5 Best Clash Royale Arena 10 Decks

Clash Royale Arena 10 Decks

Introducing the zenith of Clash Royale prowess: Arena 10! In this electrifying arena, battles reach unprecedented heights, and only the most ingenious deck builders emerge victorious. To conquer this formidable realm, we present an arsenal of the 10 most potent decks, each meticulously crafted to obliterate opponents and secure triumph.

Our first masterpiece features the unflinching Lumberjack, wielding his mighty axe alongside the tireless Night Witch, summoning an unrelenting swarm of bats. Supported by the sturdy Giant, devastating Fireball, and versatile Log, this deck strikes a devastating balance between brute force and strategic disruption. Prepare to witness the decimation of enemy defenses and the crumbling of towers as this unstoppable force charges through the battlefield.

Another formidable contender emerges from the shadows, led by the enigmatic Bandit. Her lightning-fast dashes and unwavering determination are complemented by the volatile Miner, burrowing beneath defenses for surprise attacks. The trusty Musketeer, versatile Mini P.E.K.K.A., and indispensable Zap ensure that no enemy unit escapes their relentless assault. With this deck, opponents face a relentless onslaught of calculated strikes and devastating combos, leaving them reeling in the wake of defeat.

Royal Hogs and Giant Skeleton Control

This deck excels in controlling the opponent’s push with the Giant Skeleton and supporting the Royal Hogs with spells and other supporting troops. The Giant Skeleton acts as a defensive powerhouse, absorbing and eliminating enemy troops while the Royal Hogs provide a quick and devastating offensive. The deck also includes the Bandit, which can be used to quickly cycle through cards and provide additional support for both defense and offense.

Card Description
Royal Hogs Fast-moving ground troop that deals significant damage to buildings.
Giant Skeleton High-health defensive unit that explodes on death, dealing splash damage.
Bandit Fast-moving troop that can dash through enemy units, dealing damage and stunning them.
Log Instant spell that deals damage and pushes back enemy troops.
Zap Instant spell that deals low damage and resets enemy troop’s attack timers.
Tesla Defensive building that deals air and ground damage.
Skeleton Army Swarm of fast-moving skeletons that can quickly overwhelm enemy troops.
Fireball High-damage area spell that can target both troops and buildings.

Mortar Cycle with Princess

The Mortar Cycle deck is a classic deck in Clash Royale that has been around for a long time. It is a very effective deck for defending against pushes and then counterpushing with a Mortar. The deck is also very good at cycling cards quickly, which can be very helpful in overtime.

Mortar Cycle with Princess Guide

The Mortar Cycle deck is a very versatile deck that can be used to defend against a variety of different pushes. The Mortar can be used to defend against both air and ground troops, and the Princess can be used to defend against air troops and support the Mortar. The deck also has a good amount of cycle cards, which can be used to quickly cycle through the deck and get to the cards that you need.

One of the keys to playing the Mortar Cycle deck is to be able to defend against pushes effectively. The Mortar can be used to defend against both air and ground troops, and the Princess can be used to defend against air troops and support the Mortar. It is important to be able to place the Mortar in a good location so that it can defend against the enemy’s push while also being able to get some damage on the enemy’s tower.

Once you have defended against the enemy’s push, you can then start to counterpush with the Mortar. The Mortar is a very powerful card that can deal a lot of damage to the enemy’s tower if it is left undefended. It is important to support the Mortar with other troops, such as the Princess or the Knight, so that it can stay alive and continue to deal damage.

Card Roles

Card Role
Mortar Defensive building, chip damage
Princess Air defense, support
Knight Tank, support
Archers Cycle card, support
Skeletons Cycle card, defense
Ice Spirit Cycle card, defense
Log Spell, defense
Fireball Spell, offense, defense

Miner Poison Control

This strategy revolves around the synergy between Miner and Poison, which is used to control the opposition. Poison’s lingering harm effect over time enables the Miner to reliably chip away at enemy towers while also limiting their ability to deploy counter units. Furthermore, the deck incorporatesDefensive Building in the form of Cannon or Tesla, to absorb incoming pushes and shield the Miner from attacks.

