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Clash Royale: Best Decks for Arena 11 Electro Valley (2024)

Arena 11 is one of the most important arenas in terms of unlocking new cards. Every card you unlock in this arena is a Legendary card, and they’re the first that you’ll be able to unlock with purchasing them with real money. From massive tanks like Mega Knight to perhaps the most well-rounded spell in the game with The Log, there are many cards worth trying out in this arena. In this article we’ll take a brief look at all the new cards available, then we’ll discuss the top 5 best decks for Arena 11!

New Cards Available in Arena 11

As we mentioned in the intro, all the new cards in Arena 11 are Legendary cards. This means you’ll be unlocking a lot of very powerful cards, many of which will stick around in the meta throughout every arena. Each of these cards has something about them that warrants the Legendary status, from special effects to unique designs. Here are all the troops and the one spell you unlock in Arena 11!

➡️ Troops: Mega Knight, Ram Rider, Electro Wizard, Inferno Dragon, Sparky, Miner, Princess

➡️ Spells: The Log

➡️ Buildings: n/a

Evolutions in Arena 11

Card Evolutions are possible to obtain by Arena 11, so you’ll probably see them from time to time. Since they aren’t something you’ll see in every game, we recommend not trying to build your deck entirely around countering them at this arena. At the highest arenas you can assume almost every opponent will have them, but that’s not the case here.

The decks we include in this list will not require Evolutions, but if you have them, feel free to use them! They’re very powerful, so once you get the opportunity to, you should absolute base some decks around them.

For more information about Evolutions (including a ranking of them), check out our article on it here!

The 5 Best Decks for Arena 11, Ranked in No Particular Order

These decks should help you climb to the next arena and have some fun along the way. Don’t forget that these decks only include cards you can obtain for free by unlocking them, so we won’t include any higher-arena cards. With that in mind, here’s our list!

1. Miner Barrel

All cards in this deck:

  • Miner
  • Goblin Barrel
  • Witch
  • Hunter
  • Bomb Tower
  • Ice Spirit
  • Barbarian Barrel
  • Snowball

Miner is one of the more popular Legendary troops, and that’s mostly because of his ability to pop up anywhere on the battlefield. The Miner itself has a good amount of HP, but he does pretty low damage. The reason he’s still so strong, though, is because he’s such a good distraction. Since you can drop him anywhere on the map, you can use him to soak up tower damage any time you need to. That makes doing tower damage with Goblin Barrel (this deck’s main win con) much easier. Miner + Goblins does a lot of tower damage, and if left uncontested can take them out entirely. The main threat to your Goblins with this combo is The Log and other log-type effects, but that’s always the case.

For the support and defense, we have both Witch and Hunter to take care of tanks and swarms. Since both of them have a similar purpose, you can use them more liberally. Bomb Tower is also in the deck, as it’s one of the stronger buildings for defense. The spells in this deck (Snowball and Barbarian Barrel) are also both defensive, but have different purposes. Snowball can help with defending pushes, while Barbarian Barrel is good for fighting ground troops/swarms. This deck has answers for everything and a really strong win con combo, so it’s one of the best!

2. Golem Push

All cards in this deck:

  • Golem
  • Electro Wizard
  • Witch
  • Zappies
  • Tombstone
  • Goblin Gang
  • Poison
  • Barbarian Barrel

Golem is the best tank to base an entire deck around, as it’s incredibly powerful but requires tons of support. It moves slowly and does low damage, but its massive HP and ability to split into two mini-Golems upon death makes it stand out. The best defense cards for Golem in this arena are Electro Wizard, Witch, and Zappies. Electro Wizard resets Inferno cards (Tower and Dragon) and does good damage to multiple units at once, Witch spawns Skeletons and does splash damage, and Zappies also reset troops and does some poke damage. With these three cards, you can make a near-perfect Golem push!

Outside of the main offensive/support troops, we also have a few other key cards. Goblin Gang is strong enough to defend against most troops that don’t do splash damage, and they can target both air and ground troops. Poison is great for defending against pushes which involve swarms, or for taking out counters to Golem. Barbarian Barrel serves a similar purpose. It can take out swarms that threaten Golem at the bridge, and it also leaves behind a troop that helps with your pushes. The last card is Tombstone, and as always, it’s here as a form of distraction. The Skeletons don’t really matter for damage, but they distract most troops long enough for you to find another way to take them out.

3. Mega Log Bait

All cards in this deck:

  • Mega Knight
  • Goblin Barrel
  • Skeleton Barrel
  • Inferno Tower
  • Princess
  • Goblin Gang
  • Electro Spirit
  • The Log

Log Bait is a deck archetype that takes many forms, but they all have the same goal: bait your opponent into wasting their Log or similar card. The benefit to doing this is that it allows you to then use a card like Goblin Barrel or Skeleton Barrel without worrying about them being immediately countered. Of course, this doesn’t always end up going the way you planned. If your opponent doesn’t have a Log or similar card (which is rare), this deck just gets to do whatever it wants since its win cons won’t be countered. However, if they have multiple of those effects, you might not get to do any tower damage at all.

While Log Bait is a popular and well-defined archetype, there are a lot of ways you can go about it. This version uses Mega Knight as a large tank to take care of most of your defense, and it also puts pressure on towers if it doesn’t get countered. There’s also two barrels here: Goblin and Skeleton Barrel. Goblin Barrel is your main win con, as the Goblins do a lot of tower damage if they don’t get countered by a Log effect. Skeleton Barrel actually has the potential to do quite a bit more damage, but it’s easier to counter since it takes so long to reach towers. This deck takes some practice to get used to, but so do most decks. It’s fun and has a really high skill cap, so it’s worth mastering!

4. Goblin Giant + Sparky

All cards in this deck:

  • Goblin Giant
  • Sparky
  • Fireball
  • Electro Wizard
  • Dart Goblin
  • Tesla
  • The Log
  • Bats

The Goblin Giant + Sparky combo is great for many reasons. Since Goblin Giant defends itself and leaves behind Spear Goblins, it causes a major distraction wherever it goes. Sparky does one of the highest-damage attacks in the game, but it takes a while to charge up. Sparky itself also moves very slowly, so it needs a lot of backup to protect it. Once you have Sparky behind a Goblin Giant, you’ll have a combo that has the potential to go all the way through the King Tower in the back.

To defend this push, Fireball and Electro Wizard are your best cards. Fireball answers a lot of the best counters to Goblin Giant and also defends against numerous other troops. Then Electro Wizard makes sure no swarms get in the way, and it also directly counters the Inferno cards and other Sparky cards. Dart Goblin can also provide some support, or you can use it along with Bats for defending the skies. Tesla is a building which disappears underground when not attacking, so it defends itself from spells and survives longer than most buildings. Then there’s the Log, which fits into just about any deck you want to use it in.

5. Ram Rider Balanced

All cards in this deck:

  • Ram Rider
  • Inferno Dragon
  • Electro Wizard
  • Princess
  • Knight
  • Fireball
  • Tombstone
  • Zap

Ram Rider is similar to Hog Rider in that both charge buildings at high speed and jump over the river. However, Ram Rider also defends itself by throwing snares at enemies. The snares cause enemies to move incredibly slow and also do a small amount of damage. This allows Ram Rider to defend herself against high-HP troops by slowing them down and swarms by taking them out with her low-damage snares. She’s one of the best well-rounded troops, and she doesn’t get nearly as much attention as she deserves.

One of the benefits to Ram Rider is that she doesn’t need much support to succeed. This leaves the rest of your deck open for more varied defense. Inferno Dragon is able to counter any tank, as long as it’s able to keep damaging it long enough to build up its beam’s damage over time. Electro Wizard deals with just about any non-tank troop with either its arc lightning or reset effect, so it pairs great with the Inferno Dragon. Princess is similar to Electro Wizard, but she has more range at the cost of less damage. Then we have Knight as the last troop in the deck. He’s just a cheap tank that you can always get some use out of, and he has a great Evolution if you have it.

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