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30 Best Arena 20 Decks for Boot Camp (2026)

Keep a leveled win condition and fix the defense around it. These 30 Boot Camp decks explain the opening, matchup decisions, substitutions and upgrades behind each eight-card choice.

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30 Beginner to Advanced Arena 20 Decks, with Royal Giant in Boot Camp

The best Arena 20 decks give your leveled win condition a defense you can repeat. Start with Royal Giant Phoenix Fireball if that core is already strong, Hog Knight Tesla Musketeer if you prefer small commitments, or P.E.K.K.A Mother Witch Dark Prince if defending a heavy attacker is your main problem. You do not need to replace a working collection just because you reached Boot Camp.

Arena 20 is Boot Camp, beginning at 7,500 trophies. The next stop, Clash Fest, starts at 8,000. The useful question here is which defensive job keeps failing: stopping a tank, protecting an air defender, answering a second lane, or keeping enough elixir after an attack. Use the options below to change that job without scattering your upgrades across several unrelated decks.

Choose the best Arena 20 decks for your collection

These are different starting points, not a claim that one deck beats every opponent. Match the first choice to your card levels and preferred pace, then read its limits before copying.

  • Royal Giant Phoenix Fireball

    Best for: A leveled Royal Giant and a compact counterpush
    Check first: Hunter needs close-range placement. Fisherman is a timing card, not automatic protection against every tank.

  • Hog Knight Tesla Musketeer

    Best for: A familiar Hog core and cheap defensive rotations
    Check first: Musketeer and Tesla share air damage. Keep their positions separate and retain the actual four-elixir building reserve.

  • P.E.K.K.A Mother Witch Dark Prince

    Best for: P.E.K.K.A levels and confident bridge pressure
    Check first: The deck has no building. Its ranged troops need space, and eight elixir of surviving defense is not a reason to spend eight more.

  • Royal Hogs Queen Tesla Goblins

    Best for: A leveled Archer Queen and repeated split Royal Hogs
    Check first: Tesla can share the air defense, but it costs four. Keep a separate Queen ability reserve; her cloak does not stop area-spell damage.

  • Graveyard Bowler Electro Wizard Cage

    Best for: Patient defense into a Graveyard counterattack
    Check first: Poison has to cover a real defender. A nearly dead Bowler may not tank long enough to justify Graveyard.

  • Lava Hound Balloon Flying Machine

    Best for: A developed Lava Hound collection
    Check first: Barbarians and Tombstone carry ground defense. Lava Hound in the back can be punished before your air push forms.

What to check before you copy a Boot Camp deck

Every list contains eight base card identities. Optional Evolutions and Hero forms are not assumed in the tactics. A Champion, where listed, takes one of your Hero or Wild slots. After using Copy this deck, check the eight cards, their levels, your Tower Troop and the slot assignment in the game. The link is a starting point; it does not choose your optional forms for you.

The current Supercell slot rules provide one Evolution, one Hero and one Wild slot by this arena. The Champions used here have single-use abilities per deployment under the ability changes. Reserve the ability cost shown in your game; it is separate from the average elixir displayed below. Do not plan a second activation from the same surviving Champion.

Choose one substitution at a time. Replacing a card with a higher-level option can be sensible, but only if its missing job is covered elsewhere. A cheaper ground unit does not replace an air defender, and another spell does not replace a building that pulls a win condition.

The October 6 balance notes affect these choices: Monk activates protection faster, Barbarian Barrel no longer fully counters Wall Breakers, Skeletons spawn closer together and Drill regained a small Crown Tower spawn hit. These are mechanical considerations, not a measured winning record for the lists below.

Find a play style

Start with the win condition you already trust

These five decks offer different defensive structures without requiring a Champion. Choose the one whose win condition and main defender are already usable at your levels. A familiar attack with reliable defense is easier to improve than eight new upgrades.

Royal Giant Phoenix Fireball

Royal Giant Phoenix Fireball cards in order: Royal Giant, Fisherman, Hunter, Phoenix, Goblins, Electro Spirit, Fireball, Barbarian Barrel

Average elixir: 3.3

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.
  • Goblins (2 elixir): Cheap melee damage and surrounds; wait until enemy splash is occupied.
  • 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.
  • Barbarian Barrel (2 elixir): Ground-line removal and a Barbarian body; cannot damage air.

Let the hook create Hunter's shot

Fisherman creates the close shot Hunter wants while Phoenix supplies damage from another angle. Goblins add cheap ground damage; Fireball removes or displaces useful support groups. Replacing Royal Ghost and Skeletons makes the support less compact and removes a walking splash attacker. This remains a building-free defense, so decide where the hook will land before buying Royal Giant.

Opening and double elixir

Wait or split Goblins where an immediate punish remains answerable. Keep Hunter for a real close-range target. In double elixir, put Royal Giant ahead of useful survivors and place Phoenix away from Hunter rather than creating one large spell target.

Defensive order and matchups

Against Giant: Separate the tank from its escort with Fisherman, then give Hunter a close firing position. Phoenix works on the part of the fight it can reach; Barbarian Barrel handles a small ground group.

Against Balloon: Hunter and Phoenix must supply actual air damage. Electro Spirit only buys a reachable interruption. A Phoenix alive in the other lane is not automatically part of this defense.

A decision during the match

Fisherman and Hunter survive a Giant defense and you have eight elixir. Royal Giant leaves two, enough for Barbarian Barrel but not Fireball. If Barbarians are ready, wait for the spell budget or accept a small attack. Adding Phoenix as well would spend the defensive reserve before the opponent chooses a response.

Avoid this mistake: Stacking Hunter, Phoenix and the tower into the same spell while assuming the egg will restore your air defense.

One-card alternatives and upgrades

  • Mega Minion for Phoenix: Saves one elixir and gives immediate flying damage, losing the conditional egg and Phoenix durability. New average 3.1 elixir.
  • Knight for Fisherman: Keeps a ground body at the same cost but loses the hook that sets Hunter distance. New average 3.3 elixir.

Prioritize Royal Giant and Hunter, then Phoenix and Fireball. Keep Goblins useful for the ground damage they actually supply.

Hog Knight Tesla Musketeer

Hog Knight Tesla Musketeer cards in order: Hog Rider, Musketeer, Knight, Tesla, Skeletons, Electro Spirit, Fireball, The Log

Average elixir: 2.9

Eight cards and their jobs

  • Hog Rider (4 elixir): Main tower-pressure card; hold defensive elixir after sending him.
  • Musketeer (4 elixir): Sustained ranged air and ground damage; keep her away from overlapping spell value.
  • Knight (3 elixir): Low-cost ground tank that occupies support and protects ranged damage.
  • 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.
  • 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.

Keep Tesla and Musketeer available through the rotation

Tesla gives Musketeer a second lasting air-damage partner. Knight occupies a ground attacker instead of kiting it as a building-targeting Ice Golem would. Electro Spirit can interrupt a nearby chain of troops, but its jump is not Ice Spirit freeze. The stronger defensive placements cost more than the original cheap cycle, so each Hog still needs a reserve.

Opening and double elixir

Split Skeletons only when safe, or send a solo Hog while Tesla remains affordable. Preserve Musketeer instead of cycling her toward a ready Fireball. In double elixir, defend the building response first if a second Hog would leave Knight unavailable.

Defensive order and matchups

Against Royal Giant: Tesla shapes the approach while Knight occupies reachable support. Keep Musketeer at a separate angle; Skeletons enter after the dangerous splash has chosen a target.

Against Balloon: Tesla can shoot Balloon as well as pull it. Separate Musketeer from the building against Freeze or a large spell, and use Electro Spirit only when the jump will reach a useful target.

A decision during the match

Hog meets a Cannon and your Musketeer is still in hand. Playing her behind the tower merely to return to Hog offers a Fireball target. Keep Tesla for the next air attack and cycle a safe Skeletons placement instead. Compared with the old Cannon version, you have an extra air-damage source but a more expensive recovery.

Avoid this mistake: Treating Knight as an Ice Golem that can kite without engaging the nearest ground attacker.

One-card alternatives and upgrades

  • Cannon for Tesla: Saves one elixir per deployment, losing building-based air damage. New average 2.8 elixir.
  • Ice Golem for Knight: Saves one elixir and restores kiting, losing the melee defender that stays to fight. New average 2.8 elixir.

Raise Hog, Musketeer and Tesla, then Knight and the spells that decide your actual defenses.

P.E.K.K.A Mother Witch Dark Prince

P.E.K.K.A Mother Witch Dark Prince cards in order: P.E.K.K.A, Battle Ram, Bandit, Dark Prince, Electro Wizard, Mother Witch, Poison, Zap

Average elixir: 4.0

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.
  • Bandit (3 elixir): Ground pressure with a conditional dash; avoid feeding her into a prepared surround.
  • 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.
  • Mother Witch (4 elixir): Ranged air and ground attacks that curse enemy troops; a cursed troop must die before it yields a Cursed Hog.
  • 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.

Defend with P.E.K.K.A, then choose the lane to attack

Mother Witch marks troops that must then die to produce Cursed Hogs. Dark Prince can finish a reachable ground group while P.E.K.K.A handles the durable attacker. Battle Ram and Bandit provide the actual building pressure. This replaces Magic Archer piercing and Minions-style flying damage with a conditional conversion job; a living cursed defender has yielded nothing yet.

Opening and double elixir

Wait or make a modest Bandit probe. Defend with P.E.K.K.A only when the ground commitment earns seven elixir. In double elixir, place Mother Witch where she can curse targets safely before the ground splash finishes them; do not stack her with Electro Wizard.

Defensive order and matchups

Against Graveyard: Mother Witch can work on reachable Skeletons while Dark Prince handles the tank or ground clutter. Poison remains available for a dangerous spawn area. Do not assume every Skeleton will be cursed before another defender kills it.

Against Lava Hound: Electro Wizard and Mother Witch are the ranged air sources. Neither P.E.K.K.A nor Dark Prince can shoot the Hound. Keep the shooters apart and delay Battle Ram if Balloon still lacks enough defending shots.

A decision during the match

An enemy swarm approaches your defending P.E.K.K.A while Mother Witch is ready to fire. Let her mark useful targets before Dark Prince clears them if the tower is safe. Zapping the whole swarm first may be sound defense, but it cannot also promise Cursed Hogs from targets she never marked. Choose the required defense over an imagined conversion.

Avoid this mistake: Counting Cursed Hogs as guaranteed pressure whenever a swarm appears, regardless of curse timing or Mother Witch survival.

One-card alternatives and upgrades

  • Minions for Mother Witch: Adds a flying damage group for one less elixir, losing curse conversion. New average 3.9 elixir.
  • Royal Ghost for Dark Prince: Saves one elixir and adds invisible pressure, losing the shield and charge. New average 3.9 elixir.