Key Cards:

Card Role
Miner Primary win condition, chip damage dealer
Poison Control spell, damage over time
Cannon/Tesla Defensive building, protects Miner
Knight/Valkyrie Tank, crowd control
Archers Air support, cycle card
Minions Air support, cycle card

In the Miner Poison Control strategy, the Miner is the main win condition. It is utilized to continually harass enemy towers and chip away at their health. Poison is a crucial element of this archetype since it serves as both a control spell and a method for eliminating swarm troops. The lingering damage impact of Poison makes it tough for adversaries to build up defenses, allowing the Miner to continue attacking. Defensive Buildings like Cannon or Tesla play a vital role in shielding the Miner from enemy assaults and absorbing incoming pushes. They offer a reliable defensive foundation, enabling the player to concentrate on utilizing the Miner aggressively.

Pekka Bridge Spam

Pekka Bridge Spam is a hybrid deck that combines the power of Pekka with the mobility of Bridge Spam troops, such as Ghost and Miner. This deck utilizes a strong defense with Pekka and supporting units, while also applying pressure through Bridge Spam cards.

The decklist for Pekka Bridge Spam typically includes: Pekka, Ghost, Miner, Goblin Barrel, Bandit, Poison, Zap, and Cannon Cart.

Gameplay

Pekka Bridge Spam aims to clear enemy defenses using Pekka while applying pressure on the opposite lane using Bridge Spam troops. Ghost and Miner are commonly utilized to quickly damage enemy towers and distract defending troops. Bandit adds versatility to the deck, serving as a counter to air units and dealing splash damage to ground troops.

Defending with Pekka

Pekka serves as the primary defensive unit in this deck, providing high damage and significant health. Its ability to target ground and air units makes it a versatile option for countering a wide range of threats. Pekka can be supported by Cannon Cart or Bandit to increase its damage output or provide additional defense against air units.

Here is a table summarizing the key interactions and counters for Pekka Bridge Spam:

Unit Counters
Pekka Inferno Tower, Mini Pekka, Valkyrie, Barbarians
Ghost Mini Pekka, Valkyrie, Mega Knight, Wizard
Miner Bomb Tower, Goblin Gang, Skeleton Army, Electro Wizard
Goblin Barrel Log, Arrows, Fireball, Tornado
Bandit Mini Pekka, Valkyrie, Wizard, Baby Dragon

X-Bow Defensiveness

The X-Bow is a defensive building that can deal significant damage to enemy troops. It is best placed in the center of your arena, behind your towers. This will allow it to target enemy troops from all sides. The X-Bow can be paired with other defensive buildings, such as the Tesla Tower or the Bomb Tower, to create a strong defensive line.

Positioning

The best way to position your X-Bow is in the center of your arena, behind your towers. This will allow it to target enemy troops from all sides. You can also place your X-Bow in the corner of your arena, but this will make it more vulnerable to enemy spells and troops.

Support

The X-Bow can be paired with other defensive buildings, such as the Tesla Tower or the Bomb Tower, to create a strong defensive line. This will help to protect your X-Bow from enemy troops and spells.

Counters

The X-Bow is weak to high-damage troops, such as the Giant or the Pekka. It is also weak to spells, such as the Lightning Spell or the Fireball Spell.

Countering High-Damage Troops

To counter high-damage troops, you can use low-damage troops, such as the Spear Goblins or the Archers. You can also use buildings, such as the Tesla Tower or the Bomb Tower, to tank the damage.

Countering Spells

To counter spells, you can use the Zap Spell or the Lightning Spell. You can also use buildings, such as the Tombstone or the Cannon, to absorb the damage.

Counters How to Counter
High-Damage Troops Use low-damage troops, buildings, or spells
Spells Use other spells or buildings

Mega Knight Battle Ram

The Mega Knight Battle Ram deck is a powerful and versatile deck that can be used to great success in Arena 10. It is a great deck for both offense and defense, and it can be used to counter a variety of different decks.

Cards in the Deck

The Mega Knight Battle Ram deck consists of the following cards:

  1. Mega Knight
  2. Battle Ram
  3. Hog Rider
  4. Valkyrie
  5. Goblin Gang
  6. Zap
  7. Fireball
  8. Princess

Gameplay

The Mega Knight Battle Ram deck is a relatively straightforward deck to play. The goal is to use the Battle Ram to tank for the Mega Knight, and then use the Mega Knight to deal damage to the enemy tower. The Hog Rider can also be used to deal damage to the enemy tower, and the Valkyrie can be used to defend against enemy troops.

Defense

The Mega Knight Battle Ram deck is a very strong defensive deck. The Mega Knight is a powerful tank, and the Valkyrie is a great counter to enemy ground troops. The Goblin Gang can also be used to defend against enemy air troops, and the Zap can be used to reset enemy troops.

