir 2.8) that attacks the tower with Balloon. After each push, cycle cheap cards like Ice Golem and Bats to get back to Balloon quickly. On defense, Lumberjack and Musketeer stop tanks and Ice Golem and Ice Spirit clear swarms. Barbarian Barrel and Giant Snowball clear small troops. Watch out: no heavy spell.
Clash Royale deck builder: your deck's strengths and weaknesses
Pick 8 cards. The analysis updates instantly: attack, air defense, tank killing, splash and spells, what your deck is missing, and similar decks from the meta.
Deck finder: decks with the cards you want
Choose the cards a deck must have and the ones it must not have, and matching decks are picked from every deck on this page.
Best Clash Royale war decks: 4 decks, no shared cards
In a clan war (River Race) you need four separate decks for the day's battles, and a card can't be in two of them. These four come from this week's meta and share no card.
Mortar 3.4
Siege
3Evo44Evo53323
3.4 avg elixir11 4-card cycle
Two win conditions (Mortar and Skeleton Barrel)
Solid air defense
No heavy spell
A siege deck (average elixir 3.4): place Mortar near the bridge so it hits the tower from range, and protect it with Cannon Cart and Goblin Gang. On defense, Cannon Cart and Goblin Gang stop tanks and Skeleton King and Ice Wizard clear swarms. Arrows clears small troops. Watch out: no heavy spell.
A control deck (average elixir 4.0): defend first, then chip the tower down with Graveyard. On defense, Inferno Dragon and Guards stop tanks and Executioner and Bowler clear swarms. Freeze and Tornado are there to surprise the opponent at the key moment. Watch out: no 1 or 2 elixir cards.
A beatdown deck (average elixir 3.9): Goblin Giant leads the push while Mini P.E.K.K.A and Sparky hit from behind. The best time for a big push is right after a good defense or in double elixir. On defense, Sparky and Mini P.E.K.K.A stop tanks and Dark Prince clears swarms. Zap clears small troops. Rage is there to surprise the opponent at the key moment. Watch out: no heavy spell.
Two win conditions (Battle Ram and Three Musketeers)
Solid air defense
No heavy spell
A bridge spam deck (average elixir 4.3): whenever the opponent spends elixir, punish at the bridge with Battle Ram and Royal Ghost. On defense, Hunter stops tanks and Royal Ghost and Ice Golem clear swarms. Barbarian Barrel clears small troops. Watch out: no heavy spell.
These decks only use cards unlocked by that arena. You can see your arena number on the game's home screen.
Best Clash Royale decks for Arena 1
Giant Beatdown + Goblins
Beatdown
54343243
3.5 avg elixir11 4-card cycle
Strong tank killers
Has both a small and a big spell (Arrows and Fireball).
No splash damage
No reset card
A beatdown deck (average elixir 3.5): Giant leads the push while Mini P.E.K.K.A and Knight hit from behind. The best time for a big push is right after a good defense or in double elixir. On defense, Mini P.E.K.K.A and Musketeer stop tanks. Arrows clears small troops and Fireball finishes the tower. Watch out: no splash damage.
Has both a small and a big spell (Arrows and Fireball).
No win condition
A control deck (average elixir 3.3): defend first, then chip the tower down with the main card. On defense, Mini P.E.K.K.A and Musketeer stop tanks and Valkyrie clears swarms. Arrows clears small troops and Fireball finishes the tower. Watch out: no win condition.
Has both a small and a big spell (Arrows and Fireball).
Weak to air
No splash damage
A fast cycle deck (average elixir 3.0) that attacks the tower with Battle Ram. After each push, cycle cheap cards like Goblins and Skeletons to get back to Battle Ram quickly. On defense, Musketeer and Cannon stop tanks. Arrows clears small troops and Fireball finishes the tower. Watch out: weak to air.
A control deck (average elixir 3.8): defend first, then chip the tower down with Battle Ram. On defense, Wizard and Mini P.E.K.K.A stop tanks and Valkyrie clears swarms. Arrows clears small troops and Fireball finishes the tower. Watch out: no 1 or 2 elixir cards.
Has both a small and a big spell (Arrows and Fireball).
Weak to air
A fast cycle deck (average elixir 2.9) that attacks the tower with Battle Ram. After each push, cycle cheap cards like Skeletons and Electro Spirit to get back to Battle Ram quickly. On defense, Musketeer and Cannon stop tanks and Electro Spirit clears swarms. Arrows clears small troops and Fireball finishes the tower. Watch out: weak to air.
Has both a small and a big spell (Zap and Fireball).
A fast cycle deck (average elixir 2.8) that attacks the tower with Hog Rider. After each push, cycle cheap cards like Skeletons and Fire Spirit to get back to Hog Rider quickly. On defense, Musketeer and Cannon stop tanks and Fire Spirit clears swarms. Zap clears small troops and Fireball finishes the tower.
Has both a small and a big spell (Zap and Fireball).
A fast cycle deck (average elixir 2.8) that attacks the tower with Hog Rider. After each push, cycle cheap cards like Skeletons and Fire Spirit to get back to Hog Rider quickly. On defense, Musketeer and Cannon stop tanks and Fire Spirit clears swarms. Zap clears small troops and Fireball finishes the tower.
A fast cycle deck (average elixir 2.9) that attacks the tower with Hog Rider. After each push, cycle cheap cards like Skeletons and Fire Spirit to get back to Hog Rider quickly. On defense, Musketeer and Cannon stop tanks and Valkyrie and Fire Spirit clear swarms. Zap clears small troops and Fireball finishes the tower.
Has both a small and a big spell (Zap and Fireball).
Weak to air
A fast cycle deck (average elixir 2.8) that attacks the tower with Hog Rider. After each push, cycle cheap cards like Skeletons and Electro Spirit to get back to Hog Rider quickly. On defense, Musketeer and Cannon stop tanks and Electro Spirit clears swarms. Zap clears small troops and Fireball finishes the tower. Watch out: weak to air.
Has both a small and a big spell (Zap and Fireball).
Weak to air
A fast cycle deck (average elixir 2.8) that attacks the tower with Hog Rider. After each push, cycle cheap cards like Skeletons and Electro Spirit to get back to Hog Rider quickly. On defense, Musketeer and Cannon stop tanks and Electro Spirit clears swarms. Zap clears small troops and Fireball finishes the tower. Watch out: weak to air.
A beatdown deck (average elixir 3.9): Giant leads the push while Mini P.E.K.K.A and Wizard hit from behind. The best time for a big push is right after a good defense or in double elixir. On defense, Wizard and Witch stop tanks. Fireball finishes towers and support troops. Watch out: no small spell.
A fast cycle deck (average elixir 2.6) that attacks the tower with Hog Rider. After each push, cycle cheap cards like Ice Golem and Skeletons to get back to Hog Rider quickly. On defense, Musketeer and Cannon stop tanks and Ice Golem and Ice Spirit clear swarms. Barbarian Barrel clears small troops and Fireball finishes the tower.
Has both a small and a big spell (The Log and Fireball).
A siege deck (average elixir 3.0): place X-Bow near the bridge so it hits the tower from range, and protect it with Tesla and Archers. On defense, Tesla and Archers stop tanks and Electro Spirit clears swarms. The Log clears small troops and Fireball finishes the tower.
A fast cycle deck (average elixir 2.6) that attacks the tower with Minion Giant. After each push, cycle cheap cards like Skeletons and Ice Golem to get back to Minion Giant quickly. On defense, Musketeer and Cannon stop tanks and Ice Golem and Ice Spirit clear swarms. The Log clears small troops and Fireball finishes the tower.
A fast cycle deck (average elixir 2.9) that attacks the tower with Balloon. After each push, cycle cheap cards like Ice Golem and Skeletons to get back to Balloon quickly. On defense, Musketeer stops tanks and Ice Golem and Bomb Tower clear swarms. Barbarian Barrel and Giant Snowball clear small troops. Watch out: no heavy spell.
Has both a small and a big spell (The Log and Fireball).
A siege deck (average elixir 3.0): place X-Bow near the bridge so it hits the tower from range, and protect it with Tesla and Archers. On defense, Tesla and Archers stop tanks and Electro Spirit clears swarms. The Log clears small troops and Fireball finishes the tower.
Has both a small and a big spell (The Log and Fireball).
A siege deck (average elixir 3.0): place X-Bow near the bridge so it hits the tower from range, and protect it with Tesla and Archers. On defense, Tesla and Archers stop tanks and Electro Spirit clears swarms. The Log clears small troops and Fireball finishes the tower.
A fast cycle deck (average elixir 2.6) that attacks the tower with Hog Rider. After each push, cycle cheap cards like Ice Golem and Skeletons to get back to Hog Rider quickly. On defense, Musketeer and Cannon stop tanks and Ice Golem and Ice Spirit clear swarms. The Log clears small troops and Fireball finishes the tower.
A bait deck (average elixir 3.3): cards like Princess and Goblin Gang draw out the opponent's small spell, then Goblin Barrel reaches the tower. On defense, Inferno Tower and Goblin Gang stop tanks and Princess clears swarms. The Log clears small troops and Rocket finishes the tower.
A control deck (average elixir 3.6): defend first, then chip the tower down with the main card. On defense, Witch and Wizard stop tanks and Valkyrie clears swarms. Zap clears small troops. Watch out: no win condition.
A fast cycle deck (average elixir 2.6) that attacks the tower with Hog Rider. After each push, cycle cheap cards like Ice Golem and Skeletons to get back to Hog Rider quickly. On defense, Musketeer and Cannon stop tanks and Ice Golem and Ice Spirit clear swarms. Barbarian Barrel clears small troops and Fireball finishes the tower.
A bait deck (average elixir 3.3): cards like Princess and Goblin Gang draw out the opponent's small spell, then Goblin Barrel reaches the tower. On defense, Inferno Tower and Goblin Gang stop tanks and Princess and Ice Spirit clear swarms. The Log clears small troops and Rocket finishes the tower.
Has both a small and a big spell (Earthquake and Earthquake).
A fast cycle deck (average elixir 2.6) that attacks the tower with Hog Rider. After each push, cycle cheap cards like Skeletons and Ice Spirit to get back to Hog Rider quickly. On defense, Tesla stops tanks and Firecracker and Ice Spirit clear swarms. Earthquake clears small troops and Earthquake finishes the tower.
A bait deck (average elixir 3.3): cards like Princess and Goblin Gang draw out the opponent's small spell, then Goblin Barrel reaches the tower. On defense, Inferno Tower and Goblin Gang stop tanks and Princess and Ice Spirit clear swarms. The Log clears small troops and Rocket finishes the tower.
Zappies and Electro Spirit reset the charge attacks of Inferno and Sparky.
No heavy spell
A control deck (average elixir 3.8): defend first, then chip the tower down with Royal Hogs. On defense, Royal Recruits and Goblin Cage stop tanks and Electro Spirit clears swarms. Arrows and Barbarian Barrel clear small troops. Watch out: no heavy spell.
The first tower to fall ends the match, so solid defense and one fast push matter most.
Goblin Barrel Bait + Inferno Tower
Bait
3Evo33Evo31562
3.3 avg elixir9 4-card cycle
Solid air defense
Strong tank killers
A bait deck (average elixir 3.3): cards like Princess and Goblin Gang draw out the opponent's small spell, then Goblin Barrel reaches the tower. On defense, Inferno Tower and Goblin Gang stop tanks and Princess and Ice Spirit clear swarms. The Log clears small troops and Rocket finishes the tower.
Elixir fills twice as fast from the start, so big pushes come early.
Goblin Barrel Bait + Inferno Tower
Bait
3Evo33Evo31562
3.3 avg elixir9 4-card cycle
Solid air defense
Strong tank killers
A bait deck (average elixir 3.3): cards like Princess and Goblin Gang draw out the opponent's small spell, then Goblin Barrel reaches the tower. On defense, Inferno Tower and Goblin Gang stop tanks and Princess and Ice Spirit clear swarms. The Log clears small troops and Rocket finishes the tower.
Elixir fills three times as fast; expensive cards come one after another.
Goblinstein Goblin Barrel
Beatdown
3Evo57Evo53333
4.0 avg elixir12 4-card cycle
Solid air defense
Strong tank killers
No splash damage
No 1 or 2 elixir cards
A beatdown deck (average elixir 4.0): Goblinstein leads the push while Royal Recruits and Cannon Cart hit from behind. The best time for a big push is right after a good defense or in double elixir. On defense, Royal Recruits and Cannon Cart stop tanks. Arrows clears small troops. Watch out: no splash damage.
Elixir starts slow and gradually speeds up to triple.
Battle Ram Bridge Spam + Magic Archer + Bandit
Bridge spam
47334442
3.9 avg elixir12 4-card cycle
Strong tank killers
Enough splash for swarms
A bridge spam deck (average elixir 3.9): whenever the opponent spends elixir, punish at the bridge with Battle Ram, P.E.K.K.A and Royal Ghost. On defense, P.E.K.K.A and Bandit stop tanks and Royal Ghost and Magic Archer clear swarms. Zap clears small troops and Fireball finishes the tower.
The whole arena is raged, so every troop moves and attacks faster.
Battle Ram Bridge Spam + Magic Archer + Bandit
Bridge spam
47334442
3.9 avg elixir12 4-card cycle
Strong tank killers
Enough splash for swarms
A bridge spam deck (average elixir 3.9): whenever the opponent spends elixir, punish at the bridge with Battle Ram, P.E.K.K.A and Royal Ghost. On defense, P.E.K.K.A and Bandit stop tanks and Royal Ghost and Magic Archer clear swarms. Zap clears small troops and Fireball finishes the tower.
Elixir practically never runs out; play any card whenever you like.
X-Bow 3.0 (without Hero Knight)
Siege
3Evo64Evo31142
3.0 avg elixir7 4-card cycle
Strong tank killers
Has both a small and a big spell (The Log and Fireball).
A siege deck (average elixir 3.0): place X-Bow near the bridge so it hits the tower from range, and protect it with Tesla and Archers. On defense, Tesla and Archers stop tanks and Electro Spirit clears swarms. The Log clears small troops and Fireball finishes the tower.
Has both a small and a big spell (Arrows and Vines).
Vines and Zap reset the charge attacks of Inferno and Sparky.
4 spells
A control deck (average elixir 4.0): defend first, then chip the tower down with Giant Skeleton and Boss Bandit. On defense, Musketeer stops tanks and Furnace clears swarms. Arrows clears small troops and Vines finishes the tower. Mirror and Vines are there to surprise the opponent at the key moment. Watch out: 4 spells.
Zap and Electro Wizard reset the charge attacks of Inferno and Sparky.
No heavy spell
A bridge spam deck (average elixir 3.6): whenever the opponent spends elixir, punish at the bridge with Battle Ram, Ronin and Royal Ghost. On defense, Bandit stops tanks and Royal Ghost and Furnace clear swarms. Zap clears small troops. Watch out: no heavy spell.
A bait deck (average elixir 3.0): cards like Rascals and Dart Goblin draw out the opponent's small spell, then Skeleton Barrel reaches the tower. On defense, Goblins stops tanks and Royal Ghost and Dark Prince clear swarms. The Log clears small troops. Watch out: no heavy spell.
Looking for a deck around one card? Pick the card.
Best P.E.K.K.A decks
Hog Rider Control
Control
47453142
3.8 avg elixir10 4-card cycle
Strong tank killers
Enough splash for swarms
Weak to air
A control deck (average elixir 3.8): defend first, then chip the tower down with Hog Rider and P.E.K.K.A. On defense, P.E.K.K.A and Witch stop tanks and Valkyrie and Electro Spirit clear swarms. Zap clears small troops and Fireball finishes the tower. Watch out: weak to air.
A control deck (average elixir 4.3): defend first, then chip the tower down with Goblin Barrel and P.E.K.K.A. On defense, P.E.K.K.A and Witch stop tanks and Baby Dragon clears swarms. Watch out: no small spell.
Has both a small and a big spell (The Log and Fireball).
Weak to air
A fast cycle deck (average elixir 2.8) that attacks the tower with Hog Rider. After each push, cycle cheap cards like Skeletons and Ice Spirit to get back to Hog Rider quickly. On defense, Musketeer and Cannon stop tanks and Ice Spirit clears swarms. The Log clears small troops and Fireball finishes the tower. Watch out: weak to air.
The Log resets the charge attacks of Inferno and Sparky.
Weak to air
No heavy spell
A beatdown deck (average elixir 3.6): Golem leads the push while Witch and Golden Knight hit from behind. The best time for a big push is right after a good defense or in double elixir. On defense, Witch and Mini P.E.K.K.A stop tanks. The Log clears small troops. Goblin Curse is there to surprise the opponent at the key moment. Watch out: weak to air.
A beatdown deck (average elixir 3.5): Giant leads the push while Mini P.E.K.K.A and Valkyrie hit from behind. The best time for a big push is right after a good defense or in double elixir. On defense, Mini P.E.K.K.A and Musketeer stop tanks and Valkyrie clears swarms. Arrows clears small troops. Watch out: no reset card.
Two win conditions (Goblin Drill and Skeleton Barrel)
Solid air defense
No reset card
No heavy spell
A bait deck (average elixir 3.4): cards like Skeleton Barrel, Bats and Goblin Gang draw out the opponent's small spell, then Goblin Drill reaches the tower. On defense, Inferno Dragon and Goblin Gang stop tanks and Mega Knight clears swarms. Giant Snowball clears small troops. Watch out: no reset card.
Freeze resets the charge attacks of Inferno and Sparky.
No heavy spell
A control deck (average elixir 3.8): defend first, then chip the tower down with Balloon. On defense, Inferno Dragon stops tanks and Baby Dragon and Bowler clear swarms. Barbarian Barrel clears small troops. Freeze and Tornado are there to surprise the opponent at the key moment. Watch out: no heavy spell.
Has both a small and a big spell (The Log and Fireball).
A siege deck (average elixir 3.3): place X-Bow near the bridge so it hits the tower from range, and protect it with Tesla and Archers. On defense, Tesla and Archers stop tanks and Electro Spirit clears swarms. The Log clears small troops and Fireball finishes the tower.
A beatdown deck (average elixir 3.9): Royal Giant leads the push while Mini P.E.K.K.A and Valkyrie hit from behind. The best time for a big push is right after a good defense or in double elixir. On defense, Witch and Mini P.E.K.K.A stop tanks and Valkyrie clears swarms. Arrows clears small troops. Watch out: no 1 or 2 elixir cards.
A beatdown deck (average elixir 4.3): Goblinstein leads the push while Bomber and Sparky hit from behind. The best time for a big push is right after a good defense or in double elixir. On defense, Sparky and Guards stop tanks and Bomber clears swarms. Zap clears small troops and Lightning finishes the tower.
Has both a small and a big spell (Barbarian Barrel and Poison).
No tank killer
A fast cycle deck (average elixir 3.1) that attacks the tower with Graveyard. After each push, cycle cheap cards like Berserker and Ice Spirit to get back to Graveyard quickly. On defense, Furnace and Ice Spirit clear swarms. Barbarian Barrel clears small troops and Poison finishes the tower. Watch out: no tank killer.
A beatdown deck (average elixir 4.0): Lava Hound leads the push while Valkyrie and Goblins hit from behind. The best time for a big push is right after a good defense or in double elixir. On defense, Inferno Dragon and Goblins stop tanks and Valkyrie and Bomber clear swarms. Arrows clears small troops and Void finishes the tower. Watch out: weak to air.
A fast cycle deck (average elixir 3.0) that attacks the tower with Balloon. After each push, cycle cheap cards like Skeletons and Ice Golem to get back to Balloon quickly. On defense, Musketeer stops tanks and Ice Golem and Bomb Tower clear swarms. Barbarian Barrel clears small troops and Vines finishes the tower. Vines is there to surprise the opponent at the key moment.
A control deck (average elixir 4.3): defend first, then chip the tower down with Goblin Barrel and P.E.K.K.A. On defense, P.E.K.K.A and Witch stop tanks and Baby Dragon clears swarms. Watch out: no small spell.
A beatdown deck (average elixir 4.0): Electro Giant leads the push while Baby Dragon and Mega Minion hit from behind. The best time for a big push is right after a good defense or in double elixir. On defense, Lumberjack and Mega Minion stop tanks and Baby Dragon clears swarms. Arrows clears small troops. Tornado is there to surprise the opponent at the key moment. Watch out: no 1 or 2 elixir cards.
Zappies resets the charge attacks of Inferno and Sparky.
No splash damage
No heavy spell
A control deck (average elixir 3.9): defend first, then chip the tower down with Royal Hogs. On defense, Royal Recruits and Goblin Cage stop tanks. Arrows and Barbarian Barrel clear small troops. Watch out: no splash damage.
A beatdown deck (average elixir 3.6): Goblin Giant leads the push while Furnace and Mega Minion hit from behind. The best time for a big push is right after a good defense or in double elixir. On defense, P.E.K.K.A and Mega Minion stop tanks and Furnace and Bomber clear swarms. Arrows clears small troops. Rage and Goblin Curse are there to surprise the opponent at the key moment. Watch out: no reset card.
A siege deck (average elixir 4.1): place Mortar near the bridge so it hits the tower from range, and protect it with Royal Recruits and Mother Witch. On defense, Royal Recruits stops tanks and Dark Prince clears swarms. Arrows clears small troops and Rocket finishes the tower. Watch out: weak to air.
A control deck (average elixir 3.6): defend first, then chip the tower down with Goblin Barrel and Ram Rider. On defense, Witch and Mini P.E.K.K.A stop tanks and Baby Dragon clears swarms. Arrows and The Log clear small troops. Watch out: no heavy spell.
123 cards with elixir cost, rarity, type and role. Tick «I have it» on your cards and the builder and deck lists will only show what you can build.
Card
Elixir
Rarity
Type
Role in a deck
Evo / Hero
I have it
1Electro Spiritالکترو اسپیریت
1
Common
Troop
Ground splashAir splashCycle cardReset
—
1Fire Spiritفایر اسپیریت
1
Common
Troop
Hits airGround splashAir splashCycle card
—
1Heal Spiritهیل اسپیریت
1
Rare
Troop
Cycle card
—
1Ice Spiritآیس اسپیریت
1
Common
Troop
Ground splashAir splashCycle cardReset
Evo
1Skeletonsاسکلت ها
1
Common
Troop
Cycle card
Evo
2Barbarian Barrelبشکه بربر
2
Epic
Spell
Ground splashSmall spellCycle card
Hero
2Batsخفاش ها
2
Common
Troop
Hits airGround tank killerAir tank killerSwarmCycle cardFlying
Evo
2Berserkerبرسرکر
2
Common
Troop
Cycle card
Hero
2Bomberبمبر
2
Common
Troop
Ground splashCycle card
Evo
2Giant Snowballاسنوبال
2
Common
Spell
Ground splashAir splashSmall spellCycle card
Evo
2Goblin Curseنفرین گابلین
2
Epic
Spell
Small spell
—
2Goblinsگابلین ها
2
Common
Troop
Ground tank killerSwarmCycle card
Hero
2Ice Golemآیس گالم
2
Rare
Troop
Mini tankHits airGround splashAir splashCycle card
Hero
2Rageریج
2
Epic
Spell
Small spell
—
2Spear Goblinsگابلین نیزه دار
2
Common
Troop
Hits airCycle card
—
2Suspicious Bushبوته مشکوک
2
Rare
Troop
Cycle card
—
2The Logلاگ
2
Legendary
Spell
Ground splashSmall spellCycle cardReset
—
2Wall Breakersوال بریکرز
2
Epic
Troop
Win condition
Evo
2Zapزپ
2
Common
Spell
Ground splashAir splashSmall spellCycle cardReset
Evo
3Archersآرچرز
3
Common
Troop
Hits airGround tank killerAir tank killer
Evo
3Arrowsارو
3
Common
Spell
Ground splashAir splashSmall spell
—
3Banditبندیت
3
Legendary
Troop
Mini tankGround tank killer
—
3Cannonکنون
3
Common
Building
Ground tank killerDefensive building
Evo
3Cloneکلون
3
Epic
Spell
—
3Dart Goblinدارت گابلین
3
Rare
Troop
Hits airAir tank killer
Evo
3Earthquakeزلزله
3
Rare
Spell
Ground splashSmall spellMedium spell
—
3Elixir Golemاکسیر گالم
3
Rare
Troop
Win conditionBig tankSwarm
—
3Firecrackerفایرکرکر
3
Common
Troop
Hits airGround splashAir splash
Evo
3Fishermanفیشرمن
3
Legendary
Troop
Mini tank
—
3Goblin Barrelگابلین بارل
3
Epic
Spell
Win condition
Evo
3Goblin Gangگابلین گنگ
3
Common
Troop
Hits airGround tank killerSwarm
—
3Guardsگاردز
3
Epic
Troop
Ground tank killer
—
3Ice Wizardآیس ویزارد
3
Legendary
Troop
Hits airGround splashAir splash
Hero
3Knightنایت
3
Common
Troop
Mini tank
Evo, Hero
3Little Princeلیتل پرنس
3
Champion
Troop
Hits airAir tank killer
Champion
3Mega Minionمگا مینیون
3
Rare
Troop
Hits airGround tank killerAir tank killerFlying
Hero
3Minerماینر
3
Legendary
Troop
Win conditionMini tank
—
3Minionsمینیون ها
3
Common
Troop
Hits airGround tank killerAir tank killerFlying
—
3Princessپرنسس
3
Legendary
Troop
Hits airGround splashAir splash
Evo
3Royal Deliveryرویال دلیوری
3
Common
Spell
Ground splashAir splashSmall spell
—
3Royal Ghostرویال گوست
3
Legendary
Troop
Mini tankGround splash
Evo
3Skeleton Armyارتش اسکلت
3
Epic
Troop
Ground tank killerSwarm
Evo
3Skeleton Barrelبشکه اسکلت
3
Common
Troop
Win conditionSwarmFlying
Evo
3Tombstoneتومب استون
3
Rare
Building
Defensive building
Hero
3Tornadoتورنادو
3
Epic
Spell
Ground splashAir splashSmall spell
—
3Vinesواینز
3
Epic
Spell
Medium spellReset
—
4Baby Dragonبیبی دراگون
4
Epic
Troop
Mini tankHits airGround splashAir splashFlying
Evo
4Battle Healerبتل هیلر
4
Rare
Troop
Mini tank
—
4Battle Ramبتل رم
4
Rare
Troop
Win conditionMini tank
Evo
4Bomb Towerبمب تاور
4
Rare
Building
Ground splashDefensive building
—
4Dark Princeدارک پرنس
4
Epic
Troop
Mini tankGround splash
Hero
4Electro Wizardالکترو ویزارد
4
Legendary
Troop
Hits airReset
Hero
4Fireballفایربال
4
Rare
Spell
Ground splashAir splashMedium spell
—
4Flying Machineماشین پرنده
4
Rare
Troop
Hits airFlying
—
4Freezeفریز
4
Epic
Spell
Ground splashAir splashSmall spellReset
—
4Furnaceکوره
4
Rare
Building
Hits airGround splashAir splash
Evo
4Goblin Cageقفس گابلین
4
Rare
Building
Mini tankGround tank killerDefensive building
Evo
4Goblin Demolisherگابلین دمولیشر
4
Rare
Troop
Mini tankGround splash
—
4Goblin Drillگابلین دریل
4
Epic
Building
Win conditionGround tank killerDefensive building
Evo
4Goblin Hutکلبه گابلین
4
Rare
Building
Hits airDefensive building
—
4Golden Knightگلدن نایت
4
Champion
Troop
Mini tank
Champion
4Hog Riderهوگ رایدر
4
Rare
Troop
Win conditionMini tank
—
4Hunterهانتر
4
Epic
Troop
Hits airGround splashAir splashGround tank killerAir tank killer
Evo
4Inferno Dragonاینفرنو دراگون
4
Legendary
Troop
Hits airGround tank killerAir tank killerFlying
Evo
4Lumberjackلامبرجک
4
Legendary
Troop
Mini tankGround tank killer
Evo
4Magic Archerمجیک آرچر
4
Legendary
Troop
Hits airGround splashAir splash
Hero
4Mighty Minerمایتی ماینر
4
Champion
Troop
Mini tankGround tank killer
Champion
4Mini P.E.K.K.Aمینی پکا
4
Rare
Troop
Mini tankGround tank killer
Hero
4Minion Giantمینیون جاینت
4
Rare
Troop
Win conditionMini tankFlying
—
4Mortarمورتار
4
Common
Building
Win conditionGround splashDefensive buildingSiege building
Evo
4Mother Witchمادر ویچ
4
Legendary
Troop
Hits air
—
4Musketeerماسکتیر
4
Rare
Troop
Hits airGround tank killerAir tank killer
Evo, Hero
4Night Witchنایت ویچ
4
Legendary
Troop
Hits airGround tank killer
—
4Phoenixفونیکس
4
Legendary
Troop
Hits airGround tank killerAir tank killerFlying
—
4Poisonپویزن
4
Epic
Spell
Ground splashAir splashMedium spell
—
4Rune Giantرون جاینت
4
Epic
Troop
Big tank
—
4Skeleton Dragonsاسکلت دراگون ها
4
Common
Troop
Hits airGround splashAir splashGround tank killerAir tank killerFlying
—
4Skeleton Kingاسکلت کینگ
4
Champion
Troop
Mini tankGround splash
Champion
4Teslaتسلا
4
Common
Building
Hits airGround tank killerAir tank killerDefensive building
Evo
4Valkyrieوالکری
4
Rare
Troop
Mini tankGround splash
Evo, Hero
4Zappiesزپیز
4
Rare
Troop
Hits airReset
—
5Archer Queenآرچر کویین
5
Champion
Troop
Hits airGround tank killerAir tank killer
Champion
5Balloonبالن
5
Epic
Troop
Win conditionFlying
Hero
5Barbariansبربرها
5
Common
Troop
Ground tank killerSwarm
Evo
5Bowlerبولر
5
Epic
Troop
Mini tankGround splash
Hero
5Cannon Cartکنون کارت
5
Epic
Troop
Mini tankGround tank killer
—
5Electro Dragonالکترو دراگون
5
Epic
Troop
Hits airGround splashAir splashResetFlying
Evo
5Executionerاکسیکیوشنر
5
Epic
Troop
Mini tankHits airGround splashAir splash
Evo
5Giantجاینت
5
Rare
Troop
Win conditionBig tank
Hero
5Goblin Machineگابلین ماشین
5
Legendary
Troop
Mini tankGround splashAir splash
—
5Goblinsteinگابلین اشتاین
5
Champion
Troop
Big tankHits airReset
Champion
5Graveyardگریویارد
5
Legendary
Spell
Win conditionSwarm
—
5Inferno Towerاینفرنو تاور
5
Rare
Building
Hits airGround tank killerAir tank killerDefensive building
—
5Minion Hordeلشکر مینیون
5
Common
Troop
Hits airGround tank killerAir tank killerSwarmFlying
Evo
5Monkمانک
5
Champion
Troop
Mini tank
Champion
5Princeپرنس
5
Epic
Troop
Mini tankGround tank killer
—
5Ram Riderرم رایدر
5
Legendary
Troop
Win conditionMini tankHits air
—
5Rascalsرسکالز
5
Common
Troop
Mini tankHits air
—
5Roninرونین
5
Legendary
Troop
Mini tank
—
5Royal Hogsرویال هاگز
5
Rare
Troop
Win conditionSwarm
Evo
5Voidوید
5
Epic
Spell
Heavy spell
—
5Witchویچ
5
Epic
Troop
Hits airAir splashGround tank killer
Evo
5Wizardویزارد
5
Rare
Troop
Hits airGround splashAir splashGround tank killerAir tank killer
Evo, Hero
6Barbarian Hutکلبه بربر
6
Rare
Building
Defensive building
—
6Boss Banditباس بندیت
6
Champion
Troop
Mini tank
Champion
6Elite Barbariansالیت بربر
6
Common
Troop
Mini tankGround tank killer
Evo
6Elixir Collectorپمپ اکسیر
6
Rare
Building
—
6Giant Skeletonجاینت اسکلتون
6
Epic
Troop
Big tank
—
6Goblin Giantگابلین جاینت
6
Epic
Troop
Win conditionBig tankHits air
Evo
6Lightningلایتنینگ
6
Epic
Spell
Heavy spellReset
—
6Rocketراکت
6
Rare
Spell
Ground splashAir splashHeavy spell
—
6Royal Giantرویال جاینت
6
Common
Troop
Win conditionBig tank
Evo
6Sparkyاسپارکی
6
Legendary
Troop
Ground splashGround tank killer
—
6Spirit Empressاسپیریت امپرس
6
Legendary
Troop
Mini tankHits airGround tank killerAir tank killerFlying
—
6X-Bowایکس بو
6
Epic
Building
Win conditionGround tank killerDefensive buildingSiege building
—
7Electro Giantالکترو جاینت
7
Epic
Troop
Win conditionBig tankGround splashAir splashReset
Evo
7Lava Houndلاوا هاند
7
Legendary
Troop
Win conditionBig tankSwarmFlying
—
7Mega Knightمگا نایت
7
Legendary
Troop
Big tankGround splash
Evo
7P.E.K.K.Aپکا
7
Epic
Troop
Big tankGround tank killer
Evo
7Royal Recruitsرویال ریکروتز
7
Common
Troop
Ground tank killerSwarm
Evo
8Golemگالم
8
Epic
Troop
Win conditionBig tank
—
?Mirrorمیرور
?
undefined
Spell
—
9Three Musketeersسه تفنگدار
9
Rare
Troop
Win conditionHits airGround tank killerAir tank killer
—
How to build a good Clash Royale deck
Win condition
A card that goes straight for the tower, like Hog Rider, Golem, Balloon, Miner or X-Bow. Every deck needs at least one.
Air defense
At least two or three cards that hit air, or Balloon, Lava Hound and dragons will take your towers.
Tank killer
A high-damage card like Inferno Tower, P.E.K.K.A, Mini P.E.K.K.A or Hunter to stop Golem and Giant.
Splash damage
Valkyrie, Baby Dragon, Wizard or Bowler to clear Skeleton Army and Goblin Gang in one go.
Small and big spell
A cheap spell like The Log, Zap or Arrows for small troops and a heavier one like Fireball, Poison or Rocket to finish towers.
Average elixir
Most successful decks sit between 2.6 and 4.0. Under 3 means a fast cycle; over 4.3 means a heavy, slow deck.
Evolution, hero and wild slots
Since March 2026 every deck has three special slots: one evolution slot, one hero slot and one wild slot that takes an evolution or a hero, so at most two evolutions fit in a deck. A deck can also hold only one champion. The deck builder follows these rules.
Clash Royale deck archetypes
Siege You place X-Bow or Mortar near the bridge and defend it so it hits the tower from range.
Beatdown A big tank walks in front while support troops hit from behind it: one big, slow push.
Bait Several cards that each die to the same small spell; once the opponent spends it, your main attacker reaches the tower.
Bridge spam Fast pressure at the bridge with quick, hard-hitting cards, usually right after the opponent spends elixir.
Cycle Cheap cards and a fast cycle, so you send your win condition again and again.
Control Solid defense first, then small, steady chip damage with your win condition and spells.
Clash Royale deck guide
What is a Clash Royale deck?
A deck is the eight cards you take into a battle. A good one has a win condition, a few defensive cards, a small and a big spell, and an average elixir that suits how you play. Every deck on this page shows those eight cards with elixir costs, strengths, weaknesses and a copy-to-game button.
Best decks for pushing trophies
To climb the ladder, pick a deck from «Top ladder» or «Meta this week» and stick with it for a few dozen battles until its rhythm feels natural. If you don't own every card yet, tick «I have it» in the card table and turn on «Only decks I can build».
Best deck for every arena
Low arenas have not unlocked every card yet, so an Arena 4 deck differs from an Arena 13 deck. Pick your arena in the arena section to see decks that only use cards unlocked by then, from Arena 1 to Arena 24.
New, cheap and defensive decks
Decks that joined the list this week get a «New» label. For a cheap deck, pick «Under 3» in the deck finder or type «cheap» in the smart search; type «defensive» for the most defensive ones, or check the defense scores in the deck builder.
Decks for challenges and modes
Challenges have their own rules: in Sudden Death the first tower to fall ends the match, and in Triple Elixir expensive cards come one after another. The modes section has separate decks for each, plus 2v2 deck pairs.
Classic decks
Some decks have stayed in the game for years with only a card or two changing after each balance update: Hog 2.6, Log Bait, Golem Beatdown, Lava Loon, X-Bow 3.0 and Graveyard Control. Type their names in the smart search to see today's versions.
Clan wars need four decks with no card in common. The war decks section builds them from this week's meta, and with «Only with my cards» on, only from cards you own.
Clash Royale deck FAQ
What is the best Clash Royale deck right now?
One that is in this week's meta and fits the cards you own. The list at the top refreshes automatically every week; tick your cards and you will only see decks you can build.
What is the strongest Clash Royale deck?
No deck wins every matchup. Start with the «Meta this week» tab and read the weaknesses listed with each deck.
What is the best deck for a low arena?
Open the arena section and pick your arena. Those decks only use cards unlocked by that arena.
What is a good average elixir?
Most successful decks are between 2.6 and 4.0. Under 3 cycles fast; over 4.3 is heavy and slower early in the match.
How do I copy a deck to the game?
Tap «Copy to game». If Clash Royale is installed on the same phone, it opens and offers to copy the deck.
How do evolution and hero slots work?
Every deck has three special slots: one evolution, one hero and one wild slot for an evolution or a hero. A deck can also hold one champion.
What are war decks?
Clan wars need four decks that share no card. The war decks section picks four such decks from the meta for you.
What is the best 2v2 deck?
In the modes section, the 2v2 tab shows deck pairs: one deck for you and one for your teammate that work together.
How does the smart search work?
Type one or more cards in full or as shorthand (for example hog eq valk). An average elixir like 2.6, an arena number or a mode name works too.
How often are the decks updated?
Automatically every week. The last update date is shown at the top of the page.
What are the likes and dislikes for?
Votes are counted for every deck, and the «Players' favourites» tab sorts decks by votes.