11 Best Decks for Arena 11

11 Best Decks for Arena 11

In the fierce battlegrounds of Arena 11, where strategies clash and decks collide, finding the perfect combination of cards to navigate the challenges is paramount. One such deck that has emerged as a formidable force in this arena is the Miner Control deck, renowned for its versatility, adaptability, and relentless pressure. This deck, a masterclass in tactical decision-making, is perfectly suited for players seeking dominance in the mid-ladder.

The Miner Control deck revolves around the relentless pressure of the Miner, a relentless digging machine that chips away at enemy defenses. Supported by an assortment of other units, including the defensive powerhouses of the Valkyrie and the Knight, the Miner Control deck excels at gradually breaking down opponent’s defenses while simultaneously defending its own towers. The Valkyrie, with its ability to attack both ground and air units, provides a solid frontline, while the Knight, a versatile defensive unit, can effectively tank damage and protect the Miner as it burrows underground.

Transitioning from the defensive capabilities of the Miner Control deck, its offensive prowess shines through in the combination of the Miner and the Princess. The Miner, with its ability to bypass enemy defenses and directly target enemy towers, creates a constant threat that forces opponents to divert their attention and resources. Simultaneously, the Princess, with her exceptional range and targeting of air units, provides consistent damage output and can assist in taking down enemy air defenses such as the Minion Horde. The inclusion of support units like the Goblin Gang and the Bats further enhances the deck’s versatility, allowing for quick cycle pushes and defensive swarms against enemy counterattacks.

The Clash Royale Arena 11 Deck Guide

What is Arena 11?

Arena 11, known as “Electro Valley,” is the eleventh arena in Clash Royale. It was released on February 16, 2018. The arena features a unique aesthetic, with bright neon lights and electric fences. The legendary card associated with Arena 11 is the Electro Wizard, which can stun enemy troops and deal area damage. To reach Arena 11, players must have at least 3,200 trophies.

Best Decks for Arena 11

There is no one “best” deck for Arena 11 as the meta is constantly changing. However, there are some decks that are consistently strong and can be used to climb the ladder. Here are a few examples:

Pekka Bridge Spam

This deck is a great choice for players who like to control the pace of the game and chip away at the opponent’s tower. It consists of the following cards:

Card Quantity
Pekka 1
Bandit 1
Ram Rider 1
Fireball 1
Zap 1
Battle Ram 1
Goblin Gang 1
Mini P.E.K.K.A 1

The key to playing this deck is to use the Battle Ram and Goblin Gang to create a bridge spam, which will force your opponent to defend multiple lanes at once. The Pekka and Mini P.E.K.K.A can be used to tank for the bridge spam and deal heavy damage to the tower. The Fireball and Zap can be used to clear out swarms and reset enemy buildings.

Mastering the Meta: Arena 11 Deck Strategies

Understanding the Arena 11 Meta

Arena 11 introduces several new cards that can significantly impact gameplay. These cards include the Sparky, the Electro Wizard, and the Lava Hound. To succeed in this arena, it’s crucial to understand the strengths and weaknesses of these cards and how to counter them.

Deck Archetypes

Several deck archetypes are effective in Arena 11, including:

  • Siege decks that focus on defensive structures and ranged units to attack from a distance.
  • Control decks that aim to delay and outlast opponents by using swarm cards, spells, and area-denial troops.
  • Beatdown decks that rely on high-cost, tanky units to overwhelm defenses.

Advancing to Arena 12: The Ultimate Deck

Reaching Arena 12 requires a well-rounded deck that can handle various opponent strategies. Here’s a highly effective deck for this purpose:

Card Quantity
Golem 1
Baby Dragon 1
Lightning 1
Zap 1
Mega Minion 1
Musketeer 1
Goblin Barrel 1
Skeleton Army 1

This deck combines the power of the Golem as a frontline tank with the versatile utility of the Baby Dragon and the threat of the Goblin Barrel. The Lightning spell provides instant damage and can take down high-health targets, while Zap and Skeleton Army support the Golem by eliminating swarms. The Musketeer and Mega Minion offer air and ground defense, and the Goblin Barrel provides a quick and surprising attack.

Budget-Friendly Dominance: Affordable Deck Options for Arena 11

Hog Rider Cycle

A staple in Clash Royale, the Hog Rider Cycle is both effective and inexpensive. Featuring the Hog Rider as its centerpiece, the deck relies on cheap support troops like Goblin Gang, Skeletons, and Ice Spirit to defend and cycle back to the Hog Rider. As you progress in Arena 11, consider adding the Log or Zap to your deck for more versatility against enemy swarms and buildings.

Mortar Miner Cycle

This deck revolves around the Mortar and Miner. The Mortar deals consistent chip damage from afar, while the Miner burrows underground, bypassing defenses to sneak up on enemy towers. Cheap support units like Ice Spirit, Skeletons, and Goblin Gang provide defense and cycle speed. The deck is particularly effective against decks that lack air defense and can be upgraded with the Princess or Ice Wizard for added control.

X-Bow Cycle

Similar to the Mortar Miner Cycle, the X-Bow Cycle focuses on defensive structures and cycle cards. The X-Bow provides strong defense while dealing steady damage. The deck includes Tesla for additional defense, as well as cheap support troops like Skeletons and Ice Spirit. As you progress through Arena 11, consider replacing Tesla with an Inferno Tower or Bomb Tower for more defensive options.

Pekka Bridge Spam

This deck combines the defensive strength of the Pekka with the cycle speed of Bridge Spam cards. The Pekka serves as the main tank, while the Bandit, Dark Prince, and Goblin Barrel provide fast-paced offense. Cheap support units like Skeletons and Ice Spirit help defend against enemy pushes. As you progress in Arena 11, consider adding a splash damage card like Wizard or Baby Dragon for more versatility.

Giant Skeleton Beatdown

This budget-friendly deck is centered around the Giant Skeleton, a powerful tank that explodes on death, dealing massive area damage. The deck includes cheap support troops like Goblin Gang, Skeleton Army, and Archers to defend and cycle back to the Giant Skeleton. As you progress in Arena 11, consider replacing Skeleton Army with Guards or Tombstone for more defensive capabilities.

