Clash Royale players will face tougher opponents and unlock new cards as they progress further up the ladder. This gives players the opportunity to develop decks that suit their playstyle and allows them to play without relying on popular cards that may or may not be fun to play. The decks below will help players trying to get out Arena 6 in Clash Royale.
Clash Royale: The Best Arena 7 Decks
Struggling to pick the right cards in Arena 7? Here are some of the best Arena 7 decks in Clash Royale that are easy to use and really win games.
Updated October 25, 2025 Umama Ali: Building decks for Clash Royale's Arena 6 can be a bit more complicated. Players unlock a bunch of new cards here, and some of them are so good that players use them in higher arenas. Most of these cards now have evolutions as well, which can make things a bit confusing. To make things easier, here are some of the best decks you can use in Clash Royale's Arena 6.
The best Arena 6 decks in Clash Royale
Pig bait
|
Clash Royale cards |
The price of the elixir |
|---|---|
|
Hog Rider |
Four |
|
Goblin Barrel |
Three |
|
Musketeer |
Four |
|
Fire spirit |
One |
|
A skeleton army |
Three |
|
Inferno Tower |
Five |
|
Fireball |
Four |
|
On |
Two |
Hog Rider is a quick and easy win condition to build and support. The main point of this deck is to get as many hits as possible on enemy towers with Goblin Barrel while distracting the tower and enemy units with Hog Rider and giving them reliable support with Musketeers and Fire Spirit for ground and air units. Fireball and Zap are some of the great possible spell combos that can clean up after any failed strike, with Inferno Tower being a great use for defense.
You can choose Skeleton Army and Goblin Barrel for development.
If the opponent has Zap, try to lure them out with Skeleton Army, Goblin Barrel, or Inferno Tower, then punish them when they do. Anti-tanks like Giant or PEKKA can be countered by Inferno Tower, which should be in reserve for these occasions. The only answer to Goblin Barrel in Arena 6 is either Fireball or Arrows, which are either equal trades or a loss of elixir for the other side.
This Arena 6 deck has an average elixir cost of 3.3.
Giant Beatdown
|
Clash Royale cards |
The price of the elixir |
|---|---|
|
Giant |
Five |
|
Fireball |
Four |
|
Goblins |
Two |
|
Spear Goblins |
Two |
|
Archers |
Three |
|
Musketeer |
Four |
|
Bomber |
Two |
|
Mini PEKKA |
Four |
The Giant Beatdown deck has one goal and one goal only: to create an unstoppable push that can destroy the opponent's tower in one go; anything else is just bid time. The Giant is a slow moving unit that allows players to slowly build pressure around him as he staggers around the arena. While this is an adequate strategy and Beatdown players will have to rely on it most often, the best option is to create a counter push.
For evolution, Clash Royale players can go with musketeers and archers.
The idea is that players wait for the opponent to first send units to their side of the arena, preferably tanks like their own giant. Use a Mini Pekka, Bomber, Archer or Musketeer, whichever unit is most appropriate. The more time a Beatdown player's units spend on their side of the arena, the more pressure they can eventually create, making it much harder to deal with.
The key weakness of this deck is the lack of a token for the opponent's Skeleton Army. The only answer is a well-placed fireball or a bomber that is in the right place at the right time. This is why you should always push when you have a Bomber in a cycle.
This Arena 6 deck has an average elixir cost of 3.3.
A giant tombstone
|
Clash Royale cards |
The price of the elixir |
|---|---|
|
Giant |
Five |
|
Mini PEKKA |
Four |
|
Musketeer |
Four |
|
A dragon |
Four |
|
A skeleton army |
Three |
|
Tombstone |
Three |
|
Fireball |
Four |
|
Darts |
Three |
This deck is a defensive force with cards that are versatile enough to play against many decks that can be thrown your way. The Giant can absorb a lot of damage and give the soldiers behind it the freedom to knock down a lot of damage with the safety of not being targeted by enemy units and turrets. Arrows and Fireball are great for supporting the Giant on offense, while Tombstone is key as it can buy other soldiers time to clear the defense when placed correctly.
For development you can go with Baby Dragon and Musketeer.
Pairing Giant's pressure with Baby Dragon is key to dealing with an enemy Skeleton Army or Minions who can easily nibble Giant to zero if he doesn't respond. Placing a Mini PEKKA behind a Giant can help reduce the number of tank killers like Pekka, but it should mostly be kept in reserve as a single target damage dealer for defense.
This Arena 6 deck has an average elixir cost of 3.8.
Clash Royale: The Best Arena 9 Decks
Arena 9 opens the door to some great cards and the right deck can make all the difference. Here are some of the best Arena 9 decks in Clash Royale.
Pekka Ram
|
Clash Royale cards |
The price of the elixir |
|---|---|
|
PEKKA |
Seven |
|
Battle of Ram |
Four |
|
On |
Two |
|
Bats |
Two |
|
Witch |
Five |
|
Cannon |
Three |
|
Knight |
Three |
|
Skeletons |
One |
PEKKA is unlocked 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 by itself and can easily be countered by Skeleton Army or Inferno Tower. This deck is completely reactive and the game depends on what comes from the other side. Once Pekka is on the field, put a battering ram behind her just as she crosses the bridge, allowing her to tank turret hits.
You can choose Battle Ram and Witch for evolutions.