Prioritize P.E.K.K.A, Battle Ram and the ranged defenders. Mother Witch needs dependable interactions before this conversion plan earns its slot.

Giant Double Prince Musketeer Phoenix

Giant Double Prince Musketeer Phoenix cards in order: Giant, Prince, Dark Prince, Musketeer, Miner, Phoenix, Fireball, Zap

Average elixir: 3.9

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.
  • Musketeer (4 elixir): Sustained ranged air and ground damage; keep her away from overlapping spell value.
  • Miner (3 elixir): Placed ground attacker used for chip or to occupy a defender; do not assume unsupported tower damage.
  • Phoenix (4 elixir): Flying single-target damage with a conditional egg rebirth; protect the egg rather than assume it survives.
  • Fireball (4 elixir): Immediate area damage and knockback; spend for useful defense or support value.
  • Zap (2 elixir): Small air and ground hit plus brief stun/reset; does not replace heavy damage.

Use the Princes for different defensive jobs

Prince handles a durable ground target and Dark Prince clears the smaller bodies around it. Musketeer supplies steady ranged damage while Phoenix adds a flying angle. Giant fronts the survivors; Miner is a separate three-elixir purchase for a useful defender or tower placement. Zap is the only instant reset, so do not budget as though Electro Wizard still follows the tank.

Opening and double elixir

Defend with the Prince whose damage fits the actual target. Use Giant in front of healthy survivors, not as a compulsory back opening. In double elixir, keep Musketeer and Phoenix outside the same spell area before considering Miner.

Defensive order and matchups

Against Inferno Tower: Keep Zap for a meaningful ramp interruption and judge whether the support can reach the building afterward. Miner can occupy a ranged escort before it locks on, but he cannot make a committed shooter switch targets automatically.

Against Minion Horde: Hold Fireball for useful combined support damage when it is sufficient at your levels. Phoenix and Musketeer must keep shooting; Prince cannot replace either air job.

A decision during the match

Dark Prince survives and you have seven elixir. Giant leaves two for Zap, not three for Miner. If a Musketeer is the obstacle, wait for the larger budget or use Miner alone at a placement that can occupy her before she locks on. Phoenix surviving elsewhere does not fund the missing elixir or provide a reset.

Avoid this mistake: Spending Zap on a small distraction and then expecting Phoenix or Musketeer to interrupt an Inferno beam.

One-card alternatives and upgrades

  • Electro Wizard for Musketeer: Restores ranged interruption at the same deployment cost, losing Musketeer continuous single-target fire. New average 3.9 elixir.
  • Mega Minion for Phoenix: Saves one elixir and gives direct flying damage, losing the egg and Phoenix durability. New average 3.8 elixir.

Level Giant and both Princes, then Musketeer, Phoenix and Fireball. Preserve the roles of the support you already own.

Miner Poison Inferno Musketeer

Miner Poison Inferno Musketeer cards in order: Miner, Poison, Valkyrie, Inferno Tower, Musketeer, Guards, Ice Spirit, The Log

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.
  • Poison (4 elixir): Damage over time and area denial; not an instant removal spell.
  • 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.
  • Musketeer (4 elixir): Sustained ranged air and ground damage; keep her away from overlapping spell value.
  • Guards (3 elixir): Shielded ground surround and distraction; no air targeting.
  • Ice Spirit (1 elixir): Brief freeze and a cheap rotation; buys time rather than sustained damage.
  • The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.

Choose Poison’s target before spending four more elixir

Inferno Tower replaces Tesla as the large-target answer, while Musketeer remains the main troop-based air shooter. Valkyrie clears ground groups and Guards surround single-target attackers. Poison is useful when it covers a real defender, not as a compulsory second card behind Miner. Compared with the earlier Tesla and Bats hand, the defensive investment is heavier and more vulnerable to repeated resets.

Opening and double elixir

Try a modest Miner only while the building reserve remains intact. Do not reveal Inferno Tower at the back just to cycle. In double elixir, stagger Guards and Valkyrie so the opponent cannot solve every ground defender with the same splash troop.

Defensive order and matchups

Against Royal Giant: Use Inferno Tower where it can acquire the target and keep Valkyrie on the escort. Guards help after splash is occupied. If the opponent resets the beam, wait for the next damage interval rather than adding Poison to an unrelated tower.

Against Balloon: Inferno Tower and Musketeer need different spell exposure. Ice Spirit buys a local pause if it reaches, but there are no Bats left to restore damage after both main defenders are removed.

A decision during the match

Miner costs three and the enemy answers with Knight. Adding Poison would make that a seven-elixir attack. If Royal Giant is approaching, retain the five needed for Inferno Tower instead of reserving the old Tesla cost of four. The change in building is meaningful only if you also change the spending plan.

Avoid this mistake: Paying for Miner and Poison on every attack while the five-elixir building is still required for defense.

One-card alternatives and upgrades

  • Tesla for Inferno Tower: Saves one elixir and gives steadier shots without a ramp, losing the high sustained damage against one tank. New average 3.1 elixir.
  • Goblins for Guards: Saves one elixir and speeds rotation, losing shields and their tolerance of a small damage spell. New average 3.1 elixir.

Prioritize Miner, Musketeer and Inferno Tower, then Poison and the grounded defenders you rely on.

Cycle and bait that keep pressure affordable

These decks win through repeated decisions, not one giant push. Know which cheap card can safely leave your hand, and save the defensive building or Champion for the threat that actually needs it.

Hog Earthquake Bomb Tower Knight

Hog Earthquake Bomb Tower Knight cards in order: Hog Rider, Knight, Firecracker, Bomb Tower, Goblins, Ice Spirit, Earthquake, The Log

Average elixir: 2.8

Eight cards and their jobs

  • Hog Rider (4 elixir): Main tower-pressure card; hold defensive elixir after sending him.
  • Knight (3 elixir): Low-cost ground tank that occupies support and protects ranged damage.
  • Firecracker (3 elixir): Long-range splash with recoil; her firing line can expose a King Tower activation.
  • Bomb Tower (4 elixir): Ground splash building and pull; it cannot shoot flying attackers.
  • 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.

Save Earthquake for the defensive building

Bomb Tower takes the repeated ground-splash assignment formerly divided between Valkyrie and Cannon. Knight occupies a support troop while Goblins supply cheap ground damage. Hog and Earthquake still pressure a defensive building. Firecracker is the only persistent air shooter, so the change improves a ground sequence rather than promising an all-purpose defensive upgrade.

Opening and double elixir

Use a solo Hog to see the response while Bomb Tower is available. Keep Earthquake for an actual building. In double elixir, let Knight or Goblins finish the ground exchange before buying another attack; Firecracker must stay available for air.

Defensive order and matchups

Against Royal Hogs: Bomb Tower handles a useful group or shapes the split while Knight and Goblins cover the other actual task. Do not place every defender on the first pair if the second pair is already reaching your tower.

Against Balloon: Bomb Tower can pull Balloon but cannot shoot it. Protect Firecracker and use Ice Spirit for time; if a removal spell is ready, do not spend the entire hand on a Hog race.

A decision during the match

A building stops Hog just as a ground rush enters the other lane. Earthquake would leave only three elixir, short of Bomb Tower. Hold the spell and use the building for the ground group. The opponent has already paid for their defense; you can return to Hog pressure after preserving your own tower.

Avoid this mistake: Mistaking Bomb Tower air pull for air damage after Firecracker has been removed.

One-card alternatives and upgrades

  • Valkyrie for Knight: Adds surrounding ground splash for one more elixir, losing the cheaper body. New average 2.9 elixir.
  • Cannon for Bomb Tower: Saves one elixir per pull, losing the building splash and death-bomb area. New average 2.6 elixir.

Raise Hog, Firecracker and Bomb Tower first. Keep Goblins strong enough to supply the damage Knight alone cannot provide.

Goblin Barrel Rascals Inferno Bait

Goblin Barrel Rascals Inferno Bait cards in order: Goblin Barrel, Rascals, Princess, Inferno Tower, Goblins, Ice Spirit, Rocket, The Log

Average elixir: 3.4

Eight cards and their jobs

  • Goblin Barrel (3 elixir): Tower pressure that rewards tracking the opponent's small-spell cycle.
  • Rascals (5 elixir): Ground tank with two fragile ranged air and ground shooters; separate their exposure to spells.
  • Princess (3 elixir): Long-range air and ground splash and bait pressure; very vulnerable when the opponent can reach her.
  • Inferno Tower (5 elixir): Increasing damage against a focused target; protect it against reset and distractions.
  • 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.
  • 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.

Track the spell before changing the Barrel placement

Rascals add a ground body and two ranged shooters in one five-elixir deployment. Goblins are the cheaper surround, and Inferno Tower remains the large-tank answer. Princess and the Rascal Girls can stretch a small spell only if their placements differ. This is a heavier defensive commitment than Knight bait, with no cheap Knight to replace a body independently.

Opening and double elixir

Wait or use a carefully placed Princess. Splitting Rascals spends five before the opponent reveals a punish, so do it with a defense in mind. In double elixir, send Barrel after tracking both small spells rather than assuming one used Log opens every attack.

Defensive order and matchups

Against Giant: Inferno Tower takes the tank while the Rascal Boy or Goblins occupy reachable support. Keep Princess away from the Girls; one spell that hits all ranged damage defeats the reason to choose this list.

Against Two small spells: Track both answers and seek damage from the surviving ranged troops when Barrel is covered. Rocket should not be used to force a finish while the building is unavailable.

A decision during the match

The enemy Logs the Rascal Girls but keeps Arrows for Princess or Barrel. You have not created a guaranteed Barrel hit. Let the Boy finish the defense and keep Inferno Tower affordable; spending Rocket now would turn a manageable two-spell opponent into an unaffordable next tank defense.

Avoid this mistake: Deploying Princess beside the Rascal Girls and offering a single spell all three ranged defenders.

One-card alternatives and upgrades

  • Knight for Rascals: Cuts two elixir from the deployment, losing both ranged Girls and their air damage. New average 3.1 elixir.
  • Goblin Gang for Goblins: Adds spear support for one extra elixir, but gives another fragile ranged group to enemy spells. New average 3.5 elixir.

Prioritize Barrel, Rascals and Princess, then Inferno Tower. Check actual Rocket tower damage before any finishing commitment.

Royal Hogs Queen Tesla Goblins

Royal Hogs Queen Tesla Goblins cards in order: Royal Hogs, Archer Queen, Tesla, Goblins, Electro Spirit, Earthquake, Royal Delivery, The Log

Average elixir: 3.1

Eight cards and their jobs

  • Royal Hogs (5 elixir): Building-targeting pressure that can be split to stretch one splash defender.
  • Archer Queen (5 elixir): Ranged air and ground damage; her cloak supports a timed burst but does not protect her from area spells.
  • 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.
  • Electro Spirit (1 elixir): Chain stun and small damage across multiple targets; not a sustained defender.
  • 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.