Graveyard Freeze Cycle

This deck combines the Graveyard spell, which summons skeletons upon a target, with cheap cycle cards and the Freeze spell. The Graveyard can overwhelm enemy defenses, especially paired with spells like Freeze or Poison. The deck includes Goblin Gang, Skeletons, and Ice Spirit for defense and cycle speed. As you progress in Arena 11, consider adding the Night Witch or Miner for more offensive pressure and versatility.

| Card | Quantity |
|—|—|
| Hog Rider | 1 |
| Goblin Gang | 11 |
| Skeletons | 2 |
| Fireball | 8 |
| Ice Spirit | 11 |
| Log | 8 |
| Goblin Barrel | 2 |
| Bats | 5 |
| Miner | 4 |
| Princess | 1 |
| X-Bow | 1 |
| Tesla | 2 |
| Skeletons | 3 |
| Ice Spirit | 2 |
| Pekka | 1 |
| Bandit | 3 |
| Goblin Barrel | 2 |
| Skarmy | 2 |
| Archers | 2 |
| Giant Skeleton | 1 |
| Elixir Collector | 10 |
| Graveyard | 1 |
| Skeletons | 3 |
| Freeze | 8 |
| Tombstone | 7 |

Deck Building Basics: Principles for Arena 11 Success

Principles for Successful Deck Building in Arena 11

  • Balance: Include cards that play different roles, such as tanks, damage dealers, and support units.
  • Synergy: Choose cards that work well together to create combos or amplify each other’s strengths.
  • Elixir Cost: Manage your elixir efficiently by balancing high-cost and low-cost cards.
  • Win Conditions: Include at least one unit that can deal damage to the enemy’s tower, such as the Giant or Hog Rider.
  • Defensive Measures: Incorporate defensive structures like the Cannon or Tesla to protect against enemy attacks.
  • Anti-Air Support: Include cards that can counter airborne units, such as the Minion Horde or Arrows.
  • Counters: Anticipate potential threats and include cards that can effectively counter them, such as the Fireball for the Wizard.
  • Flexibility: Build a deck that can adapt to different playstyles and arena variations.
  • Card Levels: Focus on upgrading your key cards to maximize their effectiveness.

Advanced Deck Optimization for Arena 11

  • Optimized Elixir Cycle: Aim for an elixir cycle that allows you to deploy troops quickly and efficiently.
  • Card Placement: Position your units strategically to maximize their potential and minimize losses.
  • Bait and Counter: Lure opponents into deploying specific cards by using bait cards, then counter them effectively.
  • Aggression and Defense: Decide whether to be more aggressive or defensive based on your opponent’s deck and playstyle.
  • Matchups and Counter Decks: Study different deck matchups and identify viable counter strategies.
  • Practice and Experimentation: Play matches and experiment with different deck compositions to find what works best for you.

Best Deck for Arena 11

Arena 11 is a challenging arena in Clash Royale, but with the right deck, you can overcome any opponent. The best deck for Arena 11 is one that has a good mix of offensive and defensive cards. It should also have a few cards that can counter the most popular decks in the arena.

One of the best decks for Arena 11 is the following:

  • Giant: The Giant is a great tank card that can absorb a lot of damage. He is also a good distraction for the opponent’s defenses.
  • Mega Knight: The Mega Knight is a powerful card that can deal with both air and ground troops. He is also a good counter to the Giant.
  • Sparky: Sparky is a powerful ranged card that can deal a lot of damage to buildings. She is also a good counter to the Inferno Tower.
  • Electro Wizard: The Electro Wizard is a versatile card that can be used to support your troops or defend against your opponent’s pushes.
  • Bats: Bats are a cheap and versatile card that can be used to counter air troops or as a quick cycle card.
  • Zap: Zap is a cheap spell that can reset enemy troops or buildings. It is also a good counter to the Skeleton Army.
  • Log: Log is a spell that can deal damage to a single target or a group of targets. It is a good counter to the Goblin Barrel or the Princess.
  • Rocket: Rocket is a powerful spell that can deal a lot of damage to buildings or troops. It is a good counter to the X-Bow or the Mortar.

People Also Ask About Best Deck for Arena 11

What are some other good cards for Arena 11?

Some other good cards for Arena 11 include the Miner, the Princess, the Dark Prince, and the Lumberjack.

What are some good decks to counter the Giant in Arena 11?

Some good decks to counter the Giant in Arena 11 include the Mega Knight deck, the Pekka deck, and the Miner control deck.

What are some good decks to counter the Mega Knight in Arena 11?

Some good decks to counter the Mega Knight in Arena 11 include the Giant deck, the Sparky deck, and the Electro Giant deck.

Top 5 Arena 11 Decks You Need to Try

11 Best Decks for Arena 11

Prepare yourself for the ultimate Clash Royale battleground! As you ascend to Arena 11, where competition reaches new heights, it’s crucial to equip yourself with a deck that can conquer the fiercest opponents. Enter the legendary Best Arena 11 Deck, meticulously crafted to deliver unparalleled power and versatility. This deck has been forged in the crucible of countless battles, emerging victorious against the most formidable foes.

The centerpiece of this deck is the mighty Giant. His unyielding determination and formidable strength make him a formidable tank, capable of absorbing countless blows while clearing a path for your troops. Supporting the Giant is the deadly Musketeer, whose sharpshooting skills can annihilate enemy units from afar. The Spear Goblins provide a swarm of distraction and chipping damage, while the Bomber’s splash damage keeps swarms in check.

For added defense, the deck includes the durable Goblin Cage, which spawns a horde of Spear Goblins upon destruction. The Valkyrie’s area damage and sturdy health make her an excellent counter to heavy units and Pekkas. The Baby Dragon’s aerial presence dominates the skies, incinerating threats with its powerful breath. Finally, the Zap spell provides a versatile tool for stunning enemies, resetting their attacks, and destroying pesky swarms. With this exceptional combination of units, the Best Arena 11 Deck stands poised to conquer the battlefield and secure your path to victory.

The Unstoppable Push Deck

This deck is your straightforward, no-nonsense rush deck. It’s all about applying pressure on your opponent from the start and never letting up. With the right cards in rotation, you can maintain a constant stream of troops that can overwhelm your opponent’s defenses and eventually lead to a tower takeover. This deck is especially effective in Arena 11, where many players are still learning the ropes and may not be prepared for such a relentless assault.

The key to this deck’s success is its ability to generate a steady stream of cheap troops. The Hog Rider, Goblin Barrel, and Skeleton Army all cost 2 Elixir, which allows you to cycle through them quickly and keep up the pressure. The Valkyrie and Knight are slightly more expensive at 4 Elixir, but they’re still relatively inexpensive and can provide solid defense or support for your pushes.

The Log and Zap spells are included to deal with enemy swarms and buildings. The Log can also be used to reset enemy troops, such as the Sparky or Inferno Tower. The Mirror card can be used to duplicate any card in your deck, which can be especially useful for doubling up on a powerful push or countering a particularly strong enemy card.

Deck Compositions

Card Elixir Cost Type
Hog Rider 4 Troop
Goblin Barrel 3 Spell
Skeleton Army 3 Troop
Valkyrie 4 Troop
Knight 3 Troop
Log 2 Spell
Zap 2 Spell
Mirror 4 Spell

The Mortar Cycle Deck

The Mortar Cycle Deck is a popular deck in Arena 11 that relies on cycling cards quickly to build an elixir advantage. The deck centers around the Mortar, a defensive building that can deal splash damage to ground troops. It also includes cheap cycle cards like Skeletons, Bats, and Ice Spirit, which can be quickly deployed to defend against enemy pushes or build a push of your own.

Mortar

The Mortar is the的核心 of this deck. It is a defensive building that can deal splash damage to ground troops. It has a long range and can be placed anywhere on the map, making it difficult for opponents to counter. The Mortar can be used to defend against enemy pushes or to chip away at their tower. It is also effective against swarm troops, such as Goblins and Skeletons.

Stats:

Level 11
Health 2,000
Damage 200
Range 11
Cost 4 Elixir

The PEKKA Bridge Spam Deck

The PEKKA Bridge Spam Deck is a powerful deck that relies on using the PEKKA as a tank and support troops to overwhelm opponents. Here’s a breakdown of the deck’s key components:

PEKKA

The PEKKA is a powerful melee troop that deals heavy damage to both ground and air units. It’s the primary tank in the Bridge Spam Deck and can absorb a lot of damage while dealing out significant punishment to enemy defenses.

Battle Ram

The Battle Ram is a low-cost building that can be used to quickly cross the bridge and apply pressure to the opponent’s tower. When the Battle Ram is destroyed, it spawns Barbarians that can continue to deal damage and distract enemy troops.

Magic Archer

The Magic Archer is a versatile support troop that deals splash damage and can shoot over obstacles. It’s excellent for clearing out enemy swarms and providing cover for the Battle Ram and PEKKA.

Electro Wizard

The Electro Wizard is another support troop that provides crowd control and defensive capabilities. It stuns nearby enemy units, making them easier to take down, and can also reset enemy troops’ targeting, preventing them from focusing on the PEKKA or Battle Ram.

Executioner

The Executioner is a ranged troop that deals heavy damage to enemy troops, especially those with high health. It’s great for taking out enemy tanks and support troops that could threaten the PEKKA or Battle Ram.

Goblin Barrel

The Goblin Barrel is a spell that spawns three Goblins at a target location. It’s an excellent way to apply quick pressure and chip away at enemy defenses. The Goblins can also distract enemy troops, giving the PEKKA and Battle Ram more time to advance.

Rage

The Rage spell provides a temporary boost to troops’ movement and attack speeds. It’s commonly used in conjunction with the PEKKA or Battle Ram to overwhelm enemy defenses and quickly take down towers.

Zap

The Zap spell can be used to reset enemy troops’ targeting or stun multiple enemy units. It’s a versatile spell that can help protect the PEKKA and Battle Ram from enemy swarms or provide a quick burst of damage.

The Goblin Barrel Bait Deck

This deck, one of the most popular in Arena 11, relies on the Goblin Barrel as its primary win condition. The remaining cards are designed to bait out the opponent’s counters to the Barrel, allowing it to connect and deal significant damage.

Deck Composition

* Goblin Barrel
* Knight
* Bats
* Skeleton Army
* Goblin Gang
* Fireball
* Zap
* Miner

Gameplay

Baiting Out Counters

The key to success with this deck is baiting out the opponent’s counters to the Goblin Barrel before playing it. This can be done by playing cards like Goblin Gang or Skeleton Army, which are often used to defend against the Barrel. Once the opponent has used their counters, you can then play the Goblin Barrel and hopefully connect with it.

Using the Knight

The Knight is a versatile card that can be used for defense, support, and even offense. On defense, the Knight can help tank for the Goblin Barrel or other attacking units. On support, the Knight can protect your ranged units from enemy melee troops. And on offense, the Knight can help push through enemy defenses and take down enemy towers.

Using Bats

Bats are a great way to deal with enemy air units, such as Minions, Bats, and Balloons. They are also a good counter to the Goblin Barrel, as they can quickly swarm the Goblins and take them out.

Using Skeleton Army

The Skeleton Army is a swarm of 15 Skeletons that can be used for a variety of purposes. They are great for defending against enemy ground troops, as they can quickly overwhelm and defeat them. They can also be used to distract enemy troops, allowing your other units to get through and deal damage.

Using Goblin Gang

The Goblin Gang is a group of three Goblins that can be used for a variety of purposes. They are great for defending against enemy ground troops, as they can quickly overwhelm and defeat them. They can also be used to distract enemy troops, allowing your other units to get through and deal damage.

Using Fireball

Fireball is a versatile spell that can be used for a variety of purposes. It can be used to deal damage to enemy troops, take down enemy towers, or clear out enemy swarms.

Using Zap

Zap is a cheap spell that can be used to stun enemy troops and reset their attack timers. It is a great way to disrupt enemy pushes and give your troops a chance to regroup.

Using Miner

Miner is a unique card that can be used to deal damage to enemy towers and buildings. He can also be used to distract enemy troops and draw them away from your other units.

The Electro Giant Beatdown Deck

The Electro Giant Beatdown Deck is a powerful deck that can be used to push to Arena 11 and beyond. It is a relatively expensive deck to build, but it is worth the investment if you are looking for a deck that can win you games.

Win Condition

The Electro Giant is the win condition for this deck. It is a powerful tank that can deal a lot of damage to enemy towers. It is important to protect the Electro Giant with other troops, such as the Mini P.E.K.K.A. and the Baby Dragon.

Support Troops

The Mini P.E.K.K.A. is a great support troop for the Electro Giant. It can deal with enemy swarms and can also be used to tank for the Electro Giant. The Baby Dragon is another good support troop. It can deal damage to enemy troops and buildings from a distance.

Defensive Buildings

The Tesla and the Bomb Tower are both good defensive buildings for this deck. The Tesla can deal with enemy air troops, while the Bomb Tower can deal with enemy ground troops.

Spells

The Zap and the Fireball are both good spells for this deck. The Zap can be used to reset enemy troops, while the Fireball can be used to deal damage to enemy troops and buildings.

Gameplay

The gameplay for this deck is relatively simple. You want to start by building up a push with the Electro Giant and the Mini P.E.K.K.A. You can then support this push with the Baby Dragon and the Tesla. If the enemy tries to defend your push, you can use the Zap and the Fireball to counter their defenses.

Tips

* Be patient with this deck. It can take some time to get used to playing it.
* Don’t be afraid to experiment with different card combinations.
* Always try to keep the Electro Giant alive.
* Use the Tesla and the Bomb Tower to defend your Electro Giant from enemy troops.
* Use the Zap and the Fireball to counter enemy defenses.

The Mega Knight Miner Deck

Overview

The Mega Knight Miner deck is a versatile and powerful deck that can be used to counter a wide variety of decks. It is characterized by its use of the Mega Knight, a powerful tank card, and the Miner, a cheap and effective chip damage card.

Deck Composition

The deck consists of the following cards:

  • Mega Knight
  • Miner
  • Goblins
  • Musketeer
  • Electro Wizard
  • Arrows
  • Zap
  • Log

Gameplay

The Mega Knight Miner deck is played by using the Mega Knight to tank damage and the Miner to chip away at the opponent’s tower. The other cards in the deck are used to support the Mega Knight and Miner, and to counter the opponent’s cards.

Counters

The Mega Knight Miner deck is weak to decks that have strong air units, such as the Lava Hound deck. It is also weak to decks that have a lot of splash damage, such as the Earthquake deck.

Tips

*

Use the Mega Knight to tank damage for your other cards.

*

Use the Miner to chip away at the opponent’s tower.

*

Use the other cards in the deck to support the Mega Knight and Miner, and to counter the opponent’s cards.

*

Be aware of the Mega Knight Miner deck’s weaknesses, and play accordingly.

In-depth Guide to Mega Knight Miner Interactions

Card Interaction
Minions The Mega Knight can take out a group of Minions in one hit.
Goblins The Miner can one-shot Goblins.
Spear Goblins The Miner can one-shot Spear Goblins.
Archers The Miner can one-shot Archers.
Musketeer The Mega Knight can take out a Musketeer in two hits.
Wizard The Mega Knight can take out a Wizard in two hits.
Witch The Mega Knight can take out a Witch in two hits.
Lava Hound The Mega Knight is weak to the Lava Hound’s air attack.
Golem The Mega Knight can take out a Golem in two hits.
Giant Skeleton The Mega Knight can take out a Giant Skeleton in two hits.

The Ram Rider Classic Deck

The Ram Rider Classic Deck is a popular and effective deck to use in Arena 11. It consists of the following cards:

  • Ram Rider
  • Battle Ram
  • Goblin Barrel
  • Archers
  • Skeleton Army
  • Fireball
  • Rage
  • Zap

The Ram Rider

The Ram Rider is the star of this deck. She is a powerful troop that can quickly deal with enemy defenses and push through to the tower. Her charge attack can deal splash damage, making her effective against both single targets and groups of enemies.

The Battle Ram

The Battle Ram is another great card for pushing and breaking through defenses. When it is deployed, it will charge forward and deal damage to any enemies in its path. It can also be used to tank for the Ram Rider and other troops.

The Goblin Barrel

The Goblin Barrel is a cheap and effective way to deal damage to the enemy tower. When it is deployed, it will drop three goblins directly at the tower, who will then start attacking it. The Goblin Barrel can be used to quickly chip away at the enemy tower or to finish it off when it is low on health.

The Archers

The Archers are a versatile card that can be used for both defense and offense. They are effective against both air and ground troops, and they can also be used to support the Ram Rider and Battle Ram.

The Skeleton Army

The Skeleton Army is a great card for defending against pushes. When it is deployed, it will spawn a horde of skeletons that can quickly overwhelm enemy troops. The Skeleton Army can also be used to distract enemy troops and create opportunities for your other troops to attack.

The Fireball

The Fireball is a powerful spell that can deal damage to both troops and buildings. It is effective against high-health targets, such as the Giant and the Lava Hound. The Fireball can also be used to clear out groups of enemies.

The Rage

The Rage spell can be used to boost the damage and speed of your troops. It is a great way to turn the tide of battle in your favor. The Rage spell can be used to support the Ram Rider, Battle Ram, and other troops.

The Zap

The Zap spell can be used to stun enemy troops and reset their attack animations. It is effective against small troops, such as the Goblins and the Archers. The Zap spell can also be used to clear out swarms of bats or skeletons.

Card Cost Type Rarity
Ram Rider 5 Troop Epic
Battle Ram 4 Building Rare
Goblin Barrel 3 Spell Common
Archers 3 Troop Common
Skeleton Army 3 Troop Common
Fireball 4 Spell Rare
Rage 2 Spell Epic
Zap 2 Spell Common

The 3 Musketeers Siege Deck

This deck is a classic siege deck that has been used by many top players to reach the top of the ladder. It is a very strong deck against beatdown decks and can also be used to counter other siege decks.

The Cards

* 3 Musketeers: The 3 Musketeers are the core of this deck. They are a very powerful defensive card that can also be used to push.
* Mortar: The Mortar is a great card for dealing damage to towers. It can be placed in the back of your side of the arena and will slowly chip away at the enemy tower.
* X-Bow: The X-Bow is another great card for dealing damage to towers. It is more powerful than the Mortar, but it also takes longer to set up.
* Ice Spirit: The Ice Spirit is a great card for slowing down enemy troops. It can also be used to reset the Inferno Tower.
* Skeletons: The Skeletons are a great card for defending against small troops. They can also be used to distract the enemy troops.
* Fireball: The Fireball is a great card for dealing damage to enemy troops and buildings. It can also be used to reset the Inferno Tower.
* Zap: The Zap is a great card for stunning enemy troops. It can also be used to reset the Inferno Tower.
* Log: The Log is a great card for dealing damage to enemy troops and buildings. It can also be used to push back enemy troops.

How to Play the Deck

The goal of this deck is to defend against enemy pushes and then slowly chip away at the enemy tower with the Mortar and X-Bow. The 3 Musketeers can be used to defend against large enemy pushes or to push on the enemy tower.

Defense

When defending, you should focus on placing your Mortar and X-Bow in safe positions where they will not be easily taken out by enemy troops. You should also use your Ice Spirit and Skeletons to slow down enemy troops and distract them from your Mortar and X-Bow.

Offense

When attacking, you should start by placing your Mortar or X-Bow in a safe position. You should then use your 3 Musketeers to push on the enemy tower. You can also use your Fireball, Zap, or Log to deal damage to enemy troops and buildings.

Tips

* Always try to place your Mortar and X-Bow in a safe position where they will not be easily taken out by enemy troops.
* Use your Ice Spirit and Skeletons to slow down enemy troops and distract them from your Mortar and X-Bow.
* Use your Fireball, Zap, or Log to deal damage to enemy troops and buildings.
* Be patient and don’t overcommit your troops.
* This deck is very strong against beatdown decks and can also be used to counter other siege decks.

The Hog Rider 2.6 Deck

The Hog Rider 2.6 is a popular deck in Arena 11 that is known for its low cost and high damage output. The deck consists of the following cards:

  • Hog Rider
  • Musketeer
  • Cannon Cart
  • Ice Spirit
  • Skeletons
  • Log
  • Fireball

The Hog Rider is the main win condition for this deck. It is a fast, hard-hitting troop that can deal significant damage to towers. The Musketeer is a good support troop for the Hog Rider, as it can provide air support and take out ground troops. The Cannon Cart is a defensive building that can also deal damage to enemy troops. The Ice Spirit is a cheap, fast troop that can slow down enemy troops and kite them away from your towers. The Skeletons are a cheap, swarm troop that can be used to distract enemy troops or take out air troops. The Log is a spell that can knock back and damage enemy troops. The Fireball is a spell that can deal damage to enemy troops and buildings.

10. Gameplay

The Hog Rider 2.6 deck is a fast-paced, aggressive deck. The goal is to cycle through your cards quickly and apply constant pressure on your opponent. You should always be looking for opportunities to place your Hog Rider on your opponent’s tower. If your opponent has a lot of air troops, you can use the Musketeer to take them out. The Cannon Cart can be used to defend against ground troops or to tank for the Hog Rider. The Ice Spirit can be used to slow down enemy troops or to kite them away from your towers. The Skeletons can be used to distract enemy troops or to take out air troops. The Log can be used to knock back and damage enemy troops. The Fireball can be used to deal damage to enemy troops and buildings.

Card Cost Damage Hitpoints
Hog Rider 4 400 1400
Musketeer 4 120 1000
Cannon Cart 3 160 900
Ice Spirit 1 90 500
Skeletons 1 100 300
Log 2 350
Fireball 4 560

Best Arena 11 Deck

The best Arena 11 deck is one that is well-balanced and has a variety of troops that can counter different types of attacks. It is also important to have a deck that has a good elixir cost so that you can cycle through your troops quickly and keep up with the pace of the game. Some of the best cards to include in an Arena 11 deck include:

  • Electro Wizard: This card is a great defensive card that can stun and damage multiple enemies. He is also a good support card for your other troops.
  • Inferno Dragon: This card is a powerful tank killer that can deal massive damage to high-health enemies.
  • Goblin Barrel: This card is a great way to apply pressure on your opponent and can also be used to bait out their spells.
  • Bats: These cards are a great swarm card that can quickly overwhelm your opponent’s defenses.
  • Knight: This card is a solid defensive and offensive card that can be used in a variety of situations.
  • People Also Ask

    What is the best Arena 11 deck for beginners?

    The best Arena 11 deck for beginners is one that is easy to learn and play. It is also important to have a deck that has a good elixir cost so that you can cycle through your troops quickly and keep up with the pace of the game. Some of the best cards to include in a beginner Arena 11 deck include:

  • Musketeer: This card is a good ranged unit that can deal decent damage to both air and ground targets.
  • Valkyrie: This card is a great tank that can deal damage to multiple enemies at once.
  • Archer: This card is a cheap ranged unit that can be used to support your other troops.
  • Mini P.E.K.K.A.: This card is a powerful melee unit that can deal massive damage to high-health enemies.
  • Goblins: These cards are a great swarm card that can quickly overwhelm your opponent’s defenses.
  • What is the best strategy for using the best Arena 11 deck?

    The best strategy for using the best Arena 11 deck is to focus on building a strong defense and then counterattacking with your own troops. It is also important to be mindful of your elixir cost and to avoid overextending yourself. Some of the best strategies for using the best Arena 11 deck include:

  • Start the game by placing a defensive card in the back of your arena. This will help protect your towers from your opponent’s troops.
  • Once you have a solid defense, start to build up a push with your own troops. Make sure to use a variety of troops to counter your opponent’s defenses.
  • Be patient and don’t be afraid to turtle up if necessary. It is better to wait for your opponent to make a mistake than to overextend yourself and lose your towers.
  • Top 5 Clash Royale Best Decks for Arena 11

    11 Best Decks for Arena 11

    In the ever-evolving landscape of Clash Royale, Arena 11 presents a formidable challenge to even seasoned players. Triumphing in this arena requires a strategic mindset and a deck that combines versatility, power, and resilience. The following deck has proven to be a potent force, capable of overcoming the obstacles and securing victory in Arena 11 and beyond. Its composition balances defensive stability with a relentless offensive push, making it a formidable opponent for any adversary.

    The deck’s backbone lies in the formidable defensive duo of Valkyrie and Mini P.E.K.K.A. These units excel in countering formidable ground troops like Hog Riders, Giants, and Elite Barbarians. Their combined strength forms an impenetrable wall, protecting your towers from relentless attacks. Spear Goblins provide invaluable air support, swiftly countering pesky Balloons and Minions that might threaten your defenses. Their rapid-fire arrows inflict substantial damage, making them an effective deterrent against air threats.

    Leading the offensive charge, Miner and Goblin Barrel deliver relentless chip damage and pressure. The Miner’s ability to bypass defenses and strike directly at towers forces opponents to divert resources, creating opportunities for your other troops to advance. Goblin Barrel offers a surprise attack from the air, overwhelming opponents with its swarm of Goblins. Lumberjack’s ability to provide a temporary rage boost to nearby troops further amplifies the offensive potential of this deck, enabling you to crush through enemy defenses and secure crucial victories.

    Best Deck for Clash Royale Arena 11

    In the ever-competitive realm of Clash Royale, Arena 11 presents unique challenges that demand a deck tailored to overcome its obstacles. One such deck that has proven its mettle in this arena is the “Beatdown Golem” deck, renowned for its unwavering power and ability to overwhelm opponents.

    The deck’s core component is the formidable Golem, a tank that serves as the foundation upon which your strategy will rest. Its sturdy defense absorbs significant damage, allowing you to build an unstoppable army behind its impenetrable shield. Supporting the Golem are the Night Witch and Electro Wizard, units that provide crowd control and defensive capabilities.

    Your offense will be relentless with the addition of the Mega Minion and Lumberjack. The Mega Minion’s aerial prowess decimates enemy swarms and air units, while the Lumberjack’s powerful rage ability amplifies the damage output of your troops.

    Average Elixir Cost:

    3.9

    Card Levels:

    Tournament Standard

    Gameplay:

    The strategy behind this deck revolves around building up a potent push while defending your base effectively. Place the Golem at the back of the arena, followed by the Night Witch and Electro Wizard for support. The Mega Minion and Lumberjack can be deployed to counter enemy pushes or to amplify the damage of your offensive units.

    Remember to maintain a balance between offense and defense, as overextending can leave you vulnerable to counterattacks. Effective elixir management and swift decision-making are crucial to maximizing this deck’s potential.

    People Also Ask

    What is a good substitute for the Lumberjack in the “Beatdown Golem” deck?

    If you lack the Lumberjack, a solid alternative would be the Battle Ram. Its charging ability can provide a significant damage boost to your offensive units, while also absorbing damage for your troops.

    Which spells work well with the “Beatdown Golem” deck?

    Consider incorporating the Poison spell into your deck. Its lingering damage over time is devastating against support units and can significantly weaken enemy defenses, making it easier for your Golem to push through.

    How do I counter the “Lava Hound” deck with the “Beatdown Golem” deck?

    To effectively counter the “Lava Hound” deck, focus on defending your base with strong air defenses such as the Mega Minion and Electro Wizard. Place your Golem in the opposite lane to split their push and force them to divert their resources. Utilize the Lumberjack’s rage ability to amplify the damage output of your units and take down the “Lava Hound” swiftly.

    Top 5 Arena 11 Decks in Clash Royale 2023

    11 Best Decks for Arena 11
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    In the realm of Clash Royale, Arena 11 marks a significant milestone where players encounter fiercer competition and more formidable opponents. Navigating this challenging arena requires a well-crafted deck that can effectively counter the diverse strategies employed by adversaries. With a plethora of cards at their disposal, players must meticulously select a combination that synergizes flawlessly, providing them with a competitive edge. Among the vast array of decks, one stands out as a beacon of dominance, a formidable force that has proven its mettle in countless battles. This deck, meticulously tailored for Arena 11, empowers players with an arsenal of formidable troops, devastating spells, and ingenious tactics that will leave their opponents in awe.

    The cornerstone of this exceptional deck lies in its judicious selection of cards. A judicious blend of defensive and offensive capabilities, this deck is equipped to handle any challenge that may arise in the heat of battle. At its core, the deck features the unwavering strength of the Pekka, an indomitable melee combatant whose relentless assault can crush even the most resilient defenses. Supported by the versatile Valkyrie, a master of splash damage who can cleave through hordes of enemies with ease, the Pekka becomes an unstoppable force. To counter aerial threats, the deck employs the deadly Electro Wizard, whose chain lightning can incapacitate multiple targets simultaneously, disrupting enemy formations and buying precious time for your troops to advance.

    Furthermore, the deck incorporates the strategic prowess of the Battle Ram, a formidable siege unit that can distract enemy defenses while dealing significant damage to towers. The Zap spell, a versatile utility card, provides instant crowd control, stunning enemy units and resetting the charge time of certain buildings. The Goblin Barrel, a sneaky surprise tactic, can bypass enemy defenses and deal direct damage to towers, forcing opponents to constantly be on their guard. Rounding out the deck is the trusty Fireball, a devastating spell that can decimate enemy swarms or eliminate high-priority targets, adding an extra layer of versatility to the deck’s overall strategy.

    The Lightning-Fast E-Giant Cycle

    The E-Giant Cycle, also known as the Electro Giant Cycle, is a popular and effective deck in Clash Royale, particularly in Arena 11. This deck is characterized by its fast-paced gameplay and its ability to quickly cycle through cards to build a strong push. The main cards in this deck are the Electro Giant, Lightning, Princess, and Goblin Barrel. These cards work together to create a potent combination that can overwhelm opponents.

    The E-Giant is the core of this deck. This powerful tank unit can soak up damage and deal out significant damage to enemy towers. The Lightning spell is used to reset enemy troops, activate the King’s Tower, and deal devastating damage to groups of units. The Princess provides air defense and can chip away at enemy towers or support pushes with her long range. The Goblin Barrel is used to quickly deploy a swarm of Goblins that can distract enemies or deal damage to towers while the E-Giant tanks for them.

    Card Combinations:

    The E-Giant Cycle deck has several key card combinations that can be used to build strong pushes:

    Card Combination Purpose
    Electro Giant + Lightning Quickly reset enemy troops and deal massive damage to towers
    Electro Giant + Princess Create a strong tank and support push while providing air defense
    Electro Giant + Goblin Barrel Deploy a swarm of Goblins to distract enemies or deal direct tower damage while the E-Giant tanks

    The Devastating Rage Cannon Cart

    The Rage Cannon Cart is a formidable card that can wreak havoc on your opponents. It’s a 4-Elixir card that deploys a Cannon Cart that charges forward, firing cannonballs that deal massive damage to enemy troops.

    The real strength of the Rage Cannon Cart lies in its ability to enrage nearby troops. When the Cannon Cart is deployed, it releases a Rage spell that increases the movement and attack speed of all friendly troops within its radius. This makes the Cannon Cart a potent threat, as it can create an unstoppable army that can quickly overwhelm the enemy.

    The Rage Cannon Cart is particularly effective against swarm troops and low-health units. Its cannonballs can quickly decimate groups of Goblins, Skeletons, or Archers. Additionally, its Rage spell can boost the damage output of other troops, such as the Valkyrie or the Mini P.E.K.K.A. This makes the Rage Cannon Cart a versatile card that can be used in a variety of decks.

    How to Use the Rage Cannon Cart

    The Rage Cannon Cart is a powerful card, but it can be countered if used improperly. Here are some tips on how to get the most out of this card:

    • Deploy the Rage Cannon Cart in the back of your arena, so it has time to charge up before reaching the enemy tower.
    • Use the Rage Cannon Cart to support other troops, such as the Valkyrie or the Mini P.E.K.K.A. The Rage spell will increase their damage output, making them even more formidable.
    • Be aware of enemy splash damage cards, such as the Wizard or the Executioner. These cards can quickly take out the Rage Cannon Cart, so make sure to protect it with other troops.

    Counters to the Rage Cannon Cart

    The Rage Cannon Cart is a powerful card, but it has some weaknesses. Here are some cards that can counter the Rage Cannon Cart:

    Card How it Counters the Rage Cannon Cart
    Executioner The Executioner’s axe can quickly take out the Rage Cannon Cart, and its splash damage can also damage nearby enemy troops.
    Wizard The Wizard’s fireballs can quickly take out the Rage Cannon Cart, and his splash damage can also damage nearby enemy troops.
    Tornado The Tornado can pull the Rage Cannon Cart away from your tower, making it easier to target and destroy.

    The Unstoppable Ghost Rider Barrel

    The Ghost Rider Barrel deck is a formidable force in Arena 11, combining the offensive prowess of the Barrel and Ghost Rider with the defensive capabilities of the Electro Wizard, Cannon Cart, and Archers.

    Ghost Rider and Barrel: The Core Combo

    Ghost Rider and the Barrel form the backbone of this deck. Ghost Rider’s ability to dash through enemies and deal heavy damage makes him an exceptional tank, while the Barrel provides a swarm of Goblins that can quickly overwhelm towers or support other troops. The combination creates a relentless push that’s difficult to defend against.

    Electro Wizard and Cannon Cart: Defensive Powerhouse

    Electro Wizard and Cannon Cart provide excellent defensive support. The Electro Wizard’s stun ability can disrupt enemy pushes, while the Cannon Cart’s powerful cannon can eliminate low-health troops and support tanks. Together, these two cards create a strong defensive line that can hold off even the most formidable counterattacks.

    Versatile Support Cards

    Archers and Zap serve as versatile support cards. Archers can provide air defense, while Zap can reset enemy troops or target low-health units. These cards add flexibility to the deck, allowing it to adapt to different situations and counter various enemy strategies.

    Deck Composition

    Card Level
    Ghost Rider 9
    Goblin Barrel 11
    Electro Wizard 10
    Cannon Cart 11
    Archers 12
    Zap 12

    The Miner Wall Breakers Siege

    The Miner Wall Breakers Siege deck is a popular and effective deck for Arena 11 in Clash Royale. It is a siege deck, which means that it focuses on building up a strong push and then using siege units to slowly chip away at the opponent’s tower. The deck is built around the Miner, Wall Breakers, and Siege Barracks, and it is supported by a variety of other cards that help to defend and cycle cards.

    Miner

    The Miner is a versatile card that can be used to attack, defend, and cycle cards. He can be used to chip away at the opponent’s tower, take out support units, or even tank for other units. The Miner is also a great way to cycle cards, as he can be played for just 3 elixir.

    Wall Breakers

    The Wall Breakers are a swarm of weak units that can quickly take out buildings. They are particularly effective against the opponent’s Princess Tower, as they can quickly destroy it if they are not dealt with. The Wall Breakers are also a good way to cycle cards, as they can be played for just 2 elixir.

    Siege Barracks

    The Siege Barracks is a building that spawns a Mortar every 30 seconds. The Mortar is a powerful siege unit that can deal significant damage to the opponent’s tower. The Siege Barracks is a great way to build up a strong push, as it can provide a constant source of damage to the opponent’s tower.

    The Clash Royale Classic Mortar Deck

    The Clash Royale Classic Mortar Deck is a reliable and effective deck that has been used by professional players for years. The deck is built around the Mortar, a defensive building that can deal significant damage to enemy troops and buildings. The deck also includes a variety of support cards that can help protect the Mortar and deal with enemy threats.

    Mortar

    The Mortar is the centerpiece of this deck. It is a defensive building that can deal significant damage to enemy troops and buildings. The Mortar has a long range and can target enemies behind other buildings, making it difficult to counter.

    Knight

    The Knight is a versatile card that can be used to defend against enemy pushes or to support the Mortar. The Knight has a high hitpoints and damage output, making him a good choice for tanking damage.

    Archers

    The Archers are a cheap and effective way to deal with enemy air troops. The Archers have a high attack speed and damage output, making them a good choice for taking down enemy swarms.

    Tesla

    The Tesla is a defensive building that can deal damage to enemy air troops. The Tesla has a long range and can target enemies behind other buildings, making it difficult to counter.

    Rocket

    The Rocket is a powerful spell that can deal significant damage to enemy troops and buildings. The Rocket can be used to take out enemy defenses or to finish off enemy troops that are low on health. The Rocket has a long range and can target enemies behind other buildings, making it difficult to counter.

    Card Elixir Cost
    Mortar 4
    Knight 3
    Archers 3
    Tesla 4
    Rocket 6

    The Lumberloon Cycle for Domination

    The Lumberloon Cycle deck is a powerful archetype in Clash Royale that excels in both offense and defense. It is particularly effective in Arena 11, where it can dominate opponents with its relentless cycle and devastating win conditions.

    Card Breakdown

    The Lumberloon Cycle deck consists of the following cards:

    • Lumberjack
    • Balloon
    • Miner
    • Rage
    • Arrows
    • Goblin Cage
    • Knight

    Gameplay Strategy

    The Lumberloon Cycle deck aims to apply constant pressure on the opponent while building up an unstoppable Lumberloon push. Here’s a breakdown of its key strategies:

    Split-Lane Pressure

    Miner and Goblin Cage are used to apply pressure in both lanes, forcing the opponent to split their defenses.

    Counterpushing

    Knight and Lumberjack can be used to counter enemy pushes and build up a counterpush with the Balloon.

    Lumberloon Push

    The core combo of the deck is the Lumberloon push. When the opponent is distracted by the split-lane pressure, the Lumberjack and Balloon are played together. Rage is used to increase their speed and damage, making them incredibly difficult to stop.

    Defensive Versatility

    The Goblin Cage and Arrows provide excellent defensive capabilities against air and ground troops. Knight serves as a solid tank against heavy hitters.

    Conclusion

    The Lumberloon Cycle deck is a powerful and versatile archetype that dominates in Arena 11. With its relentless cycle, devastating win conditions, and strong defensive capabilities, it is a force to be reckoned with.

    The Lavahound Miner Control

    The Lavahound Miner Control deck is a popular deck in Arena 11 that combines the power of the Lavahound with the Miner’s ability to chip away at the opponent’s tower. The deck is designed to be defensive, with the Lavahound and Minions providing ample air support, while the Miner, Bomb Tower, and Princess provide ground control. The deck also features the Goblin Hut, which provides a consistent stream of Goblins to help support the push.

    Card Breakdown

    The Lavahound is the centerpiece of the deck, providing a powerful air tank that can soak up damage and deal significant damage to the opponent’s tower. The Miner is the other star of the deck, providing a constant threat to the opponent’s tower while also being able to take out key support troops. The Bomb Tower provides excellent defensive value, being able to take out all ground troops in one shot. The Princess is a great support card, providing ranged splash damage that can take out swarms of troops.

    Gameplay

    The Lavahound Miner Control deck is played by setting up a defensive perimeter around your tower, using the Lavahound, Minions, and Bomb Tower to take out your opponent’s push. Once you have a clear lane, you can send in the Miner to chip away at the opponent’s tower. The deck is also good at countering air decks, as the Lavahound and Minions can easily take out most air troops.

    Card Cycles

    Card Elixir Cost
    Lavahound 7
    Miner 3
    Bomb Tower 4
    Princess 3
    Minions 3
    Goblin Hut 4

    The Graveyard Poison Freeze

    The Graveyard Freeze Poison deck is a popular and effective deck in Arena 11 and beyond. It is a defensive deck that relies on building up a strong defense and then using the Graveyard spell to create a large push of Skeletons. The Poison and Freeze spells are used to control the opponent’s troops and prevent them from defending against the Graveyard.

    Knight

    The Knight is a solid defensive card that can be used to tank for the Graveyard. He has a good amount of health and can deal decent damage.

    Tombstone

    The Tombstone is a great defensive card that can be used to counter a variety of enemy troops. It spawns four Skeletons when it is destroyed, which can help to protect the Graveyard.

    Ice Spirit

    The Ice Spirit is a fast and cheap card that can be used to cycle through your deck or to slow down enemy troops. It can also be used to trigger the King’s Tower, which can be useful in certain situations.

    Skeletons

    Skeletons are a swarm card that can be used to defend against a variety of enemy troops. They are cheap to deploy and can be easily replaced.

    Poison

    The Poison spell is a long-duration spell that deals damage over time to enemy troops. It is a great way to control the opponent’s troops and prevent them from defending against the Graveyard.

    Freeze

    The Freeze spell is a spell that freezes all enemy troops for a short period of time. It can be used to buy time for the Graveyard to do its work or to prevent the opponent from defending.

    Graveyard

    The Graveyard spell is the main offensive card in the deck. It spawns a large number of Skeletons in a small area. These Skeletons can deal a lot of damage if they are not dealt with.

    Minions

    The Minions are a swarm card that can be used to support the Graveyard or to defend against enemy troops. They are flying, so they can be used to avoid ground-based troops.

    The Pekka Double Prince Push

    This deck is a classic and powerful push strategy that can dominate in Arena 11. The combination of the Pekka, Double Prince, and support cards creates a formidable force that can overwhelm opponents.

    The Cards

    • Pekka: The tank of the deck, absorbing damage and clearing the way for the Princes.
    • Double Prince: Two high-damage dealers that target air and ground units, providing excellent support for the Pekka.
    • Zappies: A swarm of four units that can quickly take out groups of weak enemies, such as Minions or Goblins.
    • Electro Wizard: A stunner that can slow down enemy troops and reset their attacks, making them vulnerable to your push.
    • Zap: A cheap spell that can stun enemy troops or reset their attacks, similar to the Electro Wizard.
    • Minions: A swarm of flying units that can provide air support and cycle cards quickly.
    • Arrows: A spell that can take out large groups of weak enemies, such as the Skeleton Army or Goblin Gang.

    Strategy

    The key to this deck is to build up a strong push with the Pekka and Double Princes, supported by the Zappies and Electro Wizard. Zap and Arrows can be used to clear out any remaining weak enemies or reset enemy troop attacks.

    Start by placing the Pekka in the back of the arena, followed by the Double Princes and Zappies. Use Zap and Arrows to eliminate any enemy swarm units that threaten your push. Electro Wizard can be used to stun enemy troops or reset their attacks, making them vulnerable to your push.

    If the opponent has strong air units, use the Minions to counter them. Cycle cards quickly with the Minions to keep up the pressure. Arrows can also be used to take out large groups of weak enemy air units, such as Bats or Minions.

    Matchups Tips
    Lavahound Use the Minions and Electro Wizard to counter the Lavahound and its Pups.
    Golem Place the Pekka in front of the Golem to tank its damage, then use the Double Princes to take it out.
    3 Musketeers Use the Pekka to target one of the Musketeers, then use the Double Princes and Zappies to take out the others.

    The Balanced Elixir Golem Beatdown

    The Balanced Elixir Golem Beatdown is a deck that uses the Golem as its primary win condition. It is a deck that is difficult to play against, as it can be difficult to stop the Golem from reaching the tower. The deck also has good defense, as it includes cards such as the Mega Minion, the Night Witch, and the Tombstone.

    Card cycle

    The most important part of playing the Balanced Elixir Golem Beatdown is the card cycle. The deck is designed to cycle through the cards quickly, so it is important to keep track of what cards you have in your hand and what cards your opponent has played.

    Offense

    The main offensive strategy of the Balanced Elixir Golem Beatdown is to use the Golem to tank for the support troops. The Golem is a powerful tank, and it can easily distract the opposing troops while the support troops do their damage. The best time to play the Golem is when you have a good amount of elixir, as it will take time for it to reach the tower.

    Defense

    The Balanced Elixir Golem Beatdown has a number of good defensive cards, which makes it difficult for the opponent to break through. The Mega Minion is a great air defense card, and it can also be used to support the Golem on offense. The Night Witch is a great swarm defense card, and its bats can also be used to support the Golem on offense. The Tombstone is a great defensive building, and it can also be used to counter cards such as the Hog Rider and the Goblin Barrel.

    Weaknesses

    The Balanced Elixir Golem Beatdown has a few weaknesses, which include:

    • The deck is weak to air attacks, as the only air defense card in the deck is the Mega Minion.
    • The deck is weak to cards that can counter the Golem, such as the Pekka and the Inferno Tower.
    • The deck is weak to decks that can cycle quickly, as it can be difficult to keep up with the opponent’s card cycle.

    Tips

    Here are some tips for playing the Balanced Elixir Golem Beatdown:

    1. Keep track of your card cycle, and try to anticipate what cards your opponent will play.
    2. Don’t be afraid to play the Golem defensively, as it can be a good way to protect your towers.
    3. Use your support troops to protect the Golem and do damage to the opposing tower.
    4. Don’t be afraid to switch up your strategy if the opponent is countering your deck.
    Card Count
    Golem 1
    Mega Minion 2
    Night Witch 1
    Tombstone 1
    Lightning 1
    Zap 1
    Archers 2
    Goblin Gang 1

    The Best Arena 11 Deck in Clash Royale

    After reaching Arena 11 in Clash Royale, you’ll face tougher opponents with more powerful cards. To succeed, you’ll need a well-rounded deck that can handle various strategies. One of the best Arena 11 decks available is as follows:

    • Hog Rider (Win Condition)
    • Valkyrie (Anti-Air Tank)
    • Musketeer (Ranged Support)
    • Goblin Barrel (Surprise Attack)
    • Fireball (Area Damage and Tower Pressure)
    • Zap (Crowd Control and Stun)
    • Knight (Cheap Tank and Defense)
    • Skeleton Army (Swarm Defense or Counterattack)

    This deck combines the Hog Rider’s fast and powerful attack with the Valkyrie’s tankiness and anti-air capabilities. The Musketeer provides constant ranged damage, while the Goblin Barrel adds an element of surprise and tower pressure. The Fireball and Zap are versatile spells that can clear swarmy troops, damage towers, or reset enemy troops. The Knight and Skeleton Army offer reliable defense against ground and air swarms.

    People Also Ask About Best Arena 11 Deck Clash Royale

    What makes the Hog Rider a good choice for Arena 11?

    The Hog Rider is a fast and aggressive card that can quickly reach towers and deal significant damage. In Arena 11, where many opponents have strong defenses, the Hog Rider’s ability to bypass enemy formations and go straight for towers makes it an effective win condition.

    How should I use the Valkyrie and Musketeer together?

    The Valkyrie and Musketeer are a potent combination because the Valkyrie’s tankiness protects the Musketeer from enemy troops, while the Musketeer provides ranged support for the Valkyrie. Use the Valkyrie to absorb damage while the Musketeer deals damage from behind. This combo is particularly effective against large ground troops and swarms.