This page is part of IGN's Clash Royale Deck Builder Series, which breaks down into detail some of the best decks that can be made from using Arena 6 cards in the Builder's Workshop.
All of the decks listed will contain cards that must be unlocked by reaching Arena 6. You may not have access to some cards if you are unable to enter the Builder's Workshop.
This deck has a high average Elixir cost, but this isn't something that make's the deck useless. The Elixir Collector will allow you to gain more Elixir every 10 seconds to play powerful cards, rather than have you overspend and wait a long time to recharge. During the later half of a match, Elixir Collector is great since you have a lot more Elixir being charged up than your opponent. This will allow you to play a Golem faster and counter more frequently.
The Golem is the main focus of this deck. It is powerful against almost any unit and will deal massive damage to Towers, so you want to have it out when it counts. At the same time, you need to protect it against counters from your opponent, such as Minion Hordes or other group cards like Barbarians or Goblins. Although the Golem is powerful, it definitely is not invincible.
Spear Goblins and Archers are great ranged attackers against units that would threaten your Golem. The same can be said for the Wizard and Minion Horde, although they are better suited for countering against groups of enemies that are placed to attack your Golem. When possible, you want to have an Elixir Collector on the field to have the extra resource to play more counters frequently as the match goes on.
Skeleton Tempo
Skeleton Army
Wizard
Balloon
Giant Skeleton
Tombstone
Tesla
Arrows
Freeze
This deck is all about going with the right pace of a match. While mostly defensive, there is a lot of room for change and adjustment depending on what is on the field. Cards like Freeze, Balloon, Wizard, and Skeleton Army can be counters just as much as they can be offensive plays. It depends on how you are playing and what you get at the start of a match. But if you are unsure, start off being more defensive until you see chances to take down your opponent.
Tombstone and Skeleton Army are good cards for bringing out a lot of units to the field. If you have a Tombstone early on, be smart when you decide to play it. You want the skeletons it makes to have purpose ratehr than be taken out quickly, but you want to have them out. A solid offensive option when you find things are in your favor are playing Wizard with Giant Skeleton.
Tesla is a great defense card here that can keep your opponent at bay. If you start out with a Tesla in the beginning of the match, don't be so quick to drop it. It may be helpful to wait until you have full Elixir so you can play another card afterwards as a counter or distraction. Teslas and Tombstones can work together as a solid defense when your opponent is pushing forward.
This deck is offensive for both the early and late sections of a match. Your most expensive card is PEKKA, but you shouldn't play it too early and risk losing out on a lot of Elixir if its countered. Most of the beginning and middle sections of the game should see you playing Goblins, Hog Rider, and Prince to mount an offensive against your opponent.
When the end is close and you start gaining more Elixir, then you should freely play PEKKA as you launch an offensive. PEKKA is powerful in of itself, but can be even stronger when you have counters and distractions for your opponent's units. A PEKKA and Prince or Hog Rider can be devestating in the late portion of the game, especially if your opponent is trying desperatly to counter the PEKKA while your Hog Rider speeds over to their Towers.
Arrows and Freeze are your best defensive measures against groups of enemy units, while Minion Horde is your anti-power unit counter. Spear Goblins can be great distractions as a match goes on and you near the end. Use them wisely to distract enemies and have your power hitters deal damage to enemy Towers.
Up Next: Arena 7 - Best Deck Builds
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Arrows and Freeze are your best defensive measures against groups of enemy units, while Minion Horde is your anti-power unit counter. Spear Goblins can be great distractions as a match goes on and you near the end. Use them wisely to distract enemies and have your power hitters deal damage to enemy Towers.
Fireball and Zap are some of the great spell combinations possible that can clean up after any failed pushes, with the Inferno Tower having great use for defense.
The Minions and Tombstone will be good sources of more units on the field as you try to keep focus away from your Giant. Bombers can also be good trump cards for dealing area damage to weak units made to stop your giant, as well as the Musketeer for damaging strong enemies from far.
Get troops that attack air, do splash damage, deal heavy single-target damage, and troops that do more than one at a time. You will need one of each on your deck to make it effective. Musketeer, Minions, and Mini Pekka are some troops that do single-target damage.
The name "Perfectly Enraged Knight Killer of Assassins" was the winner. The person who submitted the acronym was called Víctor in the Facebook announcement.
A Better Musketeer And A Better Knight For A Cheaper Cost
The Little Prince is without a doubt the best champion in Clash Royale, costing only three Elixir for basically a Musketeer and having an overpowered ability that can fully counter certain troops.
Elixir trades are key to winning in Clash Royale. In short, defeat opposing units using cards with lower values. Swarms often help — powered-up Goblins (two elixir) or Skeletons (one) can take down a Mini P.E.K.K.A. (four).
High skill decks evolve over time, transitioning from niche to mainstream. The complexity of a deck's defensive options and counterplay defines its skill ceiling. Classic decks like 2.6 Hog Cycle are revered for their high skill requirements.
The meta in Clash Royale is all about the hottest, most effective ways to crush your opponents. It's a mix of the best cards and the smartest strategies that top players are using right now. Since the game constantly evolves, today's winning combination might not hold the throne tomorrow.
In Arena 6, King's Chests have a 33% chance of containing a legendary card. Get a legendary from other chests. Other chests don't have as high a chance of containing a legendary card, but there are still ways you can use them to get Legendary cards. Fortune chests are available following Arena's 1-12.
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