Clash Royale: Best Decks for Arena 2 Bone Pit (2024)

Once you make your way into the Bone Pit from Arena 1, it’s time to start checking out some new decks! This is always fun on each Arena rank up, and this one is no different. It’s always a good idea to try out the new cards you unlock, especially earlier on as you learn what all of them do. Clash Royale is a game that requires you to understand what all the cards do if you want to succeed, but you don’t have to know them all immediately. In this article we’ll discuss the new cards available in Arena 2 that’ll help you get the advantage in the Bone Pit, then we’ll cover our picks for the 5 best decks in Arena 2!

All Cards Available in Arena 2

Clash Royale Arena 2

In Arena 2, there are four new cards that you can unlock. There are three troops (Bomber, Skeletons, and Valkyrie) and one new building (Tombstone). These cards will come into play several times in this list, even including a couple which feature them! Here are all the cards you can unlock in Arena 2.

Note: Cards marked with an asterisk (*) below are new to Arena 2.

➡️ Troops: Minions, Archers, Knight, Mini P.E.K.K.A., Musketeer, Giant, Spear Goblins, Goblins, Bomber*, Skeletons*, Valkyrie*

➡️ Spells: Arrows, Fireball

➡️ Buildings: Goblin Cage, Goblin Hut, Tombstone*

The 5 Best Decks for Arena 2, Ranked In No Particular Order

Arena 2 doesn’t differ too much from what you experienced in the first arena, but there are obviously some changes. We still have a bunch of Giant decks, but the new additions also get some shine! Here are the 5 best decks for Arena 2!

1. Giant Musketeer

Giant Musketeer Deck for Arena 2
(Image: Supercell / Brett Moss)

All cards in the deck:

  • Giant
  • Minions
  • Goblin Hut
  • Fireball
  • Tombstone
  • Musketeer
  • Bomber
  • Skeletons

One thing that quickly becomes clear while recommending low-arena decks is that Giant is the undisputed king of the beginner arenas. There really isn’t any other win con as reliable or efficient as him, and there are very few win cons in general other than just Giant at this level. This Giant deck (the first of several) utilizes the support and counterpushing potential of Musketeer. She can back up the Giant better than most other troops in this arena, and does enough damage to be a bit of a threat on her own. This is certainly a Giant deck, but the Musketeer is by far the most useful card for keeping your towers alive.

This deck is very reactive, so one of the best things you can do is use Goblin Huts when there isn’t something to react to. When doing this, it’ll open up opportunities for counters and keeps your Elixir under control. The worst thing you can do with such a reactive deck is play random troops for the sake of it. You can play Giants if you have full Elixir or really need one, but otherwise it’s best to wait and play smart. In the double Elixir period you can start to use Giants more frequently, but if you let yourself get caught without Elixir you can easily lose in an instant.

2. Giant Valkyrie

Giant Valkyrie Deck for Arena 2
(Image: Supercell / Brett Moss)

All cards in the deck:

  • Giant
  • Valkyrie
  • Goblin Cage
  • Minions
  • Archers
  • Bomber
  • Skeletons
  • Arrows

This version of the Giant deck uses Valkyrie as the Giant’s second-in-command instead of the Musketeer. While Valkyrie can’t handle air defense like the Musketeer can, her swarm control and general tankiness makes her strong. The Valkyrie attacks in an AOE circle around her, slashing up enemies with her axe. This is perfect for obliterating waves of ground swarms that might threaten your Giant, then following up with a solid counter push. The great thing about these Giant-based decks is that you really can adapt them to your playstyle however you want. Giant is a fairly cheap tank all things considered, and being able to pair it up with fun combos like Valkyrie is what keeps him relevant.

Playing this deck, you’ll want to treat it the same as most other tank-reliant decks. When you have a tank as big as the Giant, it’s essential to use them wisely. Even though tanks have tons of health, the right card can still counter them easily. For example, a Mini P.E.K.K.A. can cut down a Giant in a pretty short time, so you have to be aware of when one might be coming. It’s a fairly easy deck archetype to learn, but it has a high ceiling for competitive play and never gets too boring.

3. Valkyrie + Mