Clash Royale players will face tougher opponents and unlock new cards as they move further down the ladder. This gives players the opportunity to develop decks that fit their playstyle and allows them to play without having to depend on popular cards that they may or may not enjoy playing. The decks below will help players struggling to make it out of Arena 6.



Updated August 27, 2024, by Hamza Haq: Clash Royale has evolved significantly over the years, introducing new cards, levels, heroes, and game modes for players to enjoy. However, the first order of business is climbing up the Arena in the main game mode to unlock the ability to get new cards. There is very little point in trying to build an end-game deck before reaching Arena 15 or higher. To do so, players will first have to earn trophies in the lower Arenas to climb up. This article has been updated with an additional possible deck players can use to advance.


Best Arena 6 Decks in Clash Royale

Hog Bait


Hog Bait Deck (avg 3.3)

Hog Rider

Goblin Barrel

Musketeer

Skeleton Army

Fire Spirit

Inferno Tower

Fireball

Zap

Hog Rider is a fast and easy win condition to build around and support. The main point of this deck is to get as many hits on the opposing towers with the Goblin Barrel while distracting the tower and opposing troops with the Hog Rider and giving them reliable support with Musketeer and the Fire Spirit for ground and air swarming troops. 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.


If the opponent has Zap, try to bait it out with the Skeleton Army, Goblin Barrel, or Inferno Tower, and then punish them when they do. Opposing tanks like Giant or Pekka can be countered by Inferno Tower, which should be held in reserve for those occasions. The only answer for Goblin Barrel in Arena 6 is either Fireball or Arrows, both of which are either equal exchanges or a loss of elixir to the other side.

Giant Tombstone

Arena 6 Giant Tombstone Deck Clash Royale

Giant Tombstone (avg 3.8)

Giant

Mini PEKKA

Musketeer

Baby Dragon

Skeleton Army

Tombstone

Fireball

Arrows


This deck is a defensive powerhouse with cards that have the versatility to be played against many decks that can be thrown its way. The Giant can soak up plenty of damage and give troops behind it the leeway to rain down plenty of damage with the security of not being targeted by enemy troops and towers. Arrows and Fireball are great for supporting the Giant on offense, while Tombstone is key because, with proper placement, it can buy time for other troops to clean up on defense.

Pairing Giant’s push with Baby Dragon is key in order to deal with an opposing Skeleton Army or Minions, which can easily chew down the Giant to zero if not answered. Putting the Mini Pekka behind Giant can help whittle down tank killers like Pekka but should mostly be held in reserve as a single target damage dealer on the defensive.


Pekka Ram

Arena 6 Pekka Ram Deck Clash Royale

Pekka Ram (avg 3.4)

P.E.K.K.A

Zap

Battle Ram

Bats

Witch

Cannon

Knight

Skeletons

P.E.K.K.A unlocks in Arena 6 and serves as an excellent answer to almost anything the opponent can throw at the player, including Hog Rider, Giant, Valkyrie, and Knight. However, Pekka should almost always be used defensively as a response to what the opponent is doing. It is not a win condition on its own and can easily get countered by Skeleton Army or Inferno Tower. This deck is entirely reactive, and the play depends on what comes from the other side. Once Pekka is on the field, put the Battle Ram behind her just as she crosses the bridge, allowing her to tank the tower hits.


Witch is a defensive option for dealing with flying units that threaten Pekka. Bats and Knight are lower elixir cost answers to air and land units, but the main goal is to remain defensive. Only after double elixir kicks in should players push for tower damage on the opponent. Zap is an answer to both the Skeleton Army and Inferno Tower but can be used to deal with opposing Bats as well. Once one tower is whittled down to zero, maintain defensive positioning and let the timer run out for victory.

Battle Ram Cycle

arena 6 Battle Ram Cycle Deck Clash Royale


Battle Ram Cycle (avg 2.9)

Battle Ram

Knight

Minions

Fire Spirit

Electro Spirit

Goblin Cage

Fireball

Arrows

Battle Ram deals significant damage when connecting to any building or tower. Building around this with a good cycle of cheap defensive troops like Minions and Knight to soak up damage makes this deck able to play very fast and aggressively on offense and defense. Goblin Cage is a great counter to building targeting troops with other cheap troops that can come in and clean up on defense, clearing the way again for the Battle Ram.

The point of this deck is to cycle through units as fast as possible, which means using the two 1-Elixir cost units, Electro Spirit and Skeletons, on cooldown. If done correctly, this means that during double elixir, two knights and two sets of minions will be able to accompany a Battle Ram to the other side, an overwhelming force that can wreck basically anything at this stage of the game within seconds.


Inferno Valkyrie Bait

Arena 6 Inferno Valkyrie Bait Deck Clash Royale

Inferno Valkyrie Bait Deck (avg 3.4)

Goblin Barrel

Valkyrie

Musketeer

Skeleton Army

Fire Spirit

Inferno Tower

Fireball

Arrows

This great defensive deck can give the opponent a tough time dealing with the Goblin Barrel. The Skeleton Army and Fire Spirit are useful in baiting out spells that can counter the Goblin Barrel, while cards like the Valkyrie, Musketeer, and Inferno Tower can really shine on defense.


The Goblin Barrel is the win condition in this deck, which means it needs to find a way to deal chip damage to opponent towers. An easy way to do this is to use the Valkyrie to tank the tower hits and throw the Goblin Barrel at the very edge of the Arena. By not throwing the Barrel directly at the tower, any answer the other player has for this card, such as Arrows or Fireball, will turn into wasted elixir and allow the Goblins to hit the tower.

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