Let the Queen defend before Royal Hogs demand a spell

Tesla gives the deck building-based air damage instead of asking Queen to be the only sustained answer. Goblins add stronger cheap ground damage than Skeletons, while Electro Spirit supplies a reachable chain interruption. Hogs and Earthquake pressure buildings, with Delivery held for a timed home-side defense. The sturdier fallback costs more to rotate and does not make the Queen cloak free.

Opening and double elixir

Keep Tesla for an actual approach rather than cycling it to reach Hogs. Split Goblins only if a bridge attack remains answerable. In double elixir, preserve Delivery for a group that has committed to your side before buying an unnecessary second offensive spell.

Defensive order and matchups

Against Balloon: Place Queen outside Tesla and tower spell value. Tesla contributes shots while the Queen can retain a separate firing position. Delivery is delayed damage, not an instant rescue after Balloon has already connected.

Against Split Royal Hogs: Tesla can pull one useful approach while Goblins or Delivery handle the other need. Do not commit all Hogs in reply until both lanes have a workable defense.

A decision during the match

At eight elixir, Hogs cost five and leave three. That can buy Earthquake or Delivery, but it cannot buy the four-elixir Tesla immediately. If Balloon is back in the opponent's hand and Queen is exposed, delay Hogs. The extra air fallback matters only when you leave enough elixir to deploy it.

Avoid this mistake: Budgeting Tesla as though it still had Cannon cost, then trying to add Queen ability spending to the same reserve.

One-card alternatives and upgrades

  • Cannon for Tesla: Saves one elixir, losing building-based air damage. New average 3.0 elixir.
  • Skeletons for Goblins: Saves one elixir per rotation but loses much of the cheap ground damage. New average 3.0 elixir.

Prioritize Hogs, Queen and Tesla, followed by the spells and Goblins that preserve the next defensive rotation.

Miner Mighty Miner Tesla Wall Breakers

Miner Mighty Miner Tesla Wall Breakers cards in order: Miner, Mighty Miner, Wall Breakers, Tesla, Goblins, Bats, Poison, The Log

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.
  • Mighty Miner (4 elixir): Ground tank killer whose drill builds damage; his ability can move him to the other lane and leave a bomb.
  • Wall Breakers (2 elixir): Fast paired building threats that can split; require an opening rather than a full support stack.
  • 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.
  • Bats (2 elixir): Cheap flying damage; vulnerable to small spells and splash.
  • 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.

Separate tank removal from Wall Breaker pressure

Mighty Miner handles a durable grounded target while Tesla can shoot a flyer as well as redirect a win condition. Goblins replace Spear Goblins for more close ground damage; Bats remain the cheap flying group. The trade removes Bomb Tower splash, so Poison and the grounded troops must address swarms without spending the whole air reserve.

Opening and double elixir

Use a measured Miner or Wall Breaker test only while Tesla remains affordable. Let Mighty Miner ramp on the target that needs him. In double elixir, change lanes with pressure after the tank is controlled, not with an escape that abandons it.

Defensive order and matchups

Against Giant: Keep Mighty Miner working on the tank while Goblins or Poison address the reachable support. Do not move him to the other lane simply because a swarm appears if the original Giant remains dangerous.

Against Balloon with a small spell: Tesla provides damage that Bomb Tower would not, while Bats enter after the removal spell or splash is occupied. Keep both in useful positions rather than deploying them together into one spell.

A decision during the match

Mighty Miner is ramping on Giant when a swarm surrounds him. Poison or The Log may preserve the useful ramp. Switching lanes might escape the swarm but leaves the tank alive, and Tesla may already be occupied by Balloon. Choose the ability only if the original lane has a real remaining answer.

Avoid this mistake: Spending Poison on routine Miner chip while the removed Bomb Tower splash is still needed for the next group.

One-card alternatives and upgrades

  • Bomb Tower for Tesla: Restores ground splash and a death-bomb area at the same cost, losing building-based air shots. New average 2.9 elixir.
  • Spear Goblins for Goblins: Restores cheap ranged air support at the same cost, losing close melee damage. New average 2.9 elixir.

Level Miner, Wall Breakers, Mighty Miner and Tesla before adding upgrades to a different pressure family.

Mortar Skeleton King Dart Goblin

Mortar Skeleton King Dart Goblin cards in order: Mortar, Skeleton King, Miner, Dart Goblin, Bats, Guards, Poison, The Log

Average elixir: 3.1

Eight cards and their jobs

  • Mortar (4 elixir): Ranged tower threat or defensive pull; cannot shoot air or enemies inside its blind spot.
  • Skeleton King (4 elixir): Ground splash defender who collects souls for a single timed Skeleton summon.
  • Miner (3 elixir): Placed ground attacker used for chip or to occupy a defender; do not assume unsupported tower damage.
  • Dart Goblin (3 elixir): Fragile long-range air and ground shooter; protect his firing angle and spell exposure.
  • Bats (2 elixir): Cheap flying damage; vulnerable to small spells and splash.
  • Guards (3 elixir): Shielded ground surround and distraction; no air targeting.
  • 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 Miner when Mortar cannot lock on the tower

Dart Goblin and Bats support Mortar from different angles while Guards supply shielded ground contacts. Miner keeps an attack route open when Mortar cannot lock. Poison works over an area instead of Fireball knockback, so immediate support removal is less certain. Skeleton King needs actual troop deaths and a useful summon position; a stored soul meter is not a command to spend.

Opening and double elixir

Start patiently or split Guards if a fast punish remains covered. Keep Dart Goblin away from Bats and the tower's spell exposure. In double elixir, use Mortar as a defensive pull when a lock would require all the fragile air damage.

Defensive order and matchups

Against Royal Giant: Let Mortar draw the building-targeting threat while Guards or King handle the reachable ground job. Poison belongs on support that will stay inside the area, not on a tower to rescue a doomed lock.

Against Balloon: Dart Goblin and Bats need time from the Mortar pull and distinct positions. There is no Musketeer left to absorb the same spell pressure; protect the actual surviving shooter before purchasing Miner.

A decision during the match

A tank enters your attacking Mortar's target path. Buying King and Bats to chase the lock can empty the air defense. Let Mortar occupy the tank, preserve the ranged troops and use Miner only after that defense is funded. Poison can control a committed support area, but it cannot provide Fireball's immediate knockback.

Avoid this mistake: Activating the King summon into active Poison to avoid wasting souls.

One-card alternatives and upgrades

  • Musketeer for Dart Goblin: Adds a sturdier direct shooter for one more elixir, losing Dart Goblin reach and cheaper pressure. New average 3.3 elixir.
  • Fireball for Poison: Adds immediate damage and knockback at the same cost, losing the persistent damage zone. New average 3.1 elixir.

Prioritize Mortar and Miner, then Dart Goblin, Guards and Poison. Fragile ranged cards still need levels for their assigned interactions.

Turn a surviving defender into a real push

Choose these when your collection supports heavier cards and you prefer a counterattack. The important budget is the next defense after you add the win condition, not just the average printed under the image.

Royal Giant Monk Guards Snowball

Royal Giant Monk Guards Snowball cards in order: Royal Giant, Monk, Fisherman, Hunter, Phoenix, Guards, Lightning, Giant Snowball

Average elixir: 4.1

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.
  • Guards (3 elixir): Shielded ground surround and distraction; no air targeting.
  • Lightning (6 elixir): Expensive damage and stun on selected high-health targets; seek building plus support value.
  • Giant Snowball (2 elixir): Area damage, slow and eligible knockback; does not reset the Inferno Tower beam.

Spend Monk's protection where the push is actually threatened

Fisherman and Hunter establish the defensive shot, with Phoenix providing the separate flying damage. Guards replace the cheap Skeleton distraction with multiple shields. Snowball can affect air and move eligible defenders, while the old Barbarian Barrel would leave a ground body instead. This is a deliberate Lightning push with a real ability budget, not a fast Royal Giant cycle.

Opening and double elixir

Wait for a meaningful commitment before spending Monk or Royal Giant. Keep Guards for a ground attacker whose support is already occupied. In double elixir, use a surviving Monk for protection only when the projectile and positions make the activation useful.

Defensive order and matchups

Against P.E.K.K.A: Fisherman changes her route while Guards attack after the splash escort is busy. Hunter needs close useful range. Monk protection does not substitute for damage against a heavy melee defender.

Against Balloon: Preserve Hunter and Phoenix separately. Snowball buys displacement or time against eligible targets, but it does not reset an Inferno Tower beam or replace either air shooter.

A decision during the match

Hunter is defending air while a pulled ground attacker approaches Fisherman. Spend Guards on that isolated threat rather than sending them behind Royal Giant automatically. If the attacker has splash support, clear or occupy it first. The two extra elixir paid over Skeletons purchased shielded contacts, not immunity to a whole support group.

Avoid this mistake: Using Snowball as though it left the Barbarian body you removed, then finding no ground defender after the impact.

One-card alternatives and upgrades

  • Skeletons for Guards: Saves two elixir per deployment, losing shields and the separate durable contacts. New average 3.9 elixir.
  • The Log for Giant Snowball: Adds ground-line knockback and damage at the same cost, losing air interaction and Snowball slow. New average 4.1 elixir.

Prioritize Royal Giant, Hunter and Phoenix. Raise Guards for the defensive exchanges that justify the heavier rotation.

Goblin Giant Sparky Prince

Goblin Giant Sparky Prince cards in order: Goblin Giant, Sparky, Dark Prince, Prince, Electro Wizard, Bats, Rage, Zap

Average elixir: 3.9

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.
  • Dark Prince (4 elixir): Ground splash with a shield; clears small bodies around the primary attacker.
  • Prince (5 elixir): Single-target ground damage and a charge threat; needs protection against swarms.
  • 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.
  • Zap (2 elixir): Small air and ground hit plus brief stun/reset; does not replace heavy damage.

Protect Sparky's charge without making the whole push fragile

Prince replaces Mini P.E.K.K.A with a charge threat that needs a clear ground route. Dark Prince clears small bodies while Sparky supplies the large ground shot. Electro Wizard contributes resets and Bats the cheap flying damage. This is heavier than a simple Mini P.E.K.K.A defense; Rage accelerates a solved route but does not remove an unanswered Inferno defender.

Opening and double elixir

Defend before assembling Goblin Giant and Sparky. Place Electro Wizard away from the charged troop and preserve Bats for the air job. In double elixir, add Prince only when his charge demands a different response rather than joining the same prepared swarm.