Offense

The Mega Knight Battle Ram deck can also be used to great effect on offense. The Battle Ram can be used to tank for the Mega Knight, and the Mega Knight can then be used to deal damage to the enemy tower. The Hog Rider can also be used to deal damage to the enemy tower, and the Princess can be used to support the Mega Knight and Hog Rider.

Lavaloon Three Musketeers

The Lavaloon Three Musketeers deck is a powerful and versatile deck that can be used to great effect at Arena 10. The deck is built around the Lava Hound, Balloon, and Three Musketeers, and it relies on a strong defense to support these powerful units.

Lava Hound

The Lava Hound is a flying tank that is the centerpiece of this deck. The Lava Hound has a lot of health and can take a lot of damage, making it a great distraction for your opponent’s defenses. Once the Lava Hound reaches the tower, it will spawn Lava Pups, which can deal significant damage to the tower.

Balloon

The Balloon is a powerful flying unit that can deal massive damage to towers. The Balloon is relatively slow and can be easily countered by air-targeting defenses, so it’s important to use the Lava Hound to tank for the Balloon.

Three Musketeers

The Three Musketeers are a powerful trio of units that can deal a lot of damage to both ground and air units. The Three Musketeers are relatively fragile, so it’s important to place them behind a tank to protect them.

Minions

The Minions are cheap, flying units that can be used to support the Lava Hound and Balloon. The Minions can also be used to take out enemy air units, such as Minions or Bats.

Minions Horde

The Minion Horde is a swarm of small, flying units that can deal a lot of damage to ground units. The Minion Horde is a great counter to ground units, such as Goblins or Skeletons.

Barbarians

The Barbarians are a group of four melee units that can deal a lot of damage to ground units. The Barbarians are a great counter to ground units, such as Hog Rider or Valkyrie.

Zap

The Zap is a spell that can stun enemy units and reset their attack progress. The Zap can be used to counter enemy swarms, such as Minion Horde or Skeleton Army.

Rage

The Rage is a spell that can increase the attack speed and damage of your units. The Rage can be used to boost the power of your Three Musketeers or Balloon.

Card Quantity
Lava Hound 1
Balloon 1
Three Musketeers 1
Minions 2
Minion Horde 1
Barbarians 1
Zap 1
Rage 1

Electro Giant Cycle

The Electro Giant Cycle is renowned for its formidable defense and potent counterattacking capabilities. The deck revolves around the Electro Giant, supported by a trinity of defensive structures: the Tesla, Cannon, and Goblin Cage. The deck’s cycling ability, enabled by cards like Skeletons, Bats, and Ice Spirit, allows for rapid deployment of defense and support troops, effectively frustrating opponents’ pushes. To address air threats, the deck includes the trusty Electro Wizard and Firecracker.

Placement and Interactions:

Electro Giant: Deploy the Electro Giant at the bridge to draw enemy fire and activate its chain damage. Maintain distance from enemy buildings to prevent distraction.

Tesla/Cannon: Place them in central locations to cover multiple lanes and provide defensive support. Avoid placing them directly behind the Electro Giant, as this can render them vulnerable to enemy spells.

Goblin Cage: Utilize Goblin Cage to tank enemy damage and reach enemy towers. Its death spawn of Goblins can deal significant chip damage or bait out spells.

Skeletons/Bats: Cycle Skeletons or Bats to absorb damage, distract enemy troops, or bait out spells. Their low elixir cost allows for rapid deployment.

Ice Spirit: Use Ice Spirit to slow down enemy pushes, reset Inferno Tower, or provide additional damage.

Electro Wizard: Effectively counters air troops like Minions, Bats, and Balloons. Its stun ability can disrupt enemy pushes.

Firecracker: Long-range support unit that can remove air threats from afar.

Gameplay Strategy:

1. Defend aggressively with Electro Giant, supported by defensive structures and cycle cards.
2. Counterattack with a supported Electro Giant or build a push behind a Tank.
3. Use cycle cards to maintain a steady stream of pressure and bait out enemy spells.
4. Adapt to your opponent’s strategy by swapping out cards (e.g., Lightning for Poison).

Strengths and Weaknesses:

Strengths Weaknesses
Strong defense Vulnerable to air threats
Rapid cycling Low direct damage output
Versatile counterattacking potential Can be countered by high-DPS cards (e.g., Pekka)

Goblin Giant Sparky

The Goblin Giant Sparky deck is a strong and versatile deck that can be used to counter a variety of different decks. The deck is centered around the Goblin Giant and Sparky, two powerful cards that can deal a lot of damage to enemy towers. The deck also includes a variety of other support cards, such as the Goblin Gang, Zap, and Lightning, which can help to protect the Goblin Giant and Sparky and deal with enemy units.

Card List

Card Quantity
Goblin Giant 1
Sparky 1
Goblin Gang 3
Zap 1
Lightning 1
Archers 3
Prince 1
Minion Horde 1

Gameplay

The Goblin Giant Sparky deck is a relatively easy deck to play. The goal of the deck is to use the Goblin Giant and Sparky to deal damage to enemy towers. The Goblin Giant can be placed in front of the Sparky to tank damage, while the Sparky can deal damage to enemy units from a distance. The Goblin Gang, Zap, and Lightning can be used to protect the Goblin Giant and Sparky, and to deal with enemy units.

The Goblin Giant Sparky deck is a strong and versatile deck that can be used to counter a variety of different decks. The deck is easy to play and can be used by players of all skill levels.

Tips

Here are a few tips for playing the Goblin Giant Sparky deck:

  • Place the Goblin Giant in front of the Sparky to tank damage.
  • Use the Zap to stun enemy units and reset their attacks.
  • Use the Lightning to damage enemy units and buildings.
  • Use the Goblin Gang to distract enemy units and deal damage.
  • Use the Archers to support the Goblin Giant and Sparky.
  • Use the Prince to deal damage to enemy units and buildings.
  • Use the Minion Horde to deal damage to enemy air units.

Hog Rider Earthquake

The Hog Rider Earthquake deck is a popular and effective deck in Clash Royale. It is based on using the Hog Rider as the main win condition, supported by the Earthquake spell. The deck is strong against defensive decks and can be used to quickly overwhelm opponents.

Deck Composition

Card Quantity
Hog Rider 1
Earthquake 1
Valkyrie 1
Musketeer 1
Goblins 1
Arrows 1
Cannon 1
Tesla 1

Strategy

The Hog Rider Earthquake deck is played by placing the Hog Rider at the bridge and supporting it with the Earthquake spell. The Earthquake spell will damage the enemy tower and any defending troops, making it easier for the Hog Rider to reach the tower. The Valkyrie and Musketeer can be used to defend against enemy troops, while the Goblins and Arrows can be used to cycle cards and chip damage to the enemy tower.

The Cannon and Tesla can be used to defend against enemy tanks and air troops. The Cannon is a good choice for defending against ground troops, while the Tesla is a good choice for defending against air troops.

Clash Royale Arena 10 Best Deck

In Clash Royale, Arena 10 is a highly competitive arena, and choosing the right deck can make all the difference between victory and defeat. Here’s a comprehensive guide to the best decks for Arena 10:

  • Giant Double Prince Deck: Featuring the Giant, Prince, Dark Prince, Fireball, Zap, Goblin Gang, Princess, and Skeleton Army, this deck offers a potent combination of tanking and counter-attacking power.
  • Miner Control Deck: Utilizing the Miner, Princess, Goblin Barrel, Knight, Bomb Tower, Log, Mega Minion, and Rocket, this deck excels at chip damage and defensive capabilities.
  • Hog Rider Cycle Deck: Comprising the Hog Rider, Goblin Gang, Princess, Zap, Fireball, Ice Spirit, Knight, and Skeletons, this fast-paced deck relies on constant pressure and quick cycle times.
  • Lavaloon Deck: Featuring the Lava Hound, Balloon, Tombstone, Minions, Mega Minion, Zap, Fireball, and Skeleton Army, this air-heavy deck aims to overwhelm the opponent with overwhelming aerial attacks.
  • X-Bow Control Deck: Combining the X-Bow, Tesla, Knight, Archers, Goblin Gang, Fireball, Log, and Rocket, this deck relies on defensive structures and control elements to outlast the opponent.

People Also Ask

What is the best card for Arena 10?

The Miner and Princess are two of the most versatile and powerful cards in Arena 10, offering both offensive and defensive capabilities.

What are the best counters for Arena 10 decks?

Buildings like the Tesla, Tombstone, and Inferno Tower can effectively counter tanks and heavy units, while spells like Fireball and Zap can deal with swarms and support troops.

How can I improve my Arena 10 deck?

Experiment with different card combinations and strategies to find what works best for you. Pay attention to your opponents’ decks and adjust your strategy accordingly.