The best Arena 18 deck to start with is Hog Valkyrie Tesla Earthquake if those cards are already leveled. Choose Royal Giant Monk Fisherman for a developed Monk collection, or Giant Goblinstein Counterpush if you prefer building an attack from surviving defenders. Card levels, timing and the opponents you meet can change which choice fits best.
Silent Sanctuary runs from 6,500 to 6,999 trophies, with Dragon Spa starting at 7,000. Monk, Little Prince and Goblinstein become regular Champion unlocks here. You do not need all three to progress, and entering the arena does not put a fully upgraded Champion in your collection.
Below are 30 distinct eight-card decks: four plans for each of those Champions and 18 choices that use no Champion. Start with the comparison, open the matching section, and read its two matchup notes before spending resources. Every deck includes the card jobs, a concrete decision, two one-card alternatives and an adjacent Copy Deck button.
Choose the best Arena 18 deck for your collection
Keep the win condition you have already invested in unless it leaves a clear defensive job unfilled. A new Champion is useful when its role fits the deck and you can afford the ability at the right moment. It is less useful when adding it leaves your only air defender underleveled or your hand too expensive.
-
Best for: A familiar ordinary collection
Check first: Musketeer and Tesla must remain available for defense; reserve Earthquake for a building and keep Tesla available for air. -
Best for: Patient ground counterpushes
Check first: Hunter positioning and Fisherman pulls matter. Monk does not solve heavy melee damage by himself. -
Best for: Split pressure and quick rotation
Check first: Little Prince carries much of the air defense. Reserve elixir for Royal Rescue. -
Best for: A Giant core with a leveled Champion
Check first: Keep the Doctor alive and use the link only when defenders are near its path. -
Goblin Barrel Princess Guarded Bait
Best for: Tracking small spells
Check first: Two enemy small spells make simple bait sequences harder. Avoid speculative Rocket cycles. -
Best for: An established air collection
Check first: Tombstone and Guards cover ground pressure; protect Inferno Dragon from resets while the Hound travels.
Which Silent Sanctuary Champion fills your missing job?
Monk is a frontline choice for a deck that wants to preserve support through deflectable projectile attacks. He costs five elixir to deploy, so replacing Knight with him makes a real change to your budget. His ability does not stop every spell or erase the threat of a heavy melee defender. Choose him when the rest of the deck already supplies enough damage.
Little Prince offers ranged air and ground damage for three elixir, then asks you to decide whether Royal Rescue is worth an additional commitment. Keep him where he can shoot repeatedly and protect him from being forced to move. If your defense only works when you can summon Guardienne, retain the ability cost shown in your game before sending the next win condition.
Goblinstein costs five elixir and divides the job between a building-targeting Monster and its ranged Doctor. Lightning Link punishes troops near the connection between them. Keep the Doctor safe and wait for a useful line of enemies instead of activating the ability just because the Monster reaches the river. The balance changes shortened the link’s duration, so older long-duration examples are a poor guide to timing.
Supercell’s Champion rules list all three at Arena 18. Collection access and card levels still vary, including cards obtained through earlier events.
Set the Champion slot after copying
After using a Copy Deck button, place its Champion in your Hero or Wild slot in the game. Every Champion deck here contains only one Champion. Check the eight cards and your chosen Tower Troop before entering battle. The decks and advice use ordinary card forms; an Evolution or Hero ability is not required for the stated plan.
The official deck-slot rework provides one Evolution slot, one Hero slot and one Wild slot by this stage of Trophy Road. An owned special form still needs the appropriate slot. The King Tower and Tower Troop are separate from the eight cards shown in each image.
Monk, Little Prince and Goblinstein have single-use abilities for each deployment under the official ability changes. Do not plan on waiting through an old cooldown for a second activation from the same unit. If another copy is active, only the newest copy can use its ability. Average elixir below counts the eight deployment costs, so allow additional elixir for abilities during the match. The Hero and Wild slots can support two Champions, although the lists here deliberately select one at most.
The October 6 balance notes matter to these choices: Monk activates protection faster, Barbarian Barrel no longer fully counters Wall Breakers, and Skeletons spawn closer together. Drill regained a small Crown Tower spawn hit. These changes affect decisions below; they do not establish a ladder win rate.
Find the kind of attack you want to play
- Monk protection and counterpushes
- Little Prince defense and Royal Rescue decisions
- Goblinstein pressure and Lightning Link positioning
- Quick ordinary decks, bait and split lanes
- Heavier counterpush collections
- Air attacks, Golem and X-Bow
Monk decks for protecting an existing push
Choose these when Monk is leveled and your ranged troops keep being removed before they can support a win condition. His ability needs a useful incoming projectile; it does not replace sound defense against melee troops or area spells.
Royal Giant Monk Fisherman

Average elixir: 4.0
Eight cards and their jobs
- Royal Giant (6 elixir): Ranged building-targeting win condition; needs protection from tank killers.
- Monk (5 elixir): Frontline Champion; protect nearby troops from deflectable projectiles with a carefully timed ability.
- Fisherman (3 elixir): Ground-target hook and displacement; cannot pull air and needs protected follow-up damage.
- Hunter (4 elixir): Close-range spread damage against air and ground; distance changes how many projectiles connect.
- Phoenix (4 elixir): Flying single-target damage with a conditional egg rebirth; protect the egg rather than assume it survives.
- Goblins (2 elixir): Cheap melee damage and surrounds; wait until enemy splash is occupied.
- Lightning (6 elixir): Expensive damage and stun on selected high-health targets; seek building plus support value.
- The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.
Keep the Royal Giant alive long enough to matter
Choose this if Royal Giant and Hunter are already strong in your collection and Monk is ready to join them. Fisherman moves a ground defender away from Royal Giant while Hunter removes the target at close range. Monk gives the surviving support a way to answer deflectable projectiles. Phoenix adds sustained air damage, so you are not asking the Champion to solve every defensive problem. This is a deliberate push, not a fast rotation deck.
Opening and double elixir
Wait for a commitment before placing Royal Giant. A split Goblins opening is less revealing, provided you can still answer a bridge attack. Defend with Hunter at useful range rather than adding him behind every push. In double elixir, lead with a surviving Monk and add Royal Giant when you can still afford the response to a building. Save the ability for a real projectile threat; it is single-use for that deployment.
Defensive order and matchups
Against P.E.K.K.A: Fisherman can pull her away from Royal Giant, but her support still needs attention. Use Goblins after an enemy small spell or let Phoenix work from a separate angle. Monk is not a replacement for the pull against a high-damage melee defender.
Against Lava Hound and Balloon: Keep Hunter for the Balloon and Phoenix for sustained air damage. Split them so one spell cannot remove your entire answer. A Royal Giant counterattack is sensible only if you can still deploy both defenders in time.
A decision during the match
The opponent has just placed Inferno Tower against your Royal Giant, with an Electro Wizard close enough to share a Lightning cast. That is a useful spell opportunity if Lightning will hit the intended targets. If the support is out of range, consider accepting a smaller push instead of spending six elixir on the building alone while their P.E.K.K.A is ready.
Avoid this mistake: Activating Monk before anything important is travelling toward him, then having no protection for the actual spell.
One-card alternatives and upgrades
- Knight for Monk: Lower commitment and faster rotation, but no projectile protection. New average 3.8 elixir.
- Musketeer for Hunter: Longer-ranged air coverage, with less close-range burst. New average 4.0 elixir.
Prioritize Royal Giant and Hunter for dependable damage, followed by Phoenix and the spell you rely on to remove support. Raise Monk to a usable level before rebuilding your whole collection around him.
Hog Monk Earthquake

Average elixir: 2.8
Eight cards and their jobs
- Hog Rider (4 elixir): Main tower-pressure card; hold defensive elixir after sending him.
- Monk (5 elixir): Frontline Champion; protect nearby troops from deflectable projectiles with a carefully timed ability.
- Firecracker (3 elixir): Long-range splash with recoil; her firing line can expose a King Tower activation.
- Cannon (3 elixir): Cheap ground-targeting pull; can draw Balloon but cannot shoot it.
- Skeletons (1 elixir): One-elixir ground distraction that buys shots and helps rotate the hand.
- Ice Spirit (1 elixir): Brief freeze and a cheap rotation; buys time rather than sustained damage.
- Earthquake (3 elixir): Ground area damage especially useful against buildings; cannot clear flying defenders.
- The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.
Time Monk’s ability for deflectable projectiles threatening your push
Hog Rider still supplies the tower threat. Monk is a defensive survivor who sometimes protects Firecracker or occupies a ranged defender during the next Hog attack. Earthquake handles buildings, while Cannon keeps the deck affordable. The drawback is clear: Firecracker carries most of the sustained air defense, and a cheap rotation does not compensate when she is removed.
Opening and double elixir
Open with split Skeletons or wait. An unsupported Hog is a reasonable probe when Cannon remains available, but adding Monk from the back commits too much before you know the matchup. In double elixir, alternate defending cheaply and sending Hog while their building is out of hand. Only add Earthquake when it changes the building exchange. Keep Firecracker away from Monk when a spell could catch both.
Defensive order and matchups
Against Balloon: Cannon can pull the building-targeting Balloon, but it cannot shoot it. Firecracker and Ice Spirit must arrive in time to do the damage. Against a player who keeps removing Firecracker, take the Musketeer alternative or a different deck with two durable air defenders.
Against Goblin Barrel: The Log is the clean dedicated answer when it is in hand. Do not spend it for minor tower damage and leave Skeletons to solve every Barrel placement. Monk can help against supporting troops, but he should not be your routine Barrel defense.
A decision during the match
You have a surviving Monk crossing the bridge and Hog in hand. The opponent still has Cannon ready. Send Hog only if you can cover Cannon with Earthquake while retaining your own defensive building. Using the ability just because Monk crossed the river spends the reserve that may be needed for their counterattack.
Avoid this mistake: Treating Firecracker as disposable cycle when she is the only substantial air-damage card.
One-card alternatives and upgrades
- Valkyrie for Monk: Cheaper ground splash, without projectile protection. New average 2.6 elixir.
- Musketeer for Firecracker: Steadier single-target air damage for one more elixir. New average 2.9 elixir.
Keep Hog Rider, Firecracker and Cannon reliable first. Earthquake should support your building exchanges, but its upgrade does not fix an air-defense gap.
Miner Monk Wall Breakers

Average elixir: 3.0
Eight cards and their jobs
- Miner (3 elixir): Placed ground attacker used for chip or to occupy a defender; do not assume unsupported tower damage.
- Monk (5 elixir): Frontline Champion; protect nearby troops from deflectable projectiles with a carefully timed ability.
- Wall Breakers (2 elixir): Fast paired building threats that can split; require an opening rather than a full support stack.
- Bomb Tower (4 elixir): Ground splash building and pull; it cannot shoot flying attackers.
- Bats (2 elixir): Cheap flying damage; vulnerable to small spells and splash.
- Spear Goblins (2 elixir): Fragile low-cost air and ground damage that can be split; protect against small spells.
- Poison (4 elixir): Damage over time and area denial; not an instant removal spell.
- The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.
Make the opponent choose between Miner and Wall Breakers
Miner supplies a tank where Wall Breakers need one, and the pair can attack without carrying a large push across the river. Monk helps keep ground defenders occupied and protects suitable projectile-based support exchanges. Bomb Tower anchors defense. Bats and Spear Goblins cover air cheaply, which makes this list attractive for cycling but uncomfortable against multiple small spells. Barbarian Barrel alone no longer fully counters Wall Breakers after the October change; still check for a second defender before adding Miner.
Opening and double elixir
A safe opening is split Spear Goblins or a Miner that does not empty your defensive budget. Do not start with Miner, Wall Breakers and Poison together. In double elixir, vary the lane or Miner placement once you understand their answer. Poison earns its place when it covers the defender that repeatedly stops your pressure; it should not be an automatic addition.
Defensive order and matchups
Against Royal Giant: Pull with Bomb Tower, then add Bats only after you know where the opponent is using their small spell. Monk can occupy supporting ranged units. Keep Miner for the counterattack rather than spending him on defense before the supporting threat is clear.
Against Lava Hound: Pressure the other lane lightly while saving both air cards. Deploy Spear Goblins and Bats separately and avoid offering them together to Arrows. This is an awkward matchup when the opponent has several cheap air answers; do not describe the deck as a universal choice.
A decision during the match
An enemy Musketeer has locked onto Monk while your Spear Goblins work from behind. Protection can preserve the frontline through that projectile exchange, but spending Miner and Poison at the same time leaves Bats exposed to their next small spell. Protect the useful survivor first; unlike a Skeleton King version, this list cannot buy a separate Skeleton wave when the defense ends.
Avoid this mistake: Cycling both air defenders to get back to Miner while the opponent is holding Balloon.
One-card alternatives and upgrades
- Knight for Monk: Cheaper ground tanking, without projectile protection. New average 2.8 elixir.
- Minions for Bats: More durable air damage at a higher cost. New average 3.1 elixir.
Upgrade Miner and Wall Breakers for your primary pressure, then Bomb Tower. Keep the fragile air cards high enough to perform their defensive jobs rather than spending every resource on the Champion.
Graveyard Monk Ice Wizard

Average elixir: 3.6
Eight cards and their jobs
- Graveyard (5 elixir): Timed Skeleton pressure around a chosen area; use a surviving tank and manage splash counters.
- Monk (5 elixir): Frontline Champion; protect nearby troops from deflectable projectiles with a carefully timed ability.
- Baby Dragon (4 elixir): Durable flying splash support; its damage alone is not a fast tank solution.
- Ice Wizard (3 elixir): Ranged air and ground damage with slow; low damage needs a protected partner.
- Tombstone (3 elixir): Defensive pull with Skeleton distractions; vulnerable to splash.
- Tornado (3 elixir): Repositions troops and damages an area; placement determines whether the pull helps defense.
- Poison (4 elixir): Damage over time and area denial; not an instant removal spell.
- Barbarian Barrel (2 elixir): Ground-line removal and a Barbarian body; cannot damage air.
Turn a controlled defense into one Graveyard attack
Monk can lead a Graveyard attack after defending, while Baby Dragon and Ice Wizard slow the approach behind Tombstone. Tornado collects troops for splash and can create a better route for the counterpush. Choose this for patient defense with a leveled Graveyard. You have limited instant damage, so timing the defenders matters more than building an impressive group at the bridge.
Opening and double elixir
Split nothing expensive into an unknown push. Wait, cycle Barbarian Barrel only when its absence is safe, or use Tombstone as the opponent commits. In double elixir, add Graveyard once Monk or Baby Dragon is actually drawing tower fire. Keep Poison for the defensive troops inside the Graveyard rather than casting it ahead of a response you have not seen.
Defensive order and matchups
Against Royal Hogs: Tombstone draws the push while Baby Dragon supplies splash. Ice Wizard buys time, and Tornado can improve the splash angle when the Hogs remain close enough. Split pressure may require defending both lanes instead of assembling every card behind Monk.
Against Poison Graveyard: Save Poison to cover the Skeleton spawn area when necessary, then use Barbarian Barrel for the remaining ground pressure. An offensive Graveyard is not worth leaving your own weakened tower without the spell answer.
A decision during the match
A ranged defender begins firing into Monk as he approaches the river, but a Knight is moving toward him from another angle. Protection is relevant to the projectile; it does not remove the melee blocker. Clear or occupy that blocker before adding Graveyard. Paying for the ability and Graveyard merely because both are available can leave the actual obstruction untouched.
Avoid this mistake: Assuming Pensive Protection stops Poison or makes Monk immune to melee damage.
One-card alternatives and upgrades
- Knight for Monk: Lower-cost tanking, but no projectile protection. New average 3.4 elixir.
- Electro Wizard for Ice Wizard: Immediate reset and more direct damage, losing the persistent slow. New average 3.8 elixir.
Build Graveyard and Poison first, then the splash defenders. Monk is an alternative way to carry the counterpush, not a reason to neglect Tombstone or Baby Dragon.
Little Prince decks that budget for Royal Rescue
Little Prince starts cheaply, but the bodyguard requires a separate commitment. These four decks differ in how they defend while he charges his attack and whether the rescue is worth delaying the next win condition.
Royal Hogs Little Prince

Average elixir: 2.6
Eight cards and their jobs
- Royal Hogs (5 elixir): Building-targeting pressure that can be split to stretch one splash defender.
- Little Prince (3 elixir): Ranged air and ground damage that builds speed while stationary; Royal Rescue adds a ground bodyguard.
- Cannon (3 elixir): Cheap ground-targeting pull; can draw Balloon but cannot shoot it.
- Skeletons (1 elixir): One-elixir ground distraction that buys shots and helps rotate the hand.
- Ice Spirit (1 elixir): Brief freeze and a cheap rotation; buys time rather than sustained damage.
- Earthquake (3 elixir): Ground area damage especially useful against buildings; cannot clear flying defenders.
- Royal Delivery (3 elixir): Delayed defensive area damage followed by a Recruit; cannot be cast across the river.
- The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.
Keep a Royal Rescue reserve behind split Hogs
Royal Hogs provide pressure across both lanes while Little Prince gives the deck a cheap ranged defender. Cannon, Royal Delivery and The Log do the routine ground work. Royal Rescue is the emergency body in front of the Prince, not a free extra card. This list has narrow air coverage; an underleveled Little Prince makes that limitation more severe.
Opening and double elixir
Begin with split Skeletons or Ice Spirit held for contact with an actual troop. Single-elixir Hogs are a test of the opponent's building and splash response. Avoid following them with Earthquake before either appears. In double elixir, split Hogs when their best splash defender is committed in one lane. Keep enough elixir for Royal Rescue if the Prince is your only secure response to the return push.
Defensive order and matchups
Against Bomb Tower: Earthquake helps wear the building down, but spacing still matters. Splitting Hogs can make one central defense work harder. Do not put all four into a fresh Bomb Tower and then spend your entire reserve trying to rescue that attack.
Against Balloon: Cannon pulls, Little Prince shoots, and Ice Spirit buys a little time. Royal Delivery can contribute damage on your side, but its delay means it must be planned early. If the opponent removes the Prince with their spell, this lineup has little backup.
A decision during the match
Little Prince is shooting an air attacker while a Bandit approaches him on the ground. Royal Rescue can supply the missing body without deploying Cannon solely for that ground task. Check the ability cost displayed in your game before Hogs. A Queen version buys invisibility and faster damage instead; it cannot leave Guardienne in front after the Champion dies.
Avoid this mistake: Reading the low average elixir as permission to spend every available elixir on Royal Hogs.
One-card alternatives and upgrades
- Musketeer for Little Prince: Steady ranged defense, without Guardienne. New average 2.8 elixir.
- Fireball for Royal Delivery: Immediate ranged spell access at extra cost, losing the defensive Recruit. New average 2.8 elixir.
Prioritize Royal Hogs, Little Prince and Cannon. Royal Delivery needs dependable defensive value; upgrading a second win condition will not help this deck.
Hog Little Prince Tesla

Average elixir: 2.9
Eight cards and their jobs
- Hog Rider (4 elixir): Main tower-pressure card; hold defensive elixir after sending him.
- Little Prince (3 elixir): Ranged air and ground damage that builds speed while stationary; Royal Rescue adds a ground bodyguard.
- Valkyrie (4 elixir): Ground splash defender for clustered support and swarms; cannot attack air.
- Tesla (4 elixir): Air and ground defensive building; preserve its useful lifetime for an actual attack.
- Skeletons (1 elixir): One-elixir ground distraction that buys shots and helps rotate the hand.
- Ice Spirit (1 elixir): Brief freeze and a cheap rotation; buys time rather than sustained damage.
- Fireball (4 elixir): Immediate area damage and knockback; spend for useful defense or support value.
- The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.
Let Tesla buy Little Prince time to charge
Tesla covers air and ground while Valkyrie removes ground swarms that would otherwise surround Little Prince. Hog Rider turns that defended position into pressure. Compared with the Royal Hogs list, this version has a sturdier defensive building and an immediate Fireball, at the cost of heavier rotation. Little Prince works best where he can keep shooting instead of being dragged from target to target.
Opening and double elixir
Wait for a troop or split Skeletons. Do not place Little Prince beside the tower you expect to defend if it gives the opponent easy spell value. In double elixir, send Hog after a defense and hold Fireball until a support troop or damaged building gives it a purpose. The rescue is available once per deployed Prince, so choose the dangerous ground contact rather than an empty activation.
Defensive order and matchups
Against Mega Knight: Use Tesla to draw him toward the middle and Valkyrie to keep supporting ground troops away from the Prince. Deploy Skeletons after the landing damage. Hog can pressure the other lane only once you have enough elixir to complete that defense.
Against Lava Hound: Preserve Tesla and Little Prince in separated positions. Fireball should catch worthwhile flying support instead of being spent on the Hound itself. Keep Valkyrie for ground support or a possible opposite-lane punish.
A decision during the match
Two enemy troops enter the lane far apart. Little Prince should keep firing at the dangerous target while Valkyrie handles the ground body; buying Royal Rescue only to chase the second troop may spend the reserve for Tesla. This is single-target fire plus a purchased bodyguard, so do not place him where an Executioner would have hit both with one axe path.
Avoid this mistake: Using Royal Rescue for damage at the bridge when you need its ground bodyguard for the next defense.
One-card alternatives and upgrades
- Musketeer for Little Prince: More consistent damage without an ability budget. New average 3.0 elixir.
- Cannon for Tesla: Cheaper ground pull, losing building-based air defense. New average 2.8 elixir.
Hog and Tesla come first, then Little Prince and Fireball. If the Prince is far behind your Musketeer in levels, use that replacement while building the Champion gradually.
Miner Little Prince Control

Average elixir: 2.9
Eight cards and their jobs
- Miner (3 elixir): Placed ground attacker used for chip or to occupy a defender; do not assume unsupported tower damage.
- Little Prince (3 elixir): Ranged air and ground damage that builds speed while stationary; Royal Rescue adds a ground bodyguard.
- Knight (3 elixir): Low-cost ground tank that occupies support and protects ranged damage.
- Bomb Tower (4 elixir): Ground splash building and pull; it cannot shoot flying attackers.
- Spear Goblins (2 elixir): Fragile low-cost air and ground damage that can be split; protect against small spells.
- Wall Breakers (2 elixir): Fast paired building threats that can split; require an opening rather than a full support stack.
- Poison (4 elixir): Damage over time and area denial; not an instant removal spell.
- The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.
Use Guardienne to protect a small, repeatable attack
Miner and Wall Breakers are the attack; Little Prince is the defender who can survive and make the next attempt cheaper to support. Knight gives you a ground body without spending Royal Rescue every time. Bomb Tower handles pulls, leaving Poison for troops that interfere with Miner pressure. You are choosing flexible chip and counterpressure rather than a large finishing push. Barbarian Barrel alone no longer fully counters Wall Breakers after the October change; still check for a second defender before adding Miner.
Opening and double elixir
Test with split Spear Goblins or a conservative Miner. Avoid showing Wall Breakers and the Prince together into unknown splash. In double elixir, watch whether the opponent uses a building, a melee defender or a spell on the Wall Breakers. Change the Miner placement to complement that answer. Keep Knight available when the Prince's ability has already been spent.
Defensive order and matchups
Against P.E.K.K.A bridge pressure: Bomb Tower pulls the win condition while Knight distracts the supporting melee troop. Let the Prince shoot from a safe angle and add Spear Goblins only after a small spell. A Miner counterattack should not cost you the building you need for Battle Ram.
Against Graveyard: Poison is your reliable area answer. Place Little Prince away from the clustered Skeletons so his shots are not constantly interrupted by movement, and use The Log for an exposed group after the main spell. Knight handles the tank separately.
A decision during the match
The enemy uses Arrows on Spear Goblins and sends a melee defender toward your stationary Little Prince. Keep the Prince shooting and decide whether Royal Rescue will stop that defender before buying Miner. Unlike the Bats version, your second air source stands on the ground and can be occupied by a ground attacker. The rescue purchases that protection; it is not part of the displayed average.
Avoid this mistake: Assuming a newly unlocked Champion is automatically worth replacing a much stronger ranged card.
One-card alternatives and upgrades
- Musketeer for Little Prince: Ranged coverage without Guardienne, one elixir dearer. New average 3.0 elixir.
- Valkyrie for Knight: More reliable ground swarm cleanup at extra cost. New average 3.0 elixir.
Miner, Wall Breakers and Bomb Tower determine the basic trades. Upgrade Little Prince once his level supports the defensive role, then improve Poison for the support troops you actually face.
Goblin Giant Little Prince Sparky

Average elixir: 3.5
Eight cards and their jobs
- Goblin Giant (6 elixir): Building-targeting tank with carried Spear Goblin support; does not replace a full air defense.
- Little Prince (3 elixir): Ranged air and ground damage that builds speed while stationary; Royal Rescue adds a ground bodyguard.
- Sparky (6 elixir): Charged heavy ground splash; protect against resets, distractions and air attacks.
- Mini P.E.K.K.A (4 elixir): Concentrated ground damage against a tank or other high-health attacker.
- Bats (2 elixir): Cheap flying damage; vulnerable to small spells and splash.
- Zap (2 elixir): Small air and ground hit plus brief stun/reset; does not replace heavy damage.
- Arrows (3 elixir): Wide air and ground swarm removal; no reset effect.
- Rage (2 elixir): Temporary attack and movement boost with placement damage; creates no defensive body.
Build one Sparky push without losing the other lane
Goblin Giant leads, Sparky threatens ground defenders, and Little Prince supplies sustained air coverage. Mini P.E.K.K.A protects against a tank or a fast opposite-lane attack. Rage helps a push that already has a route; Zap and Arrows answer different obstacles. This is the most expensive Prince option here, so every extra ability or spell must have an identified target.
Opening and double elixir
Wait rather than opening Sparky into an unknown Rocket deck. A light Bats defense can reveal the opponent's small spell. In double elixir, place Goblin Giant in front of a surviving Sparky and keep Little Prince far enough away that one spell cannot hit all your damage. Activate the rescue when it protects the Prince or clears an important ground obstruction, not simply because the push is large.
Defensive order and matchups
Against Electro Wizard: Expect the spawn stun near Sparky. Mini P.E.K.K.A or a supporting Prince can remove him once he is committed, while Goblin Giant occupies the tower. Do not depend on Zap to undo an enemy reset after it has already interrupted Sparky.
Against Balloon: Little Prince is your main sustained ranged answer and Bats are spell-sensitive backup. Mini P.E.K.K.A can remove supporting ground troops but cannot touch Balloon. Leave the Prince at home if your expensive push would otherwise empty all air defense.
A decision during the match
Sparky survives a defense while Little Prince is still firing at an air attacker. Sending Goblin Giant and paying Royal Rescue would leave Zap unavailable for the enemy Inferno Tower. Finish the air defense and hold the rescue if the Prince is safe. This Prince list buys a bodyguard when needed; it does not provide Electro Wizard's repeated interruption behind the tank.
Avoid this mistake: Using all three spells on a push while the opponent still has an unspent win condition.
One-card alternatives and upgrades
- Musketeer for Little Prince: Same sustained ranged job without the rescue ability. New average 3.6 elixir.
- Giant Snowball for Rage: Displacement and slow replace the attack speed boost. New average 3.5 elixir.
Prioritize Goblin Giant and Sparky, then the Prince or his replacement. Mini P.E.K.K.A needs to remain a credible defensive threat; Rage is a later upgrade than the units that must survive.
Goblinstein decks that make the link matter
Place the Doctor so he can survive while the Monster moves forward. The electric link needs enemies in its path, so these decks use pulls, counterpushes or a second threat to create that opportunity.
Giant Goblinstein Counterpush

Average elixir: 3.3
Eight cards and their jobs
- Giant (5 elixir): Building-targeting tank placed in front of surviving defenders.
- Goblinstein (5 elixir): Monster pressures buildings while the Doctor supplies ranged support; Lightning Link punishes troops between them.
- Mini P.E.K.K.A (4 elixir): Concentrated ground damage against a tank or other high-health attacker.
- Mega Minion (3 elixir): Durable single flying attacker for focused air or ground damage.
- Bomber (2 elixir): Cheap ground splash behind a tank or defensive distraction; cannot shoot air.
- Bats (2 elixir): Cheap flying damage; vulnerable to small spells and splash.
- Arrows (3 elixir): Wide air and ground swarm removal; no reset effect.
- Zap (2 elixir): Small air and ground hit plus brief stun/reset; does not replace heavy damage.
Let the Doctor survive while Giant takes the tower fire
Giant Goblinstein is a straightforward counterpush choice if your Giant and Mini P.E.K.K.A are already leveled. Giant provides predictable tower pressure, the Monster adds another building-targeting body, and the Doctor supports from behind. Bomber cleans ground swarms while Mega Minion and Bats cover air. Lightning Link becomes valuable when defenders actually cross the space between Doctor and Monster.
Opening and double elixir
Defend before spending Giant. A small Bomber investment is safer than committing both large bodies without knowing the opponent's damage. In double elixir, put Giant in front of surviving support and keep the Doctor away from Mega Minion's spell area. Save the link for a group that remains near its path; a premature activation can finish before their main defense arrives.
Defensive order and matchups
Against Inferno Tower: Keep Zap for the ramp when your troops are close enough to capitalize. If their building is fresh and your support is far away, resetting it too early changes little. Mini P.E.K.K.A can punish the other lane only if you still retain defense.
Against Lava Hound: Mega Minion supplies durable air damage while Bats add a spell-sensitive second source. Space them to limit shared spell or splash value and be ready to defend after the Bats are removed. The Doctor can help from the ground, but protect him from ground pressure. Giant opposite lane is a limited punish, not permission to ignore a Balloon behind the Hound.
A decision during the match
The Monster is near the tower but the Doctor is still behind the river, with several enemy troops entering the corridor. That can justify Lightning Link. If the enemy instead deploys a single ranged unit well outside the corridor, use a normal defender or wait. The ability is single-use and its current duration is shorter than older guides describe.
Avoid this mistake: Calling Goblinstein a complete air defense and cycling both flying defenders away.
One-card alternatives and upgrades
- Electro Wizard for Goblinstein: Cheaper reset support, losing the Monster and Lightning Link. New average 3.1 elixir.
- Dark Prince for Bomber: Shielded ground splash with a much heavier cycle. New average 3.5 elixir.
Upgrade Giant and Mini P.E.K.K.A first, then Goblinstein and Mega Minion. Bomber and Arrows still need to handle the swarms that stop your ground pressure.
Graveyard Goblinstein Control

Average elixir: 3.6
Eight cards and their jobs
- Graveyard (5 elixir): Timed Skeleton pressure around a chosen area; use a surviving tank and manage splash counters.
- Goblinstein (5 elixir): Monster pressures buildings while the Doctor supplies ranged support; Lightning Link punishes troops between them.
- Baby Dragon (4 elixir): Durable flying splash support; its damage alone is not a fast tank solution.
- Knight (3 elixir): Low-cost ground tank that occupies support and protects ranged damage.
- Tombstone (3 elixir): Defensive pull with Skeleton distractions; vulnerable to splash.
- Poison (4 elixir): Damage over time and area denial; not an instant removal spell.
- Barbarian Barrel (2 elixir): Ground-line removal and a Barbarian body; cannot damage air.
- Tornado (3 elixir): Repositions troops and damages an area; placement determines whether the pull helps defense.
Choose the Graveyard tank after the defense is clear
This version can send either Knight or the Monster ahead of Graveyard, which gives you two ways to convert a defense. Baby Dragon and Tornado provide splash, Tombstone handles pulls, and Poison clears an area over time. Goblinstein is expensive enough that you should want both the Doctor's survival and a useful Monster path, not merely another body on screen.
Opening and double elixir
Let the opponent reveal their win condition before starting with Goblinstein. Knight or a planned Tombstone defense keeps the hand flexible. In double elixir, use Graveyard when the tower has committed to a tank and retain either Poison or Lightning Link for the actual defense. Paying for both automatically makes it hard to stop pressure at your own tower.
Defensive order and matchups
Against Poison control: Avoid stacking Doctor and Baby Dragon in the same Poison. If the opponent saves Poison for every Graveyard, use the surviving tank for damage and keep your own defense intact instead of repeatedly adding a second expensive response.
Against Royal Hogs: Tombstone draws them while Baby Dragon splashes. Tornado can improve the grouping, and Knight catches supporting ground troops. Keep the Doctor far enough back that he continues shooting rather than becoming the first unit hit.
A decision during the match
The Monster crosses toward the tower while the Doctor is still on your side and the opponent sends a ground group into the link corridor. Use that real corridor before buying Graveyard if it is what keeps the defense intact. A Cannon Cart version has a stationary-form decision, while an Ice Wizard version supplies a continuing slow; neither purchases this separated two-body line.
Avoid this mistake: Spending the link to decorate a Graveyard attack when its line does not cover the enemy defenders.
One-card alternatives and upgrades
- Ice Wizard for Goblinstein: Cheaper slowing support, losing the Monster and ability damage. New average 3.4 elixir.
- Valkyrie for Knight: Ground splash and stronger swarm handling at extra cost. New average 3.8 elixir.
Graveyard and Poison are the long-term investment. Strengthen Baby Dragon and Tombstone next; use Goblinstein only when his level can support a full defensive exchange.
Mortar Goblinstein Cannon Cart

Average elixir: 3.5
Eight cards and their jobs
- Mortar (4 elixir): Ranged tower threat or defensive pull; cannot shoot air or enemies inside its blind spot.
- Goblinstein (5 elixir): Monster pressures buildings while the Doctor supplies ranged support; Lightning Link punishes troops between them.
- Musketeer (4 elixir): Sustained ranged air and ground damage; keep her away from overlapping spell value.
- Cannon Cart (5 elixir): Ranged support that becomes a stationary building when its health reaches half.
- Goblin Gang (3 elixir): Mixed melee and spear bodies for surrounds and supplementary air damage; fragile to spells.
- Spear Goblins (2 elixir): Fragile low-cost air and ground damage that can be split; protect against small spells.
- Arrows (3 elixir): Wide air and ground swarm removal; no reset effect.
- The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.
Use Mortar to draw defenders before adding Monster
Mortar supplies tower pressure while Cannon Cart and Musketeer punish troops that walk in to remove it. Goblinstein adds a body in the lane and an electric corridor behind it. Goblin Gang and Spear Goblins cover cheap defense. There is no medium or heavy damage spell here, so you must win board position rather than assume a spell will finish a damaged tower.
Opening and double elixir
An early defensive Mortar can reveal their win condition without forcing you to support an attack. Do not start with Cannon Cart behind the King Tower if it leaves no pull. In double elixir, use surviving troops to protect an attacking Mortar, then decide whether Goblinstein adds a real second threat. Cannon Cart becomes a building at half health; plan for it to stop moving.
Defensive order and matchups
Against Royal Giant: Mortar can pull him on defense. Cannon Cart and Musketeer provide damage from separate angles, while Goblin Gang waits for the opponent's small spell. An offensive Mortar at the wrong moment gives Royal Giant the fight he wants near your tower.
Against Balloon: Musketeer is the durable air defender and Spear Goblins add fragile support. Use Mortar to draw Balloon if necessary. Goblinstein's Doctor helps but should not be grouped with Musketeer under an easy Fireball or Lightning.
A decision during the match
Cannon Cart has crossed its stationary-form health threshold and stopped near the bridge. Placing Goblinstein ahead will not make the Cart resume walking. Either use the stationary cannon to support a Mortar position or let that exchange end. Do not commit a new tank on the assumption that every surviving defender will join it.
Avoid this mistake: Throwing Arrows at a tower for chip while Goblin Gang is your only answer to the next bait attack.
One-card alternatives and upgrades
- Knight for Goblinstein: Cheaper protection for Mortar, without the Monster or electric link. New average 3.3 elixir.
- Dark Prince for Cannon Cart: Moving splash defense, losing the ranged cannon and building form. New average 3.4 elixir.
Mortar, Musketeer and Cannon Cart deserve priority. Goblinstein adds a useful option only after these ordinary defensive and pressure cards are dependable.
P.E.K.K.A Goblinstein Ram Rider

Average elixir: 3.9
Eight cards and their jobs
- P.E.K.K.A (7 elixir): Heavy ground damage on defense; a surviving unit can lead a counterpush.
- Goblinstein (5 elixir): Monster pressures buildings while the Doctor supplies ranged support; Lightning Link punishes troops between them.
- Ram Rider (5 elixir): Building-targeting Ram pressure plus the rider's snare against troops; does not replace sustained air damage.
- Bandit (3 elixir): Ground pressure with a conditional dash; avoid feeding her into a prepared surround.
- Electro Wizard (4 elixir): Ranged air and ground damage with stuns; protect his landing and fragile body.
- Bats (2 elixir): Cheap flying damage; vulnerable to small spells and splash.
- Arrows (3 elixir): Wide air and ground swarm removal; no reset effect.
- Zap (2 elixir): Small air and ground hit plus brief stun/reset; does not replace heavy damage.
Defend with P.E.K.K.A before sending Ram Rider
P.E.K.K.A removes a committed ground tank, Ram Rider threatens the tower and snares defenders, and Goblinstein adds a separate pressure body plus support. Bandit creates a cheaper threat when the full push is unnecessary. This is a heavy hand with no defensive building. Choose it for a developed collection and a willingness to defend patiently, not for effortless bridge spam.
Opening and double elixir
Wait or use Bandit only when the rest of your hand can defend. Opening P.E.K.K.A in the back invites pressure before you know the opponent's deck. In double elixir, add Ram Rider to a surviving defense when it forces a different answer. Keep Electro Wizard and the Doctor spaced apart, and reserve the link for defenders caught in its path rather than paying for it on every counterpush.
Defensive order and matchups
Against Golem: P.E.K.K.A attacks the tank while Electro Wizard and Bats help against support. Do not deploy all three together into the enemy spell. Ram Rider opposite lane is an option only when the tank defense is already funded.
Against Lava Hound: Electro Wizard, Bats and the Doctor are needed for air defense. P.E.K.K.A contributes only against ground support. This is a difficult exchange when the opponent can spell away your small air group; resist buying a second expensive ground threat.
A decision during the match
P.E.K.K.A survives on one lane and you hold Ram Rider while the opponent sets an Inferno Tower. Sending Ram Rider into that same prepared lane can waste both threats. If their elixir is tied to the building, consider a separate Bandit probe and save Ram Rider, or wait for a better reset window instead of committing everything.
Avoid this mistake: Using Zap as routine chip and losing your cheapest immediate reset when an Inferno defender appears, especially while Electro Wizard is out of hand.
One-card alternatives and upgrades
- Royal Ghost for Goblinstein: Cheaper ground splash and pressure, losing the Monster and link. New average 3.6 elixir.
- Dark Prince for Bandit: Splash and a shield replace the faster dash threat. New average 4.0 elixir.
Prioritize P.E.K.K.A, Ram Rider and Electro Wizard. Keep Goblinstein at a usable level, but do not weaken the main counterpush cards to rush the newest Champion.
Fast pressure and split lanes without a Champion
A leveled ordinary deck is a sensible way through Silent Sanctuary while new Champions catch up. Choose a familiar cycle, bait or split-lane deck you can defend with before investing in eight new cards.
Hog Valkyrie Tesla Earthquake

Average elixir: 3.0
Eight cards and their jobs
- Hog Rider (4 elixir): Main tower-pressure card; hold defensive elixir after sending him.
- Valkyrie (4 elixir): Ground splash defender for clustered support and swarms; cannot attack air.
- Musketeer (4 elixir): Sustained ranged air and ground damage; keep her away from overlapping spell value.
- Tesla (4 elixir): Air and ground defensive building; preserve its useful lifetime for an actual attack.
- Goblins (2 elixir): Cheap melee damage and surrounds; wait until enemy splash is occupied.
- Ice Spirit (1 elixir): Brief freeze and a cheap rotation; buys time rather than sustained damage.
- Earthquake (3 elixir): Ground area damage especially useful against buildings; cannot clear flying defenders.
- The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.
Why choose this list
Tesla supplies a second source of sustained air damage, so Musketeer can survive on a separate angle rather than stand beside your building. Earthquake changes the attack budget: it damages a defensive building but cannot replace Fireball against distant support. Goblins are your cheap ground damage. This is a building-focused Hog plan with a heavier defensive floor than a Skeletons-and-Cannon cycle.
Opening and double elixir
A solo Hog is a reasonable first test with Tesla still affordable. Watch where the building lands before adding Earthquake. Split Goblins only when you can answer an immediate bridge attack. In double elixir, use a surviving Musketeer as cover for Hog and save Valkyrie for the ground support coming back.
Defensive order and matchups
Against Mega Knight: Pull Mega Knight to Tesla after he commits, then put Valkyrie on the support rather than stacking everything under his jump. Goblins can attack once his splash is occupied. Earthquake is not your defensive damage spell.
Against Balloon: Separate Musketeer from Tesla so a single Freeze or large spell cannot catch both. Do not cycle Tesla to get another Hog while Balloon is still in hand. Earthquake offers little help in this air exchange.
A decision during the match
The enemy places Cannon and a Musketeer outside Earthquake range of it. Hit the Cannon with Earthquake only if doing so opens a real Hog route. Do not cast it on the Musketeer expecting Fireball damage; retain your own Musketeer or Tesla for the counterattack.
Avoid this mistake: Spending Hog plus Earthquake before learning whether the defender is a building or a troop.
One-card alternatives and upgrades
- Fireball for Earthquake: Adds immediate troop removal and knockback, losing dedicated building damage. New average 3.1 elixir.
- Skeletons for Goblins: Saves one elixir per rotation but loses much of the cheap ground damage. New average 2.9 elixir.
Prioritize Hog, Musketeer and Tesla; raise Earthquake for the building exchanges you intend to take. Keep Goblins useful before investing in a new Champion.
Goblin Barrel Princess Guarded Bait

Average elixir: 3.6
Eight cards and their jobs
- Goblin Barrel (3 elixir): Tower pressure that rewards tracking the opponent's small-spell cycle.
- Princess (3 elixir): Long-range air and ground splash and bait pressure; very vulnerable when the opponent can reach her.
- Valkyrie (4 elixir): Ground splash defender for clustered support and swarms; cannot attack air.
- Inferno Tower (5 elixir): Increasing damage against a focused target; protect it against reset and distractions.
- Guards (3 elixir): Shielded ground surround and distraction; no air targeting.
- Dart Goblin (3 elixir): Fragile long-range air and ground shooter; protect his firing angle and spell exposure.
- Rocket (6 elixir): Expensive concentrated damage; check current level-specific tower damage before a finish.
- The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.
Why choose this list
Princess and Dart Goblin threaten from different angles; Goblin Barrel attacks the tower once a suitable answer is spent. Guards and Valkyrie divide the ground work between single-target surrounds and splash. Inferno Tower remains the tank answer. Removing the one-elixir Spirit makes careless Rocket spending harder to recover from, so the extra defenders must earn their cost.
Opening and double elixir
Use a safe Princess or split Guards to learn the response without committing Barrel and Dart Goblin together. Space the two ranged troops. In double elixir, force an answer with one threat and use Barrel only after identifying the spell that is actually missing. Rocket needs a secure defense behind it.
Defensive order and matchups
Against Giant: Keep Inferno Tower away from Princess so one support spell does not remove both jobs. Valkyrie cuts off ground support while Guards add damage after splash is busy. If the opponent resets Inferno, do not spend Guards before you know where the splash lands.
Against Two small spells: An enemy holding Log and Arrows can answer more than one bait card. Track both rather than declaring Barrel safe after the first spell. A surviving Dart Goblin can supply damage while you keep the next Barrel cheap.
A decision during the match
The opponent Logs Princess but still has Arrows. A center Barrel is still answerable. Use Dart Goblin from a separate lane or defend first; do not add Rocket simply to force a damage exchange while Inferno Tower is out of rotation.
Avoid this mistake: Treating the first used small spell as proof that every bait card is safe.
One-card alternatives and upgrades
- Goblin Gang for Guards: Adds ranged spear support but loses the shields that tolerate a small damage spell. New average 3.6 elixir.
- Ice Spirit for Dart Goblin: Cuts two elixir from each full rotation, losing a separate ranged damage threat. New average 3.4 elixir.
Level Barrel and the ranged troops for dependable damage, then Inferno Tower and Valkyrie. Rocket is a finishing tool only when your actual tower damage makes the cost sensible.
Miner Wall Breakers Magic Archer

Average elixir: 3.0
Eight cards and their jobs
- Miner (3 elixir): Placed ground attacker used for chip or to occupy a defender; do not assume unsupported tower damage.
- Wall Breakers (2 elixir): Fast paired building threats that can split; require an opening rather than a full support stack.
- Valkyrie (4 elixir): Ground splash defender for clustered support and swarms; cannot attack air.
- Magic Archer (4 elixir): Piercing ranged air and ground damage; find a useful line while protecting his fragile body.
- Bomb Tower (4 elixir): Ground splash building and pull; it cannot shoot flying attackers.
- Bats (2 elixir): Cheap flying damage; vulnerable to small spells and splash.
- Tornado (3 elixir): Repositions troops and damages an area; placement determines whether the pull helps defense.
- The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.
Line up Magic Archer while keeping him safe
Miner and Wall Breakers force movement near the tower while Magic Archer threatens damage through an aligned defender. Tornado can create that line, but it is also a valuable defensive tool. Valkyrie and Bomb Tower keep ground pressure manageable. Bats plus Magic Archer are the air package, so a failed offensive geometry play can expose a real weakness. Barbarian Barrel alone no longer fully counters Wall Breakers after the October change; still check for a second defender before adding Miner.
Opening and double elixir
Start with a small Miner test or split Wall Breakers when the defensive hand is secure. Do not cycle Magic Archer at the bridge just to see whether he gets damage. In double elixir, watch the opponent's tank and ranged placement: a clean line may justify Tornado, while a crowded or unsafe angle often does not. Keep Bomb Tower available for the next building-targeting push.
Defensive order and matchups
Against P.E.K.K.A: Use Bomb Tower to pull and Valkyrie to separate supporting ground troops. Miner can occupy a ranged defender after P.E.K.K.A commits. Magic Archer should shoot through a useful line from safety rather than stand where the enemy Bandit can reach him.
Against Balloon: Bats and Magic Archer need separation. Bomb Tower draws the Balloon but does no air damage, and Tornado may be required to delay it. Using Tornado on offense immediately before Balloon arrives can cost more than the chip you gained.
A decision during the match
A splash troop is occupied by Valkyrie and the opponent's small spell has already cleared Magic Archer. Bats can fly onto the isolated attacker from an angle a ground-based Spear Goblin would have to walk into. Keep them for that damage job instead of spending them on an optimistic Miner attack. If their second small spell is ready, protect the tower with Bomb Tower and accept the lost offensive line.
Avoid this mistake: Forcing every Tornado into tower chip when it is your remaining way to control the next attack.
One-card alternatives and upgrades
- Musketeer for Magic Archer: More direct ranged damage without piercing geometry. New average 3.0 elixir.
- Spear Goblins for Bats: Ground-based air coverage and faster targeting, with less aerial damage. New average 3.0 elixir.
Upgrade Wall Breakers and Miner, then Bomb Tower and Magic Archer. If the Archer is underleveled, Musketeer gives a more direct defensive plan, but the deck loses its piercing tower-pressure angle.
Goblin Drill Dark Prince

Average elixir: 3.1
Eight cards and their jobs
- Goblin Drill (4 elixir): Places Goblins beside a chosen target with a small Crown Tower spawn hit; the Goblins provide the main continuing pressure.
- Dark Prince (4 elixir): Ground splash with a shield; clears small bodies around the primary attacker.
- Magic Archer (4 elixir): Piercing ranged air and ground damage; find a useful line while protecting his fragile body.
- Bomber (2 elixir): Cheap ground splash behind a tank or defensive distraction; cannot shoot air.
- Tesla (4 elixir): Air and ground defensive building; preserve its useful lifetime for an actual attack.
- Skeletons (1 elixir): One-elixir ground distraction that buys shots and helps rotate the hand.
- Poison (4 elixir): Damage over time and area denial; not an instant removal spell.
- The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.
Make Drill Goblins connect instead of expecting free chip
Goblin Drill delivers the threat beside the tower, while Dark Prince and Bomber punish ground defenders that group around it. Magic Archer adds pressure through aligned troops, and Tesla supplies air coverage. The October change restored a small amount of Crown Tower spawn damage to Drill. Its main pressure still comes from the Goblins, so do not price an entire attack as guaranteed connection damage.
Opening and double elixir
Wait or split Skeletons while learning the enemy splash cards. A lone Drill can reveal whether they use Valkyrie, Dark Prince or a spell, but supporting every first attempt with Poison is expensive. In double elixir, vary the Drill position to change how the defender approaches. Use Dark Prince after defense when his shield still gives the opponent something to remove.
Defensive order and matchups
Against Valkyrie control: Do not place Drill repeatedly into the same clean Valkyrie response. Pressure when she has been used elsewhere, change the approach or use a surviving Dark Prince to occupy her. Poison contributes area control, but it does not immediately remove a healthy Valkyrie.
Against Lava Hound: Tesla and Magic Archer must remain available. Bomber and Dark Prince cannot solve flying support. Use Drill as a limited opposite-lane threat only when the retained elixir will cover the air defense.
A decision during the match
The opponent catches your Drill with Valkyrie and still has a ranged defender near the tower. Poison can now cover both the tower and the troop that would survive into a counterpush. If they only use Valkyrie far from the tower, hold Poison and prepare Tesla. The goal is useful damage or a useful defense, not spending four on every Drill.
Avoid this mistake: Spending Poison before seeing the response because a small amount of Drill spawn damage is guaranteed.
One-card alternatives and upgrades
- Valkyrie for Dark Prince: Reliable surrounding splash, losing charge and shield. New average 3.1 elixir.
- Musketeer for Magic Archer: Stronger single-target air defense, losing line-up pressure. New average 3.1 elixir.
Prioritize Goblin Drill, Tesla and Poison. Dark Prince and Magic Archer support the plan, but the defensive building must remain credible while you spend elixir across the river.
Mortar Miner Rascals

Average elixir: 3.3
Eight cards and their jobs
- Mortar (4 elixir): Ranged tower threat or defensive pull; cannot shoot air or enemies inside its blind spot.
- Miner (3 elixir): Placed ground attacker used for chip or to occupy a defender; do not assume unsupported tower damage.
- Rascals (5 elixir): Ground tank with two fragile ranged air and ground shooters; separate their exposure to spells.
- Dart Goblin (3 elixir): Fragile long-range air and ground shooter; protect his firing angle and spell exposure.
- Goblin Gang (3 elixir): Mixed melee and spear bodies for surrounds and supplementary air damage; fragile to spells.
- Bats (2 elixir): Cheap flying damage; vulnerable to small spells and splash.
- Fireball (4 elixir): Immediate area damage and knockback; spend for useful defense or support value.
- The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.
Use Mortar as the building you need, not always the win condition
Mortar and Miner give two attack routes. Rascals protect a position with a ground body and ranged support, while Dart Goblin threatens damage from a separate angle. Goblin Gang and Bats add spell bait. This deck can change from siege to Miner chip, but fragile defenders need careful spacing and cannot all be spent just to keep one Mortar alive.
Opening and double elixir
Split Gang when its absence is safe or wait for a target for defensive Mortar. Avoid opening Rascals and Dart Goblin together behind one tower. In double elixir, attack with Mortar after the opponent's tank is committed elsewhere; use Miner when a building-centered attack would be costly to support. Fireball is best when it removes or weakens the ranged unit contesting your position.
Defensive order and matchups
Against Hog Rider: Defensive Mortar pulls Hog while Rascals or Gang supplies damage. Preserve a suitable cheap defender when the opponent has a fast cycle. An offensive Mortar just before their Hog returns can leave you depending on fragile troops alone.
Against Royal Giant: Royal Giant can challenge Mortar directly, so accept defensive Mortar exchanges when needed. Rascals and Bats do the damage after the enemy spell is known. Miner may be your safer tower-pressure card in this matchup.
A decision during the match
Your attacking Mortar faces a Royal Giant and you have Rascals plus Bats in hand. Adding both might keep the Mortar alive briefly but gives the opponent a large spell target. Let Mortar pull, use only the needed defender, then send Miner after the board is clear. Saving the defensive exchange matters more than preserving a single siege attempt.
Avoid this mistake: Placing Dart Goblin beside the Rascal Girls so one spell removes both ranged damage sources.
One-card alternatives and upgrades
- Knight for Rascals: Cheaper tanking, but removes two ranged defenders. New average 3.0 elixir.
- Musketeer for Dart Goblin: More durable air defense for an extra elixir. New average 3.4 elixir.
Upgrade Mortar and Miner, followed by Rascals and Fireball. Keeping the Girls and Dart Goblin useful on defense matters more than adding a Champion to a deck whose bait structure is already complete.
Royal Recruits Royal Hogs Delivery

Average elixir: 4.0
Eight cards and their jobs
- Royal Recruits (7 elixir): Split ground defense with shields; expensive, so deploy to answer real pressure.
- Royal Hogs (5 elixir): Building-targeting pressure that can be split to stretch one splash defender.
- Flying Machine (4 elixir): Fragile flying ranged support; place far enough away to use its reach.
- Zappies (4 elixir): Three ranged air and ground stun attackers that can split; protect their fragile bodies from spells.
- Goblin Cage (4 elixir): Pulls building-targeting threats, then releases a ground Brawler counterpush.
- Royal Delivery (3 elixir): Delayed defensive area damage followed by a Recruit; cannot be cast across the river.
- Barbarian Barrel (2 elixir): Ground-line removal and a Barbarian body; cannot damage air.
- Arrows (3 elixir): Wide air and ground swarm removal; no reset effect.
Why choose this list
Royal Delivery changes the familiar Recruits and Hogs plan into a defense-first hand. Its delayed drop can damage air on your side and leave a Recruit for the ground fight. Flying Machine and Zappies then support the surviving lane. You give up Fireball reach onto an enemy tower or a distant defender, so crossing with a surviving board matters more than cycling spells.
Opening and double elixir
Split Recruits only when the seven-elixir commitment will not expose a cheap punish. Otherwise defend with Cage or Zappies and split Hogs after the enemy chooses a lane. In double elixir, let Delivery finish a committed support group before adding Hogs to the less-defended side.
Defensive order and matchups
Against Lava Hound Balloon: Retain Flying Machine and Zappies at separate positions. Delivery can hit a Balloon and its escorts on your side, but its delay means it must be planned before a last-second hit. Cage supplies a pull, not air damage.
Against Valkyrie and splash support: Avoid feeding all Recruits into one Valkyrie. Use the other lane and keep Flying Machine outside the splash path. Delivery needs the attackers to enter your half; it cannot remove a defensive Musketeer beside the enemy tower.
A decision during the match
A Balloon is approaching behind the Hound while Hogs are ready. Save three elixir and begin Delivery where the Balloon will be when the drop lands. Sending Hogs plus Arrows first can leave the defense without its timed burst, even if the opposite lane looks open.
Avoid this mistake: Trying to use Royal Delivery like a Fireball that can target the enemy half.
One-card alternatives and upgrades
- Fireball for Royal Delivery: Reaches enemy support immediately, but costs one more elixir and leaves no defending Recruit. New average 4.1 elixir.
- Tombstone for Goblin Cage: Cheaper pull and Skeleton distractions, losing the sturdy Brawler counterpush. New average 3.9 elixir.
Prioritize Hogs and Flying Machine, then the defensive levels on Cage, Zappies and Delivery. The troop left by Delivery is part of the defense, not just a decorative extra.
Counterpush decks for established collections
These choices reward identifying the opponent's support before committing your own expensive cards. Start an attack with surviving defenders where possible, and let the enemy's building or reset decide which spell remains in hand.
Royal Giant Hunter Lightning

Average elixir: 3.6
Eight cards and their jobs
- Royal Giant (6 elixir): Ranged building-targeting win condition; needs protection from tank killers.
- Fisherman (3 elixir): Ground-target hook and displacement; cannot pull air and needs protected follow-up damage.
- Hunter (4 elixir): Close-range spread damage against air and ground; distance changes how many projectiles connect.
- Phoenix (4 elixir): Flying single-target damage with a conditional egg rebirth; protect the egg rather than assume it survives.
- Guards (3 elixir): Shielded ground surround and distraction; no air targeting.
- Electro Spirit (1 elixir): Chain stun and small damage across multiple targets; not a sustained defender.
- Lightning (6 elixir): Expensive damage and stun on selected high-health targets; seek building plus support value.
- The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.
Let Fisherman deliver the target to Hunter
Royal Giant creates the offensive demand, Fisherman changes where a ground defender stands, and Hunter rewards getting the target close. Phoenix covers sustained flying damage while Guards handle dangerous single-target attackers. Unlike the Monk version, this list spends less on the frontline and keeps Lightning for a building plus worthwhile support.
Opening and double elixir
Wait for a target or use split Guards only when they are not needed for the next attack. A rear Royal Giant gives time to assemble support but also gives the opponent a punish window, so it is not an automatic opening. In double elixir, combine surviving Hunter or Phoenix with Royal Giant and hold Fisherman for the defender whose movement changes the fight.
Defensive order and matchups
Against P.E.K.K.A: Pull her away from Royal Giant with Fisherman when the position permits. Guards can occupy her while Hunter fires, but do not place them into the supporting splash unit. Lightning should address a real support or building problem, not be cast on P.E.K.K.A alone out of frustration.
Against Lava Hound: Hunter targets Balloon at useful range while Phoenix works on the flying group. Keep them separated from your tower where possible to limit spell value. Electro Spirit can disrupt a clustered group but does not replace sustained damage.
A decision during the match
Fisherman pulls a Prince while Hunter is occupied by an air target. Place Guards to surround the pulled ground threat after its support is occupied, preserving Phoenix for the flyer. The shields and separate bodies buy a different exchange from Royal Ghost's moving splash. Sending Guards behind Royal Giant first removes that specific defensive option.
Avoid this mistake: Placing Hunter so far away that most of his close-range burst advantage disappears.
One-card alternatives and upgrades
- Mega Minion for Phoenix: Cheaper air damage without an egg. New average 3.5 elixir.
- Goblins for Guards: Faster rotation, losing shields and reach. New average 3.5 elixir.
Royal Giant and Hunter come first, then Phoenix and Lightning. Fisherman's placement is essential, but overinvesting in him before your damage dealers are ready does not fix weak defensive trades.
P.E.K.K.A Dark Prince Minions Bridge Pressure

Average elixir: 3.9
Eight cards and their jobs
- P.E.K.K.A (7 elixir): Heavy ground damage on defense; a surviving unit can lead a counterpush.
- Battle Ram (4 elixir): Building-targeting charge and surviving Barbarians; punish a committed counter.
- Dark Prince (4 elixir): Ground splash with a shield; clears small bodies around the primary attacker.
- Electro Wizard (4 elixir): Ranged air and ground damage with stuns; protect his landing and fragile body.
- Minions (3 elixir): Three flying single-target attackers against air or ground; vulnerable to splash and small spells.
- Bandit (3 elixir): Ground pressure with a conditional dash; avoid feeding her into a prepared surround.
- Poison (4 elixir): Damage over time and area denial; not an instant removal spell.
- Zap (2 elixir): Small air and ground hit plus brief stun/reset; does not replace heavy damage.
Why choose this list
Dark Prince takes the walking splash job, while Minions replace the long piercing shot with flying damage. P.E.K.K.A and Electro Wizard still anchor tank defense and resets; Battle Ram and Bandit provide separate pressure. Minions must stay away from Arrows, and there is no Magic Archer line through a defender to finish a tower. Win the troop exchange before building the next attack.
Opening and double elixir
Wait or make a low-commitment Bandit probe. Do not place P.E.K.K.A in the back just to begin the match. After defending, let Dark Prince clear ground clutter while Battle Ram takes the lane that is not covered by the same building. In double elixir, deploy Minions late enough to avoid the spell aimed at Electro Wizard.
Defensive order and matchups
Against Giant beatdown: Use P.E.K.K.A on Giant and Dark Prince on the ground support. Electro Wizard should reset the dangerous damage source from a separate angle. Minions add damage after the opponent commits the air splash or Arrows.
Against Lava Hound Balloon: Preserve Minions and Electro Wizard for different air targets. A Battle Ram punish is worthwhile only if the remaining defense can handle Balloon. The absence of a building makes spending both air answers on offense especially risky.
A decision during the match
Your P.E.K.K.A survives and the enemy uses Arrows on Electro Wizard and tower. Minions can now join from a different angle if the opponent has shown no second air splash answer. If Baby Dragon is still waiting, keep Minions for defense and pressure with Battle Ram instead.
Avoid this mistake: Stacking Minions and Electro Wizard where one spell or splash troop removes both air jobs.
One-card alternatives and upgrades
- Magic Archer for Minions: Restores long piercing lines from the ground, losing the flying damage group. New average 4.0 elixir.
- Royal Ghost for Dark Prince: Saves one elixir and adds invisibility pressure, losing the shield and charge. New average 3.8 elixir.
Raise P.E.K.K.A and Battle Ram first, then the Minions and Electro Wizard that keep the air defense functional. Dark Prince needs useful shield and damage levels for the support exchanges.
Giant Double Prince Phoenix Arrows

Average elixir: 3.6
Eight cards and their jobs
- Giant (5 elixir): Building-targeting tank placed in front of surviving defenders.
- Prince (5 elixir): Single-target ground damage and a charge threat; needs protection against swarms.
- Dark Prince (4 elixir): Ground splash with a shield; clears small bodies around the primary attacker.
- Phoenix (4 elixir): Flying single-target damage with a conditional egg rebirth; protect the egg rather than assume it survives.
- Mega Minion (3 elixir): Durable single flying attacker for focused air or ground damage.
- Miner (3 elixir): Placed ground attacker used for chip or to occupy a defender; do not assume unsupported tower damage.
- Arrows (3 elixir): Wide air and ground swarm removal; no reset effect.
- Zap (2 elixir): Small air and ground hit plus brief stun/reset; does not replace heavy damage.
Why choose this list
Phoenix and Mega Minion divide the flying damage around Giant while the two Princes control the ground. Miner can occupy a ranged defender before it targets your support. Arrows removes a wider fragile group than Zap, but this hand has no Fireball and only Zap supplies an instant reset. The Phoenix egg is an opportunity to protect, not guaranteed extra health.
Opening and double elixir
Defend with the Prince that fits the attack rather than placing Giant behind the King Tower into unknown pressure. Afterward, put Giant in front of a healthy survivor. In double elixir, keep Phoenix and Mega Minion apart and add Miner only when his placement changes which defender gets to shoot.
Defensive order and matchups
Against Inferno Tower: Do not send Giant plus both Princes into a prepared Inferno Tower. Preserve Zap for its ramp and look for Miner to occupy a ranged escort before adding Phoenix. Without Electro Wizard, there is no repeated reset behind the tank.
Against Air swarms: Hold Arrows for the group that would overwhelm Phoenix or Mega Minion. Use Dark Prince against ground bait instead of spending the only broad air spell there. Separate the flying defenders so a single spell cannot cover both.
A decision during the match
The opponent places Minion Horde behind Inferno Tower. Arrows can clear the Horde, but Zap alone only interrupts the building. If Giant is already nearly gone, save the Princes for defense rather than paying for both spells and expecting a new tower route to appear.
Avoid this mistake: Using Zap on ground bait and then assuming Phoenix can reset an Inferno defender.
One-card alternatives and upgrades
- Electro Wizard for Phoenix: Restores repeated ranged resets, losing the flying body and possible egg rebirth. New average 3.6 elixir.
- Fireball for Arrows: Adds heavier support damage and knockback for one extra elixir, with less wide swarm coverage. New average 3.8 elixir.
Keep Giant, Prince and Dark Prince at useful levels; follow with Phoenix and Arrows. Upgrade the retained Mega Minion if it carries your air defense instead of replacing it merely for novelty.
Graveyard Bowler Tesla Control

Average elixir: 3.8
Eight cards and their jobs
- Graveyard (5 elixir): Timed Skeleton pressure around a chosen area; use a surviving tank and manage splash counters.
- Bowler (5 elixir): Ground line splash and eligible knockback; cannot shoot air.
- Baby Dragon (4 elixir): Durable flying splash support; its damage alone is not a fast tank solution.
- Tesla (4 elixir): Air and ground defensive building; preserve its useful lifetime for an actual attack.
- Poison (4 elixir): Damage over time and area denial; not an instant removal spell.
- Tornado (3 elixir): Repositions troops and damages an area; placement determines whether the pull helps defense.
- Barbarian Barrel (2 elixir): Ground-line removal and a Barbarian body; cannot damage air.
- Ice Wizard (3 elixir): Ranged air and ground damage with slow; low damage needs a protected partner.
Why choose this list
Bowler creates a route through ground troops while Tesla contributes air damage that Tombstone cannot provide. Ice Wizard and Baby Dragon cover the slower approach, with Tornado joining suitable targets into splash. This is a costly Graveyard defense without a cheap Knight. The tower attack should follow a surviving Bowler or Dragon, not replace the elixir needed for Tesla.
Opening and double elixir
Wait or use a careful Barbarian Barrel; a blind five-elixir Bowler can invite pressure in the other lane. Keep Tesla for a known threat. In double elixir, counterpush with the healthy defender and send Graveyard after the tower targets it. Reserve Poison for the troop that would otherwise clean the Skeletons.
Defensive order and matchups
Against Balloon: Place Tesla to pull and damage Balloon, with Ice Wizard and Baby Dragon separated behind it. Tornado can buy position but does not supply sustained damage. Keep enough elixir for Tesla rather than assuming a Graveyard race wins.
Against P.E.K.K.A: Use Tesla and the slowing support to delay her while Bowler handles the troops behind. His boulder does not make him a tank killer or knock back every heavy unit. Do not let P.E.K.K.A walk through a lone Bowler because your Tesla was spent cycling.
A decision during the match
Bowler has survived a defense but Balloon is back in the opponent's hand. At nine elixir, Graveyard would leave only four for Tesla and nothing for support. If your Ice Wizard has already died, skip the attack and rebuild the air defense instead of adding Poison by habit.
Avoid this mistake: Committing Graveyard plus Poison while the costly defense has no building in hand.
One-card alternatives and upgrades
- Tombstone for Tesla: Saves one elixir and adds Skeleton distractions, losing building-based air damage. New average 3.6 elixir.
- Knight for Bowler: Cuts two elixir from the cycle, losing the boulder path and ground splash. New average 3.5 elixir.
Level Graveyard and Poison for the attack you actually choose, then Tesla and the splash defenders. Bowler is useful only if his lane control gives you time to rebuild the next defense.
Goblin Giant Sparky Reset Bait

Average elixir: 3.6
Eight cards and their jobs
- Goblin Giant (6 elixir): Building-targeting tank with carried Spear Goblin support; does not replace a full air defense.
- Sparky (6 elixir): Charged heavy ground splash; protect against resets, distractions and air attacks.
- Mini P.E.K.K.A (4 elixir): Concentrated ground damage against a tank or other high-health attacker.
- Electro Wizard (4 elixir): Ranged air and ground damage with stuns; protect his landing and fragile body.
- Bats (2 elixir): Cheap flying damage; vulnerable to small spells and splash.
- Rage (2 elixir): Temporary attack and movement boost with placement damage; creates no defensive body.
- Arrows (3 elixir): Wide air and ground swarm removal; no reset effect.
- Zap (2 elixir): Small air and ground hit plus brief stun/reset; does not replace heavy damage.
Keep Sparky threatening while a different card handles the reset
Goblin Giant tanks for Sparky, Mini P.E.K.K.A removes a heavy ground threat, and Electro Wizard gives a reset of your own. Bats add inexpensive damage while Arrows and Zap cover different swarms. Rage speeds a push that has already solved its obstacle. This list rewards protecting the charged shot; it does not make Sparky immune to stun or distraction.
Opening and double elixir
Wait for an enemy commitment before deploying Sparky. Use a cheap defensive card to learn their small spell rather than revealing the full attack. In double elixir, put Goblin Giant in front of a surviving Sparky and watch which reset defender the opponent chooses. Mini P.E.K.K.A should remain available when they can punish the other lane with a tank.
Defensive order and matchups
Against Electro Wizard: Let the tank draw attention and use your supporting damage to remove the Wizard after he commits. A Zap does not restore Sparky's lost charge. Space Electro Wizard and Sparky so one spell cannot disable your entire defensive core.
Against Rocket control: Do not give Rocket Sparky, Electro Wizard and the tower together. A surviving Goblin Giant can attack without Sparky if the opponent is holding the heavy spell exclusively for her. Repeatedly feeding the same six-elixir troop into the same answer is not pressure.
A decision during the match
The opponent puts an Inferno defender in front of Sparky while a ranged escort remains behind. Electro Wizard can interrupt the Inferno if he can reach safely, allowing Zap to answer a later distraction. If both reset tools must be spent before Sparky fires, abandon the extra Rage. The Little Prince variant cannot provide this repeated reset; its optional purchase creates Guardienne instead.
Avoid this mistake: Raging Sparky before the distracting troop is removed, making the push faster without making the shot useful.
One-card alternatives and upgrades
- Dark Prince for Mini P.E.K.K.A: Shielded splash, losing tank-killing burst. New average 3.6 elixir.
- Mega Minion for Bats: More durable flying damage for an extra elixir. New average 3.8 elixir.
Upgrade Goblin Giant and Sparky, then Mini P.E.K.K.A or Electro Wizard according to the defensive gap. Improve the spells that protect those units before investing in another expensive win condition.
Mega Knight Ram Rider Lightning

Average elixir: 4.1
Eight cards and their jobs
- Mega Knight (7 elixir): Expensive ground splash defender and counterpush threat; cannot hit air.
- Ram Rider (5 elixir): Building-targeting Ram pressure plus the rider's snare against troops; does not replace sustained air damage.
- Inferno Dragon (4 elixir): Flying ramping damage against a sustained target; vulnerable to resets and distractions.
- Bandit (3 elixir): Ground pressure with a conditional dash; avoid feeding her into a prepared surround.
- Electro Wizard (4 elixir): Ranged air and ground damage with stuns; protect his landing and fragile body.
- Giant Snowball (2 elixir): Area damage, slow and eligible knockback; does not reset the Inferno Tower beam.
- Barbarian Barrel (2 elixir): Ground-line removal and a Barbarian body; cannot damage air.
- Lightning (6 elixir): Expensive damage and stun on selected high-health targets; seek building plus support value.
Save the heavy cards for a counterattack with survivors
Mega Knight punishes a committed ground group, Ram Rider supplies tower pressure and a snare, and Inferno Dragon provides escalating tank damage. Electro Wizard resets while Bandit offers a cheaper lane threat. Lightning addresses a building or ranged support package. This is costly and has no building, so a defensive Mega Knight must earn more than a decorative jump.
Opening and double elixir
Wait or use Bandit only with the rest of the defensive hand available. A blind Mega Knight at the bridge can strand Inferno Dragon and Ram Rider in a hand you cannot afford. In double elixir, send Ram Rider after a useful defense and keep Lightning until you know whether it will hit the relevant building and support. Snowball is your lower-cost way to alter a small exchange.
Defensive order and matchups
Against P.E.K.K.A: Inferno Dragon supplies the main damage while Bandit or the Barbarian from Barrel distracts. Do not rely on Mega Knight to win a direct melee damage race. Watch for an enemy reset before committing your whole defense to the beam.
Against Balloon: Ram Rider can slow its movement and Inferno Dragon deals damage, with Electro Wizard as support. Separate the air answers from the tower where practical. Lightning is an expensive emergency response and should not become your routine Balloon defense.
A decision during the match
The opponent sends a lone Hog while you hold Mega Knight and Ram Rider. If Ram Rider's snare and your tower can handle that isolated attack, spending five preserves two elixir compared with Mega Knight. If you also need a two-elixir Snowball, both options cost seven, so choose by the surviving defender and the opponent's next threat. Save Mega Knight for a committed ground group when its entry damage gives it a clear job.
Avoid this mistake: Spending Lightning on a single small defender and leaving no affordable answer to the next lane.
One-card alternatives and upgrades
- Royal Ghost for Bandit: Sustained ground splash instead of dash pressure. New average 4.1 elixir.
- Hunter for Inferno Dragon: Close-range spread burst replaces the escalating beam; Hunter stands on the ground and has no Inferno ramp. New average 4.1 elixir.
Prioritize Ram Rider and Inferno Dragon, then Mega Knight and Electro Wizard. The Hunter alternative gives immediate burst without an escalating beam, but it does not inherit Inferno Dragon's sustained ramp.
Air attacks, heavy tanks and patient siege
The last six choices need more specific collections or practice. Air decks protect limited ground defense; heavy tanks need a clear spending window; X-Bow asks you to defend a position without emptying your hand.
Lumberjack Balloon Phoenix Freeze

Average elixir: 3.8
Eight cards and their jobs
- Balloon (5 elixir): Air win condition; threaten only when the air counter or building can be managed.
- Lumberjack (4 elixir): Fast ground damage whose dropped Rage can support survivors; death timing matters.
- Bowler (5 elixir): Ground line splash and eligible knockback; cannot shoot air.
- Inferno Dragon (4 elixir): Flying ramping damage against a sustained target; vulnerable to resets and distractions.
- Phoenix (4 elixir): Flying single-target damage with a conditional egg rebirth; protect the egg rather than assume it survives.
- Freeze (4 elixir): Temporary immobilization to exploit an existing attack window; no lasting defender.
- Giant Snowball (2 elixir): Area damage, slow and eligible knockback; does not reset the Inferno Tower beam.
- Barbarian Barrel (2 elixir): Ground-line removal and a Barbarian body; cannot damage air.
Why choose this list
Phoenix supplies a second flying damage body alongside Inferno Dragon, while Bowler clears ground paths for Lumberjack. Snowball can move a light defender or delay an attack without paying for Tornado. Freeze remains the expensive conversion spell. Without Baby Dragon splash or a pull, separated air swarms and repeated cheap distractions need more care.
Opening and double elixir
Begin with a defense that leaves a useful survivor rather than Balloon plus Freeze into an unknown hand. Lumberjack can lead Balloon after stopping a ground threat. In double elixir, use Snowball for the obstacle it can actually move and save Freeze until both the defender and tower can be caught.
Defensive order and matchups
Against Inferno Tower: Freeze can pause the building while Balloon moves, but this list has no Zap reset. Judge the remaining tank health before spending four on Freeze. A Phoenix egg far behind the attack is not a reason to keep adding elixir.
Against Minion Horde: Neither Snowball nor Barbarian Barrel is a complete Horde answer. Separate Phoenix and Inferno Dragon, defend near your tower and use Freeze only if it buys meaningful defending attacks. Avoid sending both flying troops behind Balloon into the same swarm.
A decision during the match
The opponent uses Musketeer well outside the tower's Freeze area. Snowball may move her, but guessing at a combined Freeze can miss the troop that matters. Let Phoenix occupy her before committing Balloon, or accept a smaller push and preserve Freeze for defense.
Avoid this mistake: Casting Freeze on the tower before the actual air defender is deployed.
One-card alternatives and upgrades
- Baby Dragon for Phoenix: Restores flying splash, losing Phoenix single-target damage and the egg. New average 3.8 elixir.
- Tornado for Giant Snowball: Adds stronger grouping and king-activation options for one more elixir, losing the cheaper knockback spell. New average 3.9 elixir.
Prioritize Balloon and the flying defenders, then Lumberjack and Bowler. Freeze timing cannot repair an underleveled air defense or a Balloon sent without a route.
Lava Hound Balloon Inferno Dragon

Average elixir: 3.9
Eight cards and their jobs
- Lava Hound (7 elixir): Expensive flying building-targeting tank; weak immediate defense against ground pressure.
- Balloon (5 elixir): Air win condition; threaten only when the air counter or building can be managed.
- Tombstone (3 elixir): Defensive pull with Skeleton distractions; vulnerable to splash.
- Skeleton Dragons (4 elixir): Two flying splash units that cover air and ground groups; protect their fragile bodies.
- Inferno Dragon (4 elixir): Flying ramping damage against a sustained target; vulnerable to resets and distractions.
- Guards (3 elixir): Shielded ground surround and distraction; no air targeting.
- Arrows (3 elixir): Wide air and ground swarm removal; no reset effect.
- Zap (2 elixir): Small air and ground hit plus brief stun/reset; does not replace heavy damage.
Why choose this list
Lava Hound tanks for Balloon and Skeleton Dragons clear grouped defenders. Inferno Dragon contributes escalating damage against a tank or durable defender; it is slower to establish that damage than Mega Minion. Arrows and Zap cover fragile groups and interruptions, but there is no Fireball to remove a durable ranged support package. Tombstone and Guards are a limited ground reserve.
Opening and double elixir
Wait for a costly commitment before placing Hound in the back. Keep Tombstone or Guards available if the other lane can be punished. In double elixir, space Inferno Dragon away from Skeleton Dragons and send Balloon only when the Hound has a route through the visible air defenses.
Defensive order and matchups
Against P.E.K.K.A bridge pressure: Do not rely on Hound to distract a ground push. Tombstone buys movement and Guards add damage after splash is occupied; Inferno Dragon handles a durable body from the air. If all three are needed, delay the Balloon.
Against Electro Wizard: Keep Inferno Dragon away from the reset troop until it is occupied. Arrows does not remove every durable support card. A Miner is not in this list, so do not plan to distract Electro Wizard directly beside the tower.
A decision during the match
The opponent drops a high-health ranged defender behind a tank while your Inferno Dragon locks on. Zap can interrupt, but Arrows will not remove that defender by itself. Protect the ramp on your side and postpone Balloon instead of spending both spells on a target they cannot finish.
Avoid this mistake: Treating a cheap Zap as if it supplied Fireball's support-removal job.
One-card alternatives and upgrades
- Mega Minion for Inferno Dragon: Cheaper immediate flying damage, losing sustained ramp against a large tank. New average 3.8 elixir.
- Fireball for Zap: Adds medium support removal and knockback for two more elixir, losing the cheap instant reset. New average 4.1 elixir.
Keep Hound and Balloon leveled, then the two air-defense cards. Raise Guards and Tombstone enough to make the ground reserve real before adding more offensive air upgrades.
Miner Balloon Musketeer

Average elixir: 3.3
Eight cards and their jobs
- Miner (3 elixir): Placed ground attacker used for chip or to occupy a defender; do not assume unsupported tower damage.
- Balloon (5 elixir): Air win condition; threaten only when the air counter or building can be managed.
- Lumberjack (4 elixir): Fast ground damage whose dropped Rage can support survivors; death timing matters.
- Musketeer (4 elixir): Sustained ranged air and ground damage; keep her away from overlapping spell value.
- Bomb Tower (4 elixir): Ground splash building and pull; it cannot shoot flying attackers.
- Ice Golem (2 elixir): Building-targeting distraction and kiting body with a death slow; not a damage dealer.
- Giant Snowball (2 elixir): Area damage, slow and eligible knockback; does not reset the Inferno Tower beam.
- Barbarian Barrel (2 elixir): Ground-line removal and a Barbarian body; cannot damage air.
Make the Miner remove pressure from Balloon
Miner can occupy a ranged defender or tank tower shots for Balloon, while Lumberjack supplies ground damage and Rage. Musketeer and Bomb Tower anchor defense, with Ice Golem buying movement and time. This is a more flexible Balloon plan than a heavy Lava Hound push, but it still needs a clear route through the opponent's building and air damage.
Opening and double elixir
Begin with a small Miner probe or wait for a defensive opportunity. Do not send Miner and Balloon together on the first hand unless you are prepared to defend the counterpush. In double elixir, add Balloon behind a surviving Lumberjack and use Miner only where he changes a defender's target. Hold Snowball for displacement that helps the approach or the next defense.
Defensive order and matchups
Against Tesla control: Identify whether their Tesla is in hand before committing Balloon. Miner can distract the ranged support, but he cannot make Tesla stop targeting air. A small Miner attack may be the correct pressure while you rotate back to a better Balloon opportunity.
Against Mega Knight: Bomb Tower pulls, Ice Golem kites when positioned correctly, and Musketeer or Lumberjack supplies damage. Keep Musketeer outside the splash cluster. Balloon opposite lane is a punish only after that ground defense is affordable.
A decision during the match
Lumberjack dies after stopping a ground attack, leaving Rage close to the bridge. Balloon can use that area only if the enemy building and air defender are actually manageable; do not send Miner and Balloon just because the Rage circle is visible. A Bats version retains cheap flying defense but cannot create this death-triggered ground counterpush window.
Avoid this mistake: Spending Miner behind the tower by habit when the actual obstacle is a ranged defender in front.
One-card alternatives and upgrades
- Knight for Lumberjack: Cheaper tanking, losing Rage and fast melee damage. New average 3.1 elixir.
- Archers for Musketeer: Cheaper split air coverage, more vulnerable to small spells. New average 3.1 elixir.
Upgrade Balloon and Musketeer first, then Bomb Tower and Lumberjack. Ice Golem's health change makes precise kiting more important than expecting him to absorb the same number of hits as older examples.
Golem Night Witch Electro Dragon Phoenix

Average elixir: 4.5
Eight cards and their jobs
- Golem (8 elixir): Expensive building-targeting tank; commit only with room to defend the opposite lane.
- Night Witch (4 elixir): Ground melee support that produces flying Bats; needs protection from splash.
- Electro Dragon (5 elixir): Flying chain damage and interruption; needs protection while targets are separated.
- Lumberjack (4 elixir): Fast ground damage whose dropped Rage can support survivors; death timing matters.
- Phoenix (4 elixir): Flying single-target damage with a conditional egg rebirth; protect the egg rather than assume it survives.
- Tornado (3 elixir): Repositions troops and damages an area; placement determines whether the pull helps defense.
- Lightning (6 elixir): Expensive damage and stun on selected high-health targets; seek building plus support value.
- Barbarian Barrel (2 elixir): Ground-line removal and a Barbarian body; cannot damage air.
Why choose this list
Electro Dragon delays a connected group while Phoenix supplies flying single-target damage. Night Witch and Lumberjack support Golem from different positions. Compared with a Baby Dragon and Mega Minion package, this spends more for repeated interruption and gives up the cheap air splash body. Lightning remains a six-elixir answer, so the full group is affordable only after a real spending window.
Opening and double elixir
Accept waiting in single elixir. A Golem in the back can invite a fast opposite-lane attack that this hand cannot answer cheaply. Defend with the minimum useful support. In double elixir, put Golem in front of survivors and keep Electro Dragon away from Phoenix and Night Witch to reduce spell value.
Defensive order and matchups
Against Inferno Tower: Electro Dragon must reach a chain target before its interruption helps. A distant Inferno Tower can burn Golem while the Dragon is still walking into range. Use Lightning when it removes the building with useful support value; do not assume chain damage reaches every defense.
Against Fast opposite-lane pressure: Lumberjack is the compact ground damage option and Barbarian Barrel handles a small ground group. Neither replaces a defensive building. If defending spends your support, delay Golem rather than place it with no reserve because double elixir has begun.
A decision during the match
A healthy Phoenix survives but the opponent still has ten elixir and a fast win condition. Adding Golem behind it would leave almost nothing for the opposite lane. Let Phoenix make a small demand, defend their reply, and use the next survivor rather than forcing the whole push now.
Avoid this mistake: Counting repeated chain stuns as protection against every separated air defender.
One-card alternatives and upgrades
- Baby Dragon for Electro Dragon: Saves one elixir and restores area splash, losing repeated chain interruption. New average 4.4 elixir.
- Mega Minion for Phoenix: Saves one elixir and gives immediate flying damage, losing the egg and Phoenix durability. New average 4.4 elixir.
Upgrade Golem and Night Witch, then the expensive flying support you actually use. A playable defense comes before investing in a second spell cycle to finish towers.
Electro Giant Phoenix Tornado

Average elixir: 3.8
Eight cards and their jobs
- Electro Giant (7 elixir): Building-targeting tank with reactive close-range damage; opponents can exploit distance and high damage.
- Bomber (2 elixir): Cheap ground splash behind a tank or defensive distraction; cannot shoot air.
- Phoenix (4 elixir): Flying single-target damage with a conditional egg rebirth; protect the egg rather than assume it survives.
- Cannon (3 elixir): Cheap ground-targeting pull; can draw Balloon but cannot shoot it.
- Tornado (3 elixir): Repositions troops and damages an area; placement determines whether the pull helps defense.
- Lightning (6 elixir): Expensive damage and stun on selected high-health targets; seek building plus support value.
- Barbarian Barrel (2 elixir): Ground-line removal and a Barbarian body; cannot damage air.
- Guards (3 elixir): Shielded ground surround and distraction; no air targeting.
Pull defenders into the Electro Giant fight selectively
Electro Giant punishes nearby attackers through his retaliation mechanic, while Tornado can bring suitable defenders into that area. Phoenix supplies air damage and Bomber clears ground swarms. Cannon handles the opposing win condition so Electro Giant is not your only expensive answer. Lightning helps against buildings and distant support, but it does not justify sending the tank into every prepared defense.
Opening and double elixir
Wait or split Guards when that leaves the needed response in hand. Electro Giant in the back is a large commitment before you know whether the enemy can punish the other lane. In double elixir, counterpush after a defense and inspect the supporting troop positions. Use Tornado when grouping them creates damage or protects your tower, not simply because the tank is walking forward.
Defensive order and matchups
Against P.E.K.K.A: She deals heavy melee damage without relying on rapid hits, so do not assume retaliation wins the exchange. Use Cannon and Guards defensively, with Phoenix or Bomber on support. A prepared P.E.K.K.A may be a reason to delay the Electro Giant attack.
Against Inferno Tower: Lightning can reset its beam and damage it, but a healthy building may still do its job. Time the spell for a real approach and useful extra target. Tornado does not move buildings, so it cannot pull Inferno Tower into a more convenient position.
A decision during the match
A ground attacker approaches Cannon while Phoenix handles the air support. Guards can surround that single target once its splash escort is occupied, leaving Tornado available for Electro Giant's next lane. A Bowler version would instead clear a ground line, and Golden Knight would need a useful dash route. Spending Guards on offense removes the cheap shielded defense this version was chosen to provide.
Avoid this mistake: Treating Electro Giant as an automatic counter to every troop that attacks him.
One-card alternatives and upgrades
- Baby Dragon for Phoenix: Air splash replaces the egg and single-target damage. New average 3.8 elixir.
- Goblin Cage for Cannon: Surviving ground damage at a higher cost. New average 3.9 elixir.
Upgrade Electro Giant and Phoenix, then Cannon and Lightning. Bomber needs to keep doing useful swarm work after his damage reduction; do not assume a remembered one-shot interaction holds at every level.
X-Bow Valkyrie Electro Spirit

Average elixir: 3.1
Eight cards and their jobs
- X-Bow (6 elixir): Long-range ground siege or defensive building; needs protection and disciplined commitment.
- Tesla (4 elixir): Air and ground defensive building; preserve its useful lifetime for an actual attack.
- Valkyrie (4 elixir): Ground splash defender for clustered support and swarms; cannot attack air.
- Archers (3 elixir): Split-capable air and ground damage; avoid clustering both with another fragile defender.
- Skeletons (1 elixir): One-elixir ground distraction that buys shots and helps rotate the hand.
- Electro Spirit (1 elixir): Chain stun and small damage across multiple targets; not a sustained defender.
- Fireball (4 elixir): Immediate area damage and knockback; spend for useful defense or support value.
- The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.
Why choose this list
Valkyrie controls a ground group around Tesla while Archers cover air from separate positions. Electro Spirit can jump between nearby targets to interrupt and buy shots. X-Bow remains the tower threat. This costs more per full rotation than a Knight version, and Electro Spirit gives a brief stun instead of Ice Spirit's freeze; neither change guarantees a winning siege exchange.
Opening and double elixir
Split Archers or wait with Tesla available. An attacking X-Bow needs enough elixir left for the defender the opponent has shown. In double elixir, use Valkyrie to clear the troop group first and place X-Bow only when the surviving position can protect it. A defensive X-Bow is acceptable when attacking would expose the tower.
Defensive order and matchups
Against Royal Giant: Tesla and Archers must remove Royal Giant while Valkyrie handles nearby ground support. Do not add an attacking X-Bow into the same lane just to preserve the siege identity. Fireball should buy a useful defensive exchange rather than chase tower damage.
Against Air swarms: Electro Spirit can interrupt a nearby group but is not sustained air defense. Preserve Archers and Tesla, splitting them against spells. Firing The Log into an air swarm contributes no damage to those targets.
A decision during the match
The opponent spends ground splash on Valkyrie, but Royal Giant is still ready. A bridge X-Bow can give him an easy target and leave Tesla unaffordable. Keep the existing position, defend the Giant, then decide whether the surviving Archers justify your next siege attempt.
Avoid this mistake: Treating a four-elixir Valkyrie cycle as if it had the same recovery budget as Knight.
One-card alternatives and upgrades
- Knight for Valkyrie: Saves one elixir each rotation, losing reliable surrounding ground splash. New average 3.0 elixir.
- Ice Spirit for Electro Spirit: Trades chained interruption for a longer local freeze, losing multi-target reach. New average 3.1 elixir.
Prioritize X-Bow and Tesla, then Archers and Valkyrie. Spell levels matter, but do not plan a blind Fireball race after giving up the defensive board.
Keep one deck long enough to find the real problem
When an attack fails, separate a card-level problem from a spending or placement problem. If your air defender was in hand but you spent its elixir on a second attacker, a different Champion will not repair that decision. If the defender was deployed correctly but consistently loses the interaction at its level, an upgrade or a role-matched replacement can help.
Look back at the first moment the defense became unaffordable. Was the building unavailable? Did you use the only small spell before Goblin Barrel? Did you spend the Champion ability with no target? Those are specific changes you can make without rebuilding all eight cards.
Make one replacement, then learn the new tradeoff
The two alternatives under each deck are individual options. They are not a recommendation to apply both at once. A cheaper Knight in place of Monk gives faster rotation but removes projectile protection. Musketeer in place of Little Prince removes the rescue decision and costs more to deploy. Hunter in place of Inferno Dragon gives immediate burst and loses the escalating beam. Each swap changes the sequence you should use on defense.
Recheck the whole deck when making a change beyond those shown. Keep a real tower threat, a way to handle air, a ground damage answer, affordable distraction and appropriate spell coverage. A list with several powerful defenders can still struggle to take a tower if none of its cards creates reliable pressure.
Spend upgrades on the cards that decide your exchanges
Start with the chosen win condition and the defender you need in difficult matchups. Then improve the spell whose level changes whether it clears the support you face. A newly unlocked Champion can wait while an established Musketeer, Hunter or Tesla catches up. Do not use a single match against an unusually leveled opponent as proof that your entire deck needs replacing.
These choices are tactical recommendations, not a claim that every list has a measured winning record. Familiarity, card levels, Tower Troops and balance changes affect results. Test a change where you can learn its timing before committing more upgrade resources.
Questions before leaving Silent Sanctuary
What is a good Arena 18 deck without a Champion?
Hog Valkyrie Tesla Earthquake is the clearest starting point if you already know Hog cycle. Royal Giant Hunter Lightning suits a slower collection, and Graveyard Bowler Tesla Control suits players who want to defend before attacking. Use the option with the most dependable defensive cards in your account rather than splitting upgrades across all three.
Should I replace a leveled card with Monk, Little Prince or Goblinstein?
Only when the new card fills a useful job and its level supports that job. Compare the entire commitment, including the ability, against the card it replaces. Little Prince may cost less to deploy than Musketeer, but a defense that requires Royal Rescue is a different spending decision. A Champion unlock gives you another option; it does not invalidate your existing deck.
Do I need Evolutions or Heroes for these decks?
The explanations and images use the ordinary forms shown. If you own an Evolution or Hero form, assign it to a legal slot and learn the changed interactions before relying on it. Do not copy advice about a special form onto a base card. Likewise, choose your Tower Troop deliberately: the listed eight-card average does not describe its defensive behavior.
Why did the same Fireball finish a tower before but not now?
Check the level-specific Crown Tower damage displayed in your game before committing to spell lethal. The official balance notes include a Fireball tower-damage reduction and other changes relevant to these decks. An old damage total, Freeze duration or building-bypass example can lead to an expensive mistake even when the eight cards are unchanged.
What comes after Arena 18?
Dragon Spa, Arena 19, begins at 7,000 trophies on Trophy Road. Keep the core that helped you defend consistently unless your next opponents reveal a specific problem. Reaching the next arena is a reason to reassess the matchups, not a requirement to replace every card.
Choose one plan and protect its defensive budget
Start with Hog Valkyrie Tesla Earthquake if that is your strongest familiar collection. Move to a Monk, Little Prince or Goblinstein option when you can explain what its ability adds and what elixir you must retain. The useful question during a match is simple: after this attack, can you still afford the defense you already know the opponent can send?
For more collections, browse the deck library by arena. The Rascals Hideout deck guide and Spooky Town deck guide also offer ordinary-card cores when the newer Champions are still underleveled.
This is an independent fan guide. It is not affiliated with, endorsed by, sponsored by or approved by Supercell.