Defensive order and matchups

Against Skeleton Army: Use Dark Prince or an appropriate Zap at your levels before spending another single-target attacker. Prince charging into the intact group only gives the same counter more value.

Against Lava Hound: Electro Wizard and Bats provide the air damage; Sparky and the two Princes cannot shoot the Hound. Do not spend every reset and Bats behind a ground push while Balloon remains available.

A decision during the match

Sparky is charged behind Goblin Giant and Skeleton Army surrounds the front. Clear the actual distraction before adding Prince. If Dark Prince already has a useful splash path, preserve Zap for the Inferno response rather than paying Rage as a fixed sequence. A charging troop is not another area spell.

Avoid this mistake: Buying Prince into a swarm merely because Mini P.E.K.K.A used to be an affordable four-elixir defender in that hand.

One-card alternatives and upgrades

  • Mini P.E.K.K.A for Prince: Saves one elixir and restores compact direct ground damage, losing the charge threat. New average 3.8 elixir.
  • Mega Minion for Bats: Adds a sturdier flying attacker for one extra elixir, losing the cheaper group deployment. New average 4.0 elixir.

Raise Goblin Giant, Sparky and the defending support first. Prince needs useful charge damage before the added cost makes sense.

P.E.K.K.A Ram Rider Musketeer

P.E.K.K.A Ram Rider Musketeer cards in order: P.E.K.K.A, Ram Rider, Electro Wizard, Bandit, Dark Prince, Musketeer, Poison, Giant Snowball

Average elixir: 4.1

Eight cards and their jobs

  • P.E.K.K.A (7 elixir): Heavy ground damage on defense; a surviving unit can lead a counterpush.
  • Ram Rider (5 elixir): Building-targeting Ram pressure plus the rider's snare against troops; does not replace sustained air damage.
  • Electro Wizard (4 elixir): Ranged air and ground damage with stuns; protect his landing and fragile body.
  • Bandit (3 elixir): Ground pressure with a conditional dash; avoid feeding her into a prepared surround.
  • Dark Prince (4 elixir): Ground splash with a shield; clears small bodies around the primary attacker.
  • Musketeer (4 elixir): Sustained ranged air and ground damage; keep her away from overlapping spell value.
  • Poison (4 elixir): Damage over time and area denial; not an instant removal spell.
  • Giant Snowball (2 elixir): Area damage, slow and eligible knockback; does not reset the Inferno Tower beam.

Use Ram Rider as both a response and a second threat

Musketeer replaces Magic Archer with focused ranged damage and Dark Prince replaces Royal Ghost with a shield and charge. Ram Rider still offers a defensive snare as well as building pressure. Snowball can buy time but is not Zap; Electro Wizard is the actual instant stun and continuing reset source. The list has no defensive building, so those troop positions must do the work.

Opening and double elixir

Wait or make a small Bandit probe while the expensive ground defender stays available. In double elixir, use Ram Rider after a defense only when Electro Wizard or Musketeer can still cover the next air approach.

Defensive order and matchups

Against Balloon: Ram Rider can delay travel while Musketeer or Electro Wizard supplies shots from a useful angle. Sending Ram Rider opposite lane removes that snare from the defense; choose the spending before committing to a race.

Against Ground swarm support: Dark Prince clears a reachable ground group while P.E.K.K.A attacks the durable target. Poison is damage over time, so keep a separate body between the swarm and an exposed shooter.

A decision during the match

Balloon approaches with Ram Rider and Electro Wizard in hand. Buying both costs nine across the exchange, leaving little room for Snowball. If Musketeer is already shooting safely, Ram Rider's snare may be the smaller needed addition. Do not deploy every air-related card just because there is no building.

Avoid this mistake: Expecting Musketeer to create a Magic Archer tower line through a defender.

One-card alternatives and upgrades

  • Magic Archer for Musketeer: Restores piercing line pressure at the same cost, losing the steadier direct shooting job. New average 4.1 elixir.
  • Royal Ghost for Dark Prince: Saves one elixir and restores invisible ground pressure, losing shield and charge. New average 4.0 elixir.

Prioritize P.E.K.K.A, Ram Rider and the ranged troops. Dark Prince should be leveled for the support groups he replaces Royal Ghost against.

Giant Goblinstein Dragon Phoenix

Giant Goblinstein Dragon Phoenix cards in order: Giant, Goblinstein, Night Witch, Phoenix, Baby Dragon, Fireball, Zap, Guards

Average elixir: 3.9

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.
  • Night Witch (4 elixir): Ground melee support that produces flying Bats; needs protection from splash.
  • Phoenix (4 elixir): Flying single-target damage with a conditional egg rebirth; protect the egg rather than assume it survives.
  • Baby Dragon (4 elixir): Durable flying splash support; its damage alone is not a fast tank solution.
  • Fireball (4 elixir): Immediate area damage and knockback; spend for useful defense or support value.
  • Zap (2 elixir): Small air and ground hit plus brief stun/reset; does not replace heavy damage.
  • Guards (3 elixir): Shielded ground surround and distraction; no air targeting.

Keep the Doctor alive while Giant carries the attack

Baby Dragon supplies area damage while Phoenix gives a separate flying target and conditional egg. Night Witch adds ground melee and Bats behind Giant or the Monster. Compared with Mega Minion and Minions, the two durable flyers cost more and remove the cheap flying group. Keep Doctor alive and judge the link corridor before buying Giant as an additional tank.

Opening and double elixir

Defend with the smallest useful group rather than placing Giant and Goblinstein together from a full bar. In double elixir, keep the flying support apart so one spell does not weaken every source of damage.

Defensive order and matchups

Against Ground swarm in the link: The ability helps only when the important enemies lie near the connection and Doctor remains useful. Baby Dragon can handle a group outside that route; do not activate just because several enemies are visible.

Against Balloon: Phoenix and Baby Dragon provide real shots while Guards occupy reachable ground support. There is no defensive building; preserve the ranged Doctor and Fireball when those are needed to finish the air exchange.

A decision during the match

The Monster crosses ahead while a swarm approaches on the far side of Giant. If that group misses the connecting line, use Baby Dragon or an appropriate spell rather than spend the single link activation. If the group enters the corridor later, a living Doctor may still have a useful ability opportunity. The geometry decides, not the number of tanks on screen.

Avoid this mistake: Treating an exposed Phoenix egg as guaranteed restored air damage and spending the remaining Fireball on tower chip.

One-card alternatives and upgrades

  • Mega Minion for Phoenix: Saves one elixir and gives direct flying damage, losing the conditional egg. New average 3.8 elixir.
  • Minions for Baby Dragon: Saves one elixir and adds a flying single-target group, losing durable area splash. New average 3.8 elixir.

Raise Giant and the actual defending air troops, then Goblinstein and Night Witch. Do not let two new flying upgrades scatter the defensive investment.

Electro Giant Tesla Dark Prince

Electro Giant Tesla Dark Prince cards in order: Electro Giant, Dark Prince, Phoenix, Bomber, Tesla, Tornado, Lightning, Giant Snowball

Average elixir: 4.0

Eight cards and their jobs

  • Electro Giant (7 elixir): Building-targeting tank with reactive close-range damage; opponents can exploit distance and high damage.
  • 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.
  • 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.
  • 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.
  • Giant Snowball (2 elixir): Area damage, slow and eligible knockback; does not reset the Inferno Tower beam.

Bring the fight into Electro Giant's useful range

Tesla supplies a second persistent air source beside Phoenix, while Dark Prince handles a moving ground group with shielded splash. Bomber remains the cheap ground shooter. Replacing Bowler removes the boulder line and repeated eligible knockback; Snowball adds a cheaper air interaction rather than Barbarian Barrel's body. Lightning is still a costly answer to worthwhile distant support.

Opening and double elixir

Defend before placing the seven-elixir tank unless the other lane is genuinely covered. Keep Tesla for the next building-targeting threat. In double elixir, put Electro Giant in front of surviving support only when Lightning can become affordable while it remains useful.

Defensive order and matchups

Against Inferno Tower: Plan the six-elixir Lightning reserve before the tank crosses. Tornado may improve a support position, but it cannot pull an Inferno Tower or guarantee the tank bypasses it.

Against Balloon: Tesla and Phoenix supply damage from separate spell areas. Snowball or Tornado can buy a useful window; Dark Prince and Bomber cannot take over the air shooting if both are removed.

A decision during the match

At ten elixir, Electro Giant leaves three and Lightning costs six. A fast Inferno response can engage before that reserve is rebuilt. If Tesla is also needed for the other lane, defend first instead of adding Dark Prince because four will soon be available. The new building costs four rather than the old Cannon three.

Avoid this mistake: Calling Dark Prince a full replacement for Bowler's continuing knockback against a ground line.

One-card alternatives and upgrades

  • Bowler for Dark Prince: Adds a rolling splash line and eligible knockback for one more elixir, losing the cheaper charge and shield. New average 4.1 elixir.
  • Cannon for Tesla: Saves one elixir on a pull, losing building-based air damage. New average 3.9 elixir.

Prioritize Electro Giant and the defending shooters, then Lightning and Tesla. Keep the ground splash cards useful before adding offense.

Split lanes and punish uneven spending

These decks make the opponent choose where to defend. Splitting your army is useful only if the weak lane can survive; avoid sending every support card after the most impressive-looking push.

Royal Recruits Hogs Mother Witch Earthquake

Royal Recruits Hogs Mother Witch Earthquake cards in order: Royal Recruits, Royal Hogs, Mother Witch, Flying Machine, Goblin Cage, Arrows, Earthquake, The Log

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.
  • Mother Witch (4 elixir): Ranged air and ground attacks that curse enemy troops; a cursed troop must die before it yields a Cursed Hog.
  • Flying Machine (4 elixir): Fragile flying ranged support; place far enough away to use its reach.
  • Goblin Cage (4 elixir): Pulls building-targeting threats, then releases a ground Brawler counterpush.
  • Arrows (3 elixir): Wide air and ground swarm removal; no reset effect.
  • 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.

Make the second lane expensive without abandoning the first

Mother Witch can turn defeated cursed troops into a second ground demand while Flying Machine supplies longer ranged damage. Recruits and Cage protect the formation; Hogs and Earthquake attack a building defense. Without Zappies, the deck loses repeated interruption, and without Fireball it cannot instantly remove a durable enemy shooter. The conversion needs real cursed deaths, not merely a swarm on screen.

Opening and double elixir

Use Cage or the needed ranged troop rather than cycling seven-elixir Recruits without a threat. In double elixir, split the pressure according to the surviving defenders and leave Earthquake for the building that actually stops Hogs.

Defensive order and matchups

Against Ground swarms: Let Mother Witch mark reachable troops while Recruits or the Brawler occupy the ground. Arrows may be the safer emergency cleanup, but troops killed before the curse cannot also become Cursed Hogs.

Against Lava Hound Balloon: Flying Machine and Mother Witch need separate spell exposure and time to shoot. Cage can pull Balloon without damaging it. Earthquake and Recruits do not become emergency air damage when both shooters are gone.

A decision during the match

Recruits survive with three bodies left and one right, while the enemy has a building ready. Sending all Hogs left can still feed one splash defender. Split or choose the lane that makes the building awkward, then add Earthquake only if the next defense remains affordable. A few Cursed Hogs arriving elsewhere are useful pressure, not proof that every lane is safe.

Avoid this mistake: Expecting Earthquake to remove a ranged air defender as Fireball could, or expecting Mother Witch to supply Zappies stuns.

One-card alternatives and upgrades

  • Zappies for Mother Witch: Restores split ranged stuns at the same cost, losing cursed-troop conversion. New average 4.0 elixir.
  • Fireball for Earthquake: Adds immediate support damage and knockback for one extra elixir, losing dedicated building damage. New average 4.1 elixir.

Prioritize Hogs, Flying Machine and Cage, then the levels Mother Witch needs to finish her marked targets.

Royal Recruits Golden Knight Bomb Tower

Royal Recruits Golden Knight Bomb Tower cards in order: Royal Recruits, Golden Knight, Wall Breakers, Flying Machine, Bomb Tower, Spear Goblins, Arrows, Barbarian Barrel

Average elixir: 3.5

Eight cards and their jobs

  • Royal Recruits (7 elixir): Split ground defense with shields; expensive, so deploy to answer real pressure.
  • Golden Knight (4 elixir): Ground defender whose dash can chain through reachable enemy troops when a useful route exists.
  • Wall Breakers (2 elixir): Fast paired building threats that can split; require an opening rather than a full support stack.
  • Flying Machine (4 elixir): Fragile flying ranged support; place far enough away to use its reach.
  • 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.
  • Arrows (3 elixir): Wide air and ground swarm removal; no reset effect.
  • Barbarian Barrel (2 elixir): Ground-line removal and a Barbarian body; cannot damage air.

Use split protection to open a real dash route

Bomb Tower supplies ground area damage instead of a surviving Brawler. Spear Goblins add ranged air support beside Flying Machine; Arrows replaces Fireball with wider fragile-group removal. Golden Knight still needs a reachable dash route and a separate ability reserve. The cheaper offensive probe is Wall Breakers, so do not turn every split defense into another seven-elixir Recruits deployment.

Opening and double elixir

Split Spears only when an immediate bridge threat remains answerable. Keep Bomb Tower for a useful pull. In double elixir, let the real surviving Recruit lane inform a Wall Breaker attack without assuming a visible ground crowd guarantees a tower dash.

Defensive order and matchups

Against Royal Hogs: Bomb Tower handles the grouped approach while Golden Knight or surviving Recruits cover the other actual lane. A dash may help a connected group; it is not repeated area damage through the whole split.

Against Balloon: Flying Machine and Spears need separate positions. Bomb Tower pulls but cannot shoot the flyer. Reserve Arrows for a relevant air group rather than spending it on an empty tower with Wall Breakers.

A decision during the match

Several defenders stand between Golden Knight and the tower, but the first target would lead him sideways. Keep the activation and send Wall Breakers only if that lane needs a separate answer. There is no Fireball to clear a durable distant shooter, and Bomb Tower will leave no Brawler to repair an overcommitted attack.

Avoid this mistake: Treating every connected crowd as a guaranteed tower dash while Flying Machine is exposed and Spear Goblins are unavailable.

One-card alternatives and upgrades

  • Goblin Cage for Bomb Tower: Restores a surviving ground Brawler at the same cost, losing the building splash. New average 3.5 elixir.
  • Goblins for Spear Goblins: Adds cheap close ground damage at the same cost, losing the second ranged air group. New average 3.5 elixir.

Raise Recruits, Wall Breakers and Flying Machine, then the building and Spears that preserve the split defense.

Royal Hogs Hunter Goblin Hut

Royal Hogs Hunter Goblin Hut: Royal Hogs, Royal Recruits, Hunter, Goblin Hut, Guards, Arrows, Fireball, Barbarian Barrel

Average elixir: 4.0

Eight cards and their jobs

  • Royal Hogs (5 elixir): Building-targeting pressure that can be split to stretch one splash defender.
  • Royal Recruits (7 elixir): Split ground defense with shields; expensive, so deploy to answer real pressure.
  • Hunter (4 elixir): Close-range spread damage against air and ground; distance changes how many projectiles connect.
  • Goblin Hut (4 elixir): Reactive defensive building that produces Spear Goblins when enemies enter its engagement area.
  • Guards (3 elixir): Shielded ground surround and distraction; no air targeting.
  • Arrows (3 elixir): Wide air and ground swarm removal; no reset effect.
  • Fireball (4 elixir): Immediate area damage and knockback; spend for useful defense or support value.
  • Barbarian Barrel (2 elixir): Ground-line removal and a Barbarian body; cannot damage air.

Build the push from reactive defense, not passive spawning

Royal Hogs provide the direct tower threat. Recruits and Guards absorb ground pressure, while Hunter gives the deck close-range air and tank damage. Goblin Hut is a reactive defender that produces Spear Goblins when enemies approach its engagement area; it is not a promise of free passive chip from a quiet back placement. This version suits players whose Hunter and defensive troops are better developed than Flying Machine and Zappies.

Opening and double elixir

Do not place Hut at the back expecting an old constant stream of attackers. Use it to influence an approaching enemy and preserve Hunter for the fight that needs him. In double elixir, counterpush with Royal Hogs after the Hut and troops have forced a real response. Recruits can split pressure, but avoid stacking Hunter where the opponent can spell him, the Hut and the tower together.

Defensive order and matchups

Against Royal Giant: Hut can pull while Hunter supplies close-range damage. Guards help against support only after the splash threat is identified. Recruits can stabilize a larger ground push, but seven elixir is unnecessary when a smaller defense already works. Preserve enough to threaten Hogs after the Royal Giant is removed.

Against Balloon: Hunter is the critical defender and Hut can help redirect the attack. Place Hunter so he can land useful shots without standing under all the enemy support. Fireball and Arrows have different cleanup jobs; do not spend both on a minor swarm while Balloon remains healthy. Ground-only Recruits cannot rescue missing air damage.

A decision during the match

An opponent plays a slow tank at the back while your Hut is in hand. Placing Hut immediately in a position that cannot engage wastes part of its lifetime and may reveal your defensive structure too early. Wait until the tank or its support can meaningfully interact with the building, then use the resulting Spear Goblins and Hunter to defend. Your reward is a surviving counterpush, not hypothetical passive chip.

Avoid this mistake: Do not treat Hunter as a long-range Musketeer. At poor distance his pellets spread, and the tank or Balloon may survive much longer than the elixir calculation suggests.

One-card alternatives and upgrades

  • Goblin Cage for Goblin Hut: Immediate building distraction and Brawler replace reactive Spear Goblin spawning. New average 4.0 elixir.
  • Goblins for Guards: Cheaper distraction loses shields and reach. New average 3.9 elixir.

Raise Hunter and Hogs first if they are the reason to choose this version. Keep Hut and Recruits strong enough to survive their assigned defensive exchanges. Upgrading three spells while Hunter still fails the central air defense leaves the main weakness untouched; follow the lost interaction rather than the easiest upgrade button.

Giant Skeleton Hog Queen Fireball

Giant Skeleton Hog Queen Fireball cards in order: Giant Skeleton, Archer Queen, Hog Rider, Bomb Tower, Skeletons, Electro Spirit, Fireball, The Log

Average elixir: 3.4

Eight cards and their jobs

  • Giant Skeleton (6 elixir): Heavy ground defender whose death bomb punishes troops that remain near the blast area.
  • Archer Queen (5 elixir): Ranged air and ground damage; her cloak supports a timed burst but does not protect her from area spells.
  • Hog Rider (4 elixir): Main tower-pressure card; hold defensive elixir after sending him.
  • Bomb Tower (4 elixir): Ground splash building and pull; it cannot shoot flying attackers.
  • 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.

Use the Giant Skeleton to claim space for the Queen

Giant Skeleton claims space and leaves a dangerous death-bomb area. Bomb Tower adds repeatable ground splash while Queen supplies the lasting ranged damage. Fireball can punish a support group, but there is no Earthquake for dedicated building damage. Electro Spirit offers a reachable chain interruption rather than Ice Spirit freeze. Tesla is not in this list, so Queen still needs protection against air.

Opening and double elixir

Use the Giant Skeleton when the ground group makes his cost worthwhile. A safe Skeletons placement can preserve the bigger reserve. In double elixir, add Hog after a useful defended position and keep Fireball for an identified support problem.

Defensive order and matchups

Against Ground bridge pressure: Place Giant Skeleton to contain the actual group while Bomb Tower redirects the win condition. His bomb controls an area after death; do not buy Hog merely because the bomb animation is imminent.

Against Balloon: Queen must keep shooting while Bomb Tower supplies the pull. Electro Spirit and Fireball can buy useful time, but neither turns the ground-only building into a second persistent air shooter.

A decision during the match

Giant Skeleton is nearly dead at the bridge and you have seven elixir. Hog leaves three, short of the four needed for Fireball or Bomb Tower. If the enemy support still needs one of those answers, let the bomb create space without adding Hog yet. The old Earthquake budget no longer describes the defense you selected.

Avoid this mistake: Assuming a nearly expired Giant Skeleton funds both Hog pressure and a fresh ranged defense.

One-card alternatives and upgrades

  • Cannon for Bomb Tower: Saves one elixir on the pull, losing repeated splash and the death-bomb area. New average 3.3 elixir.
  • Earthquake for Fireball: Saves one elixir and restores focused building damage, losing immediate medium troop damage and knockback. New average 3.3 elixir.

Prioritize Hog, Queen and Giant Skeleton, then Bomb Tower and Fireball. The expensive defender must keep earning his place in actual ground exchanges.

Mega Knight Little Prince Phoenix

Mega Knight Little Prince Phoenix cards in order: Mega Knight, Little Prince, Ram Rider, Phoenix, Bandit, Minions, Poison, Zap

Average elixir: 3.9

Eight cards and their jobs

  • Mega Knight (7 elixir): Expensive ground splash defender and counterpush threat; cannot hit air.
  • Little Prince (3 elixir): Ranged air and ground damage that builds speed while stationary; Royal Rescue adds a ground bodyguard.
  • Ram Rider (5 elixir): Building-targeting Ram pressure plus the rider's snare against troops; does not replace sustained air damage.
  • Phoenix (4 elixir): Flying single-target damage with a conditional egg rebirth; protect the egg rather than assume it survives.
  • Bandit (3 elixir): Ground pressure with a conditional dash; avoid feeding her into a prepared surround.
  • Minions (3 elixir): Three flying attackers for sustained air and ground defense; spread them away from spell targets.
  • 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.

Preserve real damage after the Mega Knight landing

Phoenix and Minions support Little Prince from the air while Mega Knight punishes a real ground group. Ram Rider supplies the tower threat and a defensive snare. Poison can remove or discourage support over time. Replacing Inferno Dragon loses escalating tank damage; Mega Knight cannot secretly take over that role, and the extra flying support must stay away from one convenient splash zone.

Opening and double elixir

Wait or make a small Bandit probe while keeping the specialist air defenders available. In double elixir, use Ram Rider after the ground exchange only if Little Prince and the next ability reserve can still do their defensive work.

Defensive order and matchups

Against Large ground tank: Use the Prince and separated flying damage while Mega Knight addresses the support group worth his landing. Ram Rider can delay a dangerous troop, but this hand has no Inferno ramp to erase a healthy tank quickly.

Against Balloon: Keep Phoenix, Minions and Little Prince outside the same spell target. Ram Rider snare may buy time; do not send her into the other lane before deciding which defenders can still supply enough shots.

A decision during the match

A tank approaches behind clustered ground support and you hold only seven elixir. Spending all seven on Mega Knight may remove support but leave the healthy tank unaddressed. Establish the ranged or flying damage first, then buy the landing when it earns a different job. If Phoenix becomes an exposed egg, count the damage you still have, not a guaranteed rebirth.

Avoid this mistake: Calling Phoenix an Inferno Dragon substitute against a high-health target while spending the remaining damage on offense.

One-card alternatives and upgrades

  • Inferno Dragon for Phoenix: Restores escalating flying tank damage at the same cost, losing the egg and more immediate single-target attacks. New average 3.9 elixir.
  • Bats for Minions: Saves one elixir and restores a cheaper flying group, with lower durability and damage per unit. New average 3.8 elixir.

Raise Ram Rider and the actual defending shooters, then Mega Knight and the Poison interactions that support your counterpush.

Control a position before spending on damage

Graveyard, Miner, Drill and X-Bow ask different questions of a defense. These choices reward patience with spells and knowing when a defensive win is worth more than forcing tower damage.

Graveyard Bowler Electro Wizard Cage

Graveyard Bowler Electro Wizard Cage cards in order: Graveyard, Bowler, Baby Dragon, Electro Wizard, Goblin Cage, Poison, Tornado, Giant Snowball

Average elixir: 3.9

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.
  • Electro Wizard (4 elixir): Ranged air and ground damage with stuns; protect his landing and fragile body.
  • Goblin Cage (4 elixir): Pulls building-targeting threats, then releases a ground Brawler counterpush.
  • 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.
  • Giant Snowball (2 elixir): Area damage, slow and eligible knockback; does not reset the Inferno Tower beam.

Cast Graveyard behind a healthy surviving defender

Bowler and Baby Dragon retain the splash defense, while Electro Wizard provides interruption rather than Ice Wizard slow. Cage pulls and leaves a Brawler that may tank a counterpush. Snowball can move eligible defenders but leaves no Barbarian. The heavier defense means Graveyard plus Poison needs a real survivor and a clear reserve for the next approach.

Opening and double elixir

Do not reveal Cage solely to cycle toward Graveyard. Defend with the splash troop that can actually reach the group. In double elixir, choose the healthy Bowler, Dragon or Brawler as the tank rather than buying every available attacker.

Defensive order and matchups

Against Balloon: Cage supplies the pull while Electro Wizard and Baby Dragon provide shots from separate positions. Snowball can delay, but the removed Ice Wizard slow is not still operating after you change the deck.

Against P.E.K.K.A: The Brawler or Bowler can occupy parts of the ground fight while Electro Wizard interrupts. Bowler does not knock back every heavy target, and an exposed Brawler is not a reason to abandon the ranged support.

A decision during the match

Bowler survives with very little health while the Brawler is still healthy on the other lane. Graveyard plus Poison costs nine. Use the tank that can actually hold tower attention, or skip the attack if the next Cage is still needed. The weaker enemy tower does not make a dying Bowler a better tank than the healthy survivor elsewhere.

Avoid this mistake: Spending Graveyard and Poison because any troop survived, while the four-elixir Cage is still required for defense.

One-card alternatives and upgrades

  • Ice Wizard for Electro Wizard: Saves one elixir and restores persistent slowing splash, losing instant and repeating stun resets. New average 3.8 elixir.
  • Barbarian Barrel for Giant Snowball: Adds ground-line removal and a Barbarian body at the same cost, losing air interaction and Snowball displacement. New average 3.9 elixir.

Prioritize Graveyard, Poison and the splash defenders, then Cage and Electro Wizard. Keep the two ranged units out of shared spell exposure.

Graveyard Skeleton King Musketeer Tesla

Graveyard Skeleton King Musketeer Tesla cards in order: Graveyard, Skeleton King, Phoenix, Musketeer, Tesla, Poison, Tornado, The Log

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.
  • Skeleton King (4 elixir): Ground splash defender who collects souls for a single timed Skeleton summon.
  • Phoenix (4 elixir): Flying single-target damage with a conditional egg rebirth; protect the egg rather than assume it survives.
  • 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.
  • 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.
  • The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.

Choose between Skeleton King’s summon and Graveyard

Musketeer and Tesla share the sustained air job with Phoenix. King supplies a ground body and can purchase a separate Skeleton wave after collecting real souls. Removing Tombstone means fewer automatic friendly Skeleton bodies, while removing Ice Wizard gives up persistent slow. This is direct defensive damage feeding Graveyard pressure, not the old slowing control sequence.

Opening and double elixir

Wait rather than cycling Tesla without an approaching threat. Protect Musketeer from easy tower-and-building spell value. In double elixir, choose between Graveyard and the King summon according to the cleanup card that is actually missing.

Defensive order and matchups

Against Balloon: Tesla contributes both the pull and damage while Musketeer and Phoenix work from different spell areas. A possible egg does not replace either surviving shooter in the plan.

Against Poison control: Do not feed a summon into active damage over time. Let King leave the area if that is safe, or save the activation. Graveyard, Poison and ability spending cannot all be assumed affordable after an expensive defense.

A decision during the match

Poison remains active on your side and King has souls, but Tesla is close to expiring. Activating in the damage zone wastes much of the wave and can leave the next four-elixir Tesla unfunded. Preserve the building reserve, let the ground fight resolve and buy a separate attack only when the surviving damage makes it useful.

Avoid this mistake: Assuming the removed Tombstone still provides a stream of Skeletons or that the Phoenix egg guarantees restored air coverage.

One-card alternatives and upgrades

  • Ice Wizard for Musketeer: Saves one elixir and restores slowing area support, losing focused direct shooting. New average 3.6 elixir.
  • Tombstone for Tesla: Saves one elixir and restores spawned distractions, losing building-based air damage. New average 3.6 elixir.

Raise Graveyard and the three direct damage defenders before widening the collection. Keep Poison useful for the support troop you actually need to remove.

Mega Knight Miner Musketeer Wall Breakers

Mega Knight Miner Musketeer Wall Breakers cards in order: Mega Knight, Miner, Wall Breakers, Musketeer, Bats, Goblin Gang, Poison, Zap

Average elixir: 3.4

Eight cards and their jobs

  • Mega Knight (7 elixir): Expensive ground splash defender and counterpush threat; cannot hit air.
  • 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.
  • Musketeer (4 elixir): Sustained ranged air and ground damage; keep her away from overlapping spell value.
  • Bats (2 elixir): Cheap flying damage; vulnerable to small spells and splash.
  • Goblin Gang (3 elixir): Mixed melee and spear bodies for surrounds and supplementary air damage; fragile to spells.
  • 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.

Use Miner and Wall Breakers while keeping Mega Knight affordable

Musketeer replaces the Inferno ramp with steady ranged fire. Goblin Gang adds ground surrounds and spear support beside Bats. Poison can cover the defender that stops Miner or Wall Breakers, but it replaces the quicker Arrows cleanup. Mega Knight still earns seven by landing on a useful ground commitment; he is not a high-health tank killer merely because Inferno Dragon has left.

Opening and double elixir

Make a small Miner or Wall Breaker test while keeping a real defense. Avoid presenting Musketeer, Gang Spears and Bats in the same spell area. In double elixir, let Poison work on a committed support zone before adding another troop into it.

Defensive order and matchups

Against Golem: Use the ranged shooter and cheap damage from protected positions while Mega Knight addresses the support group. Without an Inferno beam, a healthy tank takes time; do not spend Miner offensively before that damage window exists.

Against Bridge pressure: Evaluate the actual landing value. If support is spread, use Gang or the ranged defender and retain Mega Knight rather than paying seven to hit only a small part of the attack.

A decision during the match

The opponent spends four to stop Miner, then places separated support at the bridge. Mega Knight can hit only one small group. Keep him in hand and defend with the cheaper troops, preserving Musketeer for the air job. Poison may address a group that stays in its area, but it cannot instantly reproduce the removed Arrows sweep.

Avoid this mistake: Sending Musketeer forward for pressure while assuming Mega Knight will replace the missing Inferno ramp against the next tank.

One-card alternatives and upgrades

  • Inferno Dragon for Musketeer: Restores escalating flying tank damage at the same cost, losing steady ground-based ranged fire. New average 3.4 elixir.
  • Arrows for Poison: Saves one elixir and restores faster wide fragile-group removal, losing the persistent damage zone. New average 3.3 elixir.

Prioritize Miner, Wall Breakers and Musketeer, then Mega Knight and Poison. Keep the cheap defending bodies useful before buying a second expensive pressure package.

Goblin Drill Mighty Miner Executioner

Goblin Drill Mighty Miner Executioner cards in order: Goblin Drill, Mighty Miner, Executioner, Goblins, Tesla, Skeletons, Poison, The Log

Average elixir: 3.3

Eight cards and their jobs

  • Goblin Drill (4 elixir): Places Goblins beside a chosen target with a small Crown Tower spawn hit; the emerging Goblins provide continuing pressure.
  • Mighty Miner (4 elixir): Ground tank killer whose drill builds damage; his ability can move him to the other lane and leave a bomb.
  • Executioner (5 elixir): Ranged air and ground splash along the axe path; targets must actually align, and this list has no Tornado.
  • Goblins (2 elixir): Cheap melee damage and surrounds; wait until enemy splash is occupied.
  • 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.

Keep the Drill attack smaller than the defense it invites

Executioner replaces the cheap ground splash and ordinary shooter package with a heavier air-and-ground line. Tesla contributes air damage while Mighty Miner handles a durable ground target. Goblins and Skeletons buy cheap contacts. There is no Tornado to repair a poor axe line. Drill regained a small Crown Tower spawn hit in October; that does not make every Drill and Poison purchase worthwhile.

Opening and double elixir

Use a small Drill test only while the next Tesla or Executioner can still be funded. Let Mighty Miner keep his useful ramp. In double elixir, place Executioner so the actual approach crosses his axe path, instead of expecting a control spell this list does not contain.

Defensive order and matchups

Against Split Royal Hogs: Tesla pulls a useful side while Executioner needs a real line through the group he is assigned. Goblins cover a separate ground contact when safe. Splitting every troop does not automatically let one axe hit both lanes.

Against Balloon: Tesla and Executioner provide lasting shots at separate positions. Skeletons cannot supply air damage, and an offensive Drill plus speculative Poison can leave the five-elixir shooter unavailable.

A decision during the match

Drill reaches the tower and Valkyrie responds just as Balloon appears. Do not add Poison simply because the new spawn hit has already dealt a little damage. Reserve Tesla or Executioner for the flyer, then judge the next Drill by the defender it draws. The small deployment hit does not fund the lost defense.

Avoid this mistake: Positioning Executioner as though Tornado could later pull separated enemies into his axe.

One-card alternatives and upgrades

  • Musketeer for Executioner: Saves one elixir and restores direct single-target fire, losing the axe path through grouped targets. New average 3.1 elixir.
  • Bomb Tower for Tesla: Restores ground splash at the same cost, losing building-based air damage. New average 3.3 elixir.

Raise Drill and the defending damage cards, then Tesla and Poison. Executioner must be useful at his current level before the heavier deployment earns its place.

X-Bow Ice Golem Rocket

X-Bow Ice Golem Rocket cards in order: X-Bow, Tesla, Archers, Ice Golem, Skeletons, Fire Spirit, Rocket, The Log

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.
  • Archers (3 elixir): Split-capable air and ground damage; avoid clustering both with another fragile defender.
  • Ice Golem (2 elixir): Building-targeting distraction and kiting body with a death slow; not a damage dealer.
  • Skeletons (1 elixir): One-elixir ground distraction that buys shots and helps rotate the hand.
  • Fire Spirit (1 elixir): One-use air and ground splash when the jump reaches; not a persistent defender or guaranteed tower chip.
  • 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.

Choose a safe X-Bow position before adding support

Ice Golem buys movement and tower shots while Tesla and Archers provide the damage around X-Bow. Fire Spirit offers a one-use area hit when its jump reaches. Rocket replaces the immediate medium spell with a much larger commitment. The deck loses Knight melee damage and Fireball flexibility, so a protected siege position matters more than a blind spell race.

Opening and double elixir

Split Archers or wait with Tesla available. Ice Golem can kite a pursuing ground troop but will not remain to fight as Knight did. In double elixir, use Rocket only for a real defending group or a verified finish that leaves the next attack covered.

Defensive order and matchups

Against Giant: Let X-Bow or Tesla shape the tank route while Archers supply shots and Ice Golem separates reachable support. Adding another building to a doomed siege can empty the defense for the troop that follows Giant.

Against Air swarms: Archers and Tesla are the persistent air sources. Fire Spirit must reach the actual group, and it is no longer guaranteed solo tower chip. Rocket is an expensive emergency option, not a substitute for preserving both shooters.

A decision during the match

Your attacking X-Bow faces a healthy Giant and you have four elixir. Tesla may still fail to save the lock, and Rocket is not even affordable. Let X-Bow occupy the tank, kite the support and recover Archers for the next position. A six-elixir siege loss does not require another four now or another six as soon as it regenerates.

Avoid this mistake: Starting a Rocket race from remembered tower damage while leaving no Tesla and Archers sequence for the next push.

One-card alternatives and upgrades

  • Fireball for Rocket: Saves two elixir and restores flexible immediate damage and knockback, losing the larger concentrated hit. New average 2.9 elixir.
  • Ice Spirit for Fire Spirit: Trades the splash hit for a local freeze at the same cost, losing Fire Spirit area damage. New average 3.1 elixir.

Prioritize X-Bow, Tesla and Archers. Learn the changed Rocket commitment before raising it solely to chase spell finishes.

Specialist attacks for practiced collections

Air beatdown, Freeze, Golem and dual-threat pressure need their own defensive habits. Pick one because its air and ground answers fit your levels, not because an expensive push looks difficult to stop.

Lava Hound Balloon Flying Machine

Lava Hound Balloon Flying Machine cards in order: Lava Hound, Balloon, Tombstone, Flying Machine, Baby Dragon, Barbarians, Fireball, Arrows

Average elixir: 4.4

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.
  • Flying Machine (4 elixir): Fragile flying ranged support; place far enough away to use its reach.
  • Baby Dragon (4 elixir): Durable flying splash support; its damage alone is not a fast tank solution.
  • Barbarians (5 elixir): Several ground defenders for surrounding tanks and separating their support.
  • Fireball (4 elixir): Immediate area damage and knockback; spend for useful defense or support value.
  • Arrows (3 elixir): Wide air and ground swarm removal; no reset effect.

Keep enough ground defense after committing to the air

Flying Machine supplies ranged air damage while Baby Dragon clears groups beside Hound and Balloon. Tombstone and Barbarians remain the ground reserve. Replacing Mega Minion and Skeleton Dragons costs slightly more and removes the two-unit splash spread. A ranged flyer can remain useful after a defense, but it cannot shield another flyer from an area spell.

Opening and double elixir

Place Hound in the back only after deciding which ground response will be affordable. Keep Flying Machine apart from Baby Dragon. In double elixir, add Balloon when the Hound has a route and Tombstone or Barbarians still cover the opposite lane.

Defensive order and matchups

Against Battle Ram: Tombstone is the immediate three-elixir pull after a back Hound. Barbarians cost five and may not yet be affordable; deploy them when the ground contact and budget actually permit.

Against Balloon with support: Flying Machine and Baby Dragon need separate positions and time to work. Fireball can damage a useful escort, but Hound itself is not the defending damage source.

A decision during the match

Hound from a full ten leaves three, and Battle Ram arrives opposite lane before five regenerates. Tombstone is affordable; Barbarians are not. Keep that plan instead of adding a four-elixir Flying Machine behind Hound at the first opportunity. The back tank has not made the ground lane safe.

Avoid this mistake: Stacking the long-ranged Flying Machine and Baby Dragon directly behind Hound into one spell area.

One-card alternatives and upgrades

  • Mega Minion for Flying Machine: Saves one elixir and supplies a less fragile flying body, losing the long ranged shooting position. New average 4.3 elixir.
  • Skeleton Dragons for Baby Dragon: Restores two split-capable splash bodies at the same cost, losing the single sturdier dragon. New average 4.4 elixir.

Raise Hound and Balloon, then the actual air shooters and the ground defenders that keep the back deployment affordable.

Lumberjack Balloon Hunter Mega Minion

Lumberjack Balloon Hunter Mega Minion cards in order: Balloon, Lumberjack, Bowler, Hunter, Mega Minion, Freeze, Giant Snowball, Barbarian Barrel

Average elixir: 3.6

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.
  • Hunter (4 elixir): Close-range spread damage against air and ground; distance changes how many projectiles connect.
  • Mega Minion (3 elixir): Durable single flying attacker for focused air or ground damage.
  • 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.

Freeze only when the next Balloon attack is plausible

Hunter supplies spread damage at useful close range while Mega Minion adds a distinct flying attack. Bowler and Lumberjack handle the ground, with Freeze reserved for a credible Balloon connection or urgent defense. Snowball buys displacement without grouping everything for Hunter. Losing Inferno Dragon removes tank ramp; losing Baby Dragon removes durable air splash.

Opening and double elixir

Defend before buying Balloon plus Freeze. Keep Hunter close enough to matter and away from a common spell on the tower. In double elixir, let Lumberjack or Bowler create the useful route before committing the conversion spell.

Defensive order and matchups

Against Large ground tank: Hunter needs a good pellet angle while Lumberjack or Bowler occupies the support. Mega Minion adds damage from a separate position. This is direct damage over time, not an Inferno beam that rapidly ramps on the tank.

Against Minion Horde: Neither Snowball nor Barbarian Barrel is a complete Horde answer. Protect Hunter for a useful spread and separate Mega Minion; Freeze can buy attacks only if those defenders remain alive to use the time.

A decision during the match

Balloon is under tower fire while a ranged defender stands outside the tower's Freeze area. Catching only the tower does not silence that shooter. Use Snowball only if its displacement changes the needed window, or let the attack go. Without Tornado, you cannot promise to gather both targets into a later Freeze.

Avoid this mistake: Placing Hunter far away and counting every pellet as though he were already in close range.

One-card alternatives and upgrades

  • Inferno Dragon for Hunter: Restores escalating flying tank damage at the same cost, losing immediate close spread burst. New average 3.6 elixir.
  • Baby Dragon for Mega Minion: Adds flying area splash for one more elixir, losing the cheaper focused attacker. New average 3.8 elixir.

Prioritize Balloon and Hunter, then Mega Minion and the ground defenders. The changed close-range placement matters before another Freeze upgrade.

Golem Night Witch Mini P.E.K.K.A

Golem Night Witch Mini P.E.K.K.A cards in order: Golem, Night Witch, Phoenix, Baby Dragon, Mini P.E.K.K.A, Lightning, Tornado, Zap

Average elixir: 4.4

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.
  • Phoenix (4 elixir): Flying single-target damage with a conditional egg rebirth; protect the egg rather than assume it survives.
  • Baby Dragon (4 elixir): Durable flying splash support; its damage alone is not a fast tank solution.
  • Mini P.E.K.K.A (4 elixir): Concentrated ground damage against a tank or other high-health attacker.
  • Lightning (6 elixir): Expensive damage and stun on selected high-health targets; seek building plus support value.
  • Tornado (3 elixir): Repositions troops and damages an area; placement determines whether the pull helps defense.
  • Zap (2 elixir): Small air and ground hit plus brief stun/reset; does not replace heavy damage.

Spend eight only after identifying the punish

Mini P.E.K.K.A supplies concentrated ground damage instead of Lumberjack and its death Rage. Baby Dragon replaces the cheaper ground-only splash with durable air-and-ground area damage. Phoenix and Night Witch add the separated support, while Zap restores a cheap interruption instead of a Barbarian body. This heavier air package still needs a real reason to commit eight to Golem.

Opening and double elixir

Wait in single elixir if the next fast punish is not covered. Defend with Mini P.E.K.K.A or the needed flyer before assembling Golem. In double elixir, put the tank in front of useful survivors and keep Night Witch outside the same spell zone as both flyers.

Defensive order and matchups

Against Ram Rider opposite lane: Mini P.E.K.K.A supplies the grounded damage and Zap may buy a useful interruption. If spending eight on Golem would leave only the spell, defend first. There is no dropped Lumberjack Rage or Barbarian left to invent a missing body.

Against Inferno Tower: Lightning needs a worthwhile building-and-support target while Golem remains useful. Zap interrupts but cannot replace the six-elixir damage cast, and the two flying supporters should not share one easy removal area.

A decision during the match

At ten elixir, the opponent places a slow tank in the back but still has Ram Rider ready. Golem would leave two for Zap, not four for Mini P.E.K.K.A. Defend their actual lane choice first if that reserve is inadequate. Replacing Lumberjack removed the death Rage; an early Golem does not regain the old counterpush speed by assumption.

Avoid this mistake: Using the removed Bomber cost when budgeting Baby Dragon, or expecting Mini P.E.K.K.A to drop Rage after defending.

One-card alternatives and upgrades

  • Lumberjack for Mini P.E.K.K.A: Restores fast melee attacks and death Rage at the same cost, losing the concentrated Mini P.E.K.K.A hit. New average 4.4 elixir.
  • Barbarian Barrel for Zap: Restores a ground-line hit and Barbarian body at the same cost, losing the instant air-and-ground reset. New average 4.4 elixir.

Raise Golem, Night Witch and the actual defending damage cards. Keep Baby Dragon useful before expanding the expensive support group.

Giant Graveyard Electro Wizard Rage

Giant Graveyard Electro Wizard Rage cards in order: Giant, Graveyard, Bowler, Electro Wizard, Musketeer, Minions, Arrows, Rage

Average elixir: 3.9

Eight cards and their jobs

  • Giant (5 elixir): Building-targeting tank placed in front of surviving defenders.
  • 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.
  • Electro Wizard (4 elixir): Ranged air and ground damage with stuns; protect his landing and fragile body.
  • Musketeer (4 elixir): Sustained ranged air and ground damage; keep her away from overlapping spell value.
  • Minions (3 elixir): Three flying attackers for sustained air and ground defense; spread them away from spell targets.
  • 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.

Choose which tank will make the Skeletons matter

Electro Wizard replaces Night Witch with entry and continuing interruption. Minions add direct flying damage without waiting for Bats to spawn. Giant can tank Graveyard, but a surviving Bowler may already provide that job. Rage supports a useful attacking interval instead of Snowball displacement. There is still no Poison to remove a durable Graveyard defender over time.

Opening and double elixir

Defend with the body or shooter that fits the approach rather than opening Giant and Graveyard together. Keep Musketeer and Electro Wizard apart. In double elixir, use the healthy existing tank before purchasing another five-elixir body just to start the attack.

Defensive order and matchups

Against Inferno defender: Electro Wizard can interrupt from a safe reachable position while Giant advances, with Minions doing damage separately. Spending Rage before the reset route exists only speeds movement into the same prepared answer.

Against Valkyrie Graveyard defense: Rage does not remove a healthy splash defender. Use the tanking window and Arrows for the fragile support it can actually clear, or accept a small Graveyard rather than forcing every spell into the counter.

A decision during the match

Bowler survives with a healthy Musketeer behind and you have eight elixir. Graveyard leaves three for Arrows or Rage plus a small reserve. Giant would also cost five but delay Graveyard while buying a tank you may already have. Use the actual Bowler health and defender response to decide; do not add Giant by habit and then expect the old Snowball to push away Valkyrie.

Avoid this mistake: Treating Rage as displacement or assuming it removes the durable splash troop that still stops Graveyard.

One-card alternatives and upgrades

  • Night Witch for Electro Wizard: Restores a melee supporter that produces Bats at the same cost, losing instant and repeated resets. New average 3.9 elixir.
  • Giant Snowball for Rage: Restores area slow and eligible knockback at the same cost, losing the speed boost for surviving attackers. New average 3.9 elixir.

Prioritize Giant or Graveyard according to the route you actually use, then Bowler and the ranged defenders. Keep Arrows at useful interaction levels.

Ram Rider Goblinstein Fireball Cart

Ram Rider Goblinstein Fireball Cart cards in order: Ram Rider, Goblinstein, Hunter, Cannon Cart, Goblins, Fireball, Giant Snowball, The Log

Average elixir: 3.6

Eight cards and their jobs

  • Ram Rider (5 elixir): Building-targeting Ram pressure plus the rider's snare against troops; does not replace sustained air damage.
  • Goblinstein (5 elixir): Monster pressures buildings while the Doctor supplies ranged support; Lightning Link punishes troops between them.
  • Hunter (4 elixir): Close-range spread damage against air and ground; distance changes how many projectiles connect.
  • Cannon Cart (5 elixir): Ranged support that becomes a stationary building at half health.
  • Goblins (2 elixir): Cheap melee damage and surrounds; wait until enemy splash is occupied.
  • Fireball (4 elixir): Immediate area damage and knockback; spend for useful defense or support value.
  • Giant Snowball (2 elixir): Area damage, slow and eligible knockback; does not reset the Inferno Tower beam.
  • The Log (2 elixir): Ground-line damage and knockback; cannot clear flying units.

Turn Cannon Cart's stopped position into defensive value

Fireball replaces Lightning with a lower-cost immediate support hit and knockback. Goblins replace shielded Guards with cheaper ground damage, while The Log supplies a ground line instead of a Barbarian body. Hunter and Cart still need useful positions behind Ram Rider or the Monster. The Cart becomes stationary at half health, so its eventual location matters more than preserving movement at any cost.

Opening and double elixir

Wait for a useful ground commitment before spending Goblinstein and Cart together. Keep Hunter for a close target. In double elixir, use the lower-cost spell only when it addresses a real support group; the saved elixir does not make the whole formation safe to stack.

Defensive order and matchups

Against Inferno Tower: Doctor can interrupt only from a useful reachable position; Fireball does not reproduce Lightning stun and heavy building damage. Ram Rider snare buys time against troops, not a guaranteed path through the building.

Against Balloon: Hunter supplies the main focused shots while Doctor can contribute from another angle. Snowball buys time when its impact matters, but Cart cannot shoot the flyer in either form.

A decision during the match

Cart nears half health at the center during a defense. Letting it become a building there may help the next pull; preserving its movement with Goblins is worthwhile only if their own defense earns two elixir. Fireball now costs four rather than Lightning six, but the lower reserve cannot promise the same building removal against the following attack.

Avoid this mistake: Casting Fireball as though it were the removed Lightning reset, or counting an edge-parked Cart as a central pull.

One-card alternatives and upgrades

  • Guards for Goblins: Adds shields for one extra elixir, losing the cheaper rotation. New average 3.8 elixir.
  • Lightning for Fireball: Restores heavy selected-target damage and stun for two extra elixir, losing Fireball immediate area knockback and cheaper reserve. New average 3.9 elixir.

Prioritize Ram Rider, Hunter and Cart, then Goblinstein and Fireball. Raise Goblins for the damage that justifies their unshielded deployment.

Keep the core, or change one defensive job?

If an Arena 20 deck already wins when you defend cleanly, keep its win condition and inspect the failed exchange. Did your air defender die to a spell? Did you spend the building before a Hog arrived? Did a seven-elixir attack leave only two elixir for the other lane? Those are different problems. Replacing the entire deck hides which one caused the loss.

  • Keep the core when placement is the problem. A Hunter standing too far away or a Musketeer sharing spell value with your tower does not automatically need a replacement. Correct that placement before committing resources.
  • Change one card when a job is missing. If your only air damage consists of fragile swarms and the opponent’s small spell removes them, a sturdier ranged defender changes the coverage. Check the new average and the ground job you gave up.
  • Change the archetype when the collection cannot support it. A list with five cards far below your usable levels may be a long-term project. Continue with a working core while developing the new win condition and main defender together.
  • Keep a small match note. Record the opposing win condition, the defensive card you lacked, and the first unnecessary spend. That is more useful than changing decks after every loss. Do not turn a few games into a claimed win rate.

Upgrade for the interaction you need

Start with the win condition and the defender that keeps you alive long enough to use it. Next check spells against the troops they are supposed to remove at your actual levels. Then improve support survivability. The order changes when a specific card is failing: a weak Musketeer against air may be more urgent than one extra level on the attacking tank.

A substitution is a trade. Knight for a Champion can lower the cost, but it removes the ability-based play. Musketeer for Flying Machine changes flight and targeting. Tesla for Cannon improves air coverage but costs more. Apply the alternatives one at a time, keep the same eight-card record while learning it, and check your deck again after copying. Two individually legal swaps are not automatically a well-balanced combination.

Arena 20 deck questions

What is the best Arena 20 deck if my Champions are underleveled?

Start with an ordinary-card core that matches your upgrades. Royal Giant Phoenix Fireball, Hog Knight Tesla Musketeer and P.E.K.K.A Mother Witch Dark Prince offer three different defensive structures. Choose the one whose main defender can do its job; a Champion is not required to make an eight-card deck coherent.

Should I use an Evolution or Hero version?

Use an unlocked form only when you understand what it changes and can place it in the appropriate slot. The card lists and tactics here use base identities, so they do not promise an Evolution interaction or a Hero ability. After copying, check the special slots and your Tower Troop in-game. Optional forms can change the matchup enough that the basic line needs adjustment.

Why does my attack work once and fail the next time?

The opponent may now have the right defender in rotation or enough elixir to support it. Track the building, air defender or small spell that stopped the attack. A second Hog into a ready building is a different decision from the first probe. Repeating the same expensive support package without noticing the response is often the costly part.

Can I use a different Tower Troop?

Yes, but these explanations assume the ordinary Princess Tower baseline. Another Tower Troop can change how long you have to defend, which small units it removes and when it needs help. Check those interactions before treating the same troop placement or spell timing as equivalent. The eight-card list alone does not describe every part of the loadout.

How do I know whether spell cycling will finish the tower?

Use the Crown Tower damage displayed for your current card level, then count the casts and defensive elixir needed. Do not use a troop-damage number or an older remembered Fireball value. If the opponent can take your tower before the required casts, return to defense and a supported win-condition attack.

Use the collection you already built

The deck library is useful when your strongest win condition belongs to another established core. The Arena 13 guide offers earlier collection paths, while the Arena 12 guide explains other foundations you may already have leveled. Reaching Boot Camp does not erase those upgrades.

Card access and battle rules can change. The maintained arena card list is useful for checking eligibility, and Supercell’s balance notes explain changes such as spell damage and ability timing. Check the current in-game values before relying on a close lethal calculation.

This is an independent fan guide. It is not affiliated with, endorsed by, sponsored by or approved by Supercell.