Witch is a defensive option to deal with the flying units that threaten Pekka. Bats and Knight are lower elixir cost answers for air and ground units, but the main goal is to stay on the defensive. Only after double elixir kick should players push turret damage on the opponent. Zap is the answer to both the skeleton army and the Inferno Tower, but can also be used to fight enemy bats. Once one tower is reduced to zero, maintain a defensive position and run the timer to win.
This Arena 6 deck has an average elixir cost of 3.4.
Ram Battle Cycle
|
Clash Royale cards |
The price of the elixir |
|---|---|
|
Battle of Ram |
Four |
|
Minions |
Three |
|
Fire spirit |
One |
|
Knight |
Three |
|
Electro Spirit |
One |
|
Goblin Cage |
Four |
|
Darts |
Three |
|
Fireball |
Four |
Battle Ram deals significant damage when attached to any building or tower. With a good cycle of cheap defensive units like Minions and Knight to absorb damage, this deck is able to play very quickly and aggressively on both offense and defense. Goblin Cage is a great counter to building target units with other cheap units that can come in and clear defenses, clearing the way for Battle Ram again.
For evolution, players should go with Goblin Cage and Battle Ram.
The point of this deck is to cycle through units as quickly as possible, which means using two 1-Elixir cost units on cooldown, Electro Spirit and Skeletons. If done correctly, this means that during a double potion, two knights and two sets of minions will be able to escort the Battle Ram to the other side, a formidable force that can destroy pretty much anything in seconds at this stage of the game.
This Arena 6 deck has an average elixir cost of 2.9.
Inferno Valkyrie Bait
|
Clash Royale cards |
The price of the elixir |
|---|---|
|
Goblin Barrel |
Three |
|
Valkyrie |
Four |
|
Musketeer |
Four |
|
Fire spirit |
One |
|
Inferno Tower |
Five |
|
Fireball |
Four |
|
Darts |
Three |
|
A skeleton army |
Three |
This great defensive deck can give opponents a hard time with Goblin Barrel. Skeleton Army and Fire Spirit are useful for decoys that can counter Goblin Barrel, while cards like Valkyrie, Musketeer, and Inferno Tower can really shine on defense.
You can go with Valkyrie and Skeleton Army for evolution.
Goblin Barrel is a win condition in this deck, meaning they must find a way to deal token damage to the opponent's tower. An easy way to do this is to use Valkyrie to tank turrets and throw a Goblin Barrel at the very edge of the arena. By not throwing the barrel directly at the tower, any other player's response to this card, such as arrows or fireballs, will turn into a wasted potion and allow the Goblins to hit the tower.
This Arena 6 deck has an average elixir cost of 3.4.
Giant Baby Dragon
|
Clash Royale cards |
The price of the elixir |
|---|---|
|
Giant |
Five |
|
Darts |
Three |
|
A skeleton army |
Three |
|
Archers |
Three |
|
A dragon |
Four |
|
Knight |
Three |
|
Ice Spirit |
One |
|
On |
Two |
This deck acts as a kind of pseudo-beatdown deck, the main goal of which is to create unstoppable pressure during the double potion phase of the fight. During the first minute of combat, this deck is purely defensive, using a knight and a small dragon as the main units while cycling with an ice spirit, skeleton army, and archers. Archers are key units and should be protected from enemy arrows by using Skeletons as bait. If the opponent uses Fireball to take them out, it's a positive trade.
For evolutions, players can choose archers and knights.
The Knight is a mainstay of the defensive phase, protecting weaker units and taking away aggro while dealing decent single target damage. In the double potion phase, start the giant behind the tower and quickly go through the Baby Dragon, Archers and Skeleton Army to place the second giant on the bridge.
This creates a double giant pressure that is very hard to take off. If the opponent is using tank killers like Mini PEKKA, consider using a second giant on the other side of the arena to create a double pressure that is really hard to punish without a perfect counter build.
This Arena 6 deck has an average elixir cost of 3.0.
Mortar Knight Evo Archers
|
Clash Royale cards |
The price of the elixir |
|---|---|
|
Mortar |
Four |
|
Knight |
Three |
|
Archers |
Three |
|
Fireball |
Four |
|
Tombstone |
Three |
|
Bats |
Two |
|
Electro Spirit |
One |
|
On |
Two |
You unlock Mortar in Arena 5, but it really shines in Arena 6. It can hit your opponent's tower from a safe distance, but be sure to protect it with cards like Knight and Electro Spirit.
You can choose Mortar and Archers for evolution.
This deck has a lot of cheap cards so players can keep up the pressure and defend easily. There is also a Tombstone to help with defense if needed.
This Arena 6 deck has an average elixir cost of 2.8.
PEKKA Battle Ram
|
Clash Royale cards |
The price of the elixir |
|---|---|
|
PEKKA |
Seven |
|
Battle of Ram |
Four |
|
Minions |
Three |
|
Musketeer |
Four |
|
Guards |
Three |
|
Goblins |
Two |
|
On |
Two |
|
Fireball |
Four |
This PEKKA Battle Ram pack is a good choice for Arena 6 fights. The Musketeer and Guardians can handle almost any push from the opponent.
For evolution you can go with PEKKA and Battle Ram.
Once the double elixir starts, you can drip PEKKA more often and really increase the pressure. Since you also have Battle Ram, your opponent will have trouble defending both. If your opponent is still blocking the PEKKA Battle Ram, try sending them to other lanes.
This Arena 6 deck has an average elixir cost of 3.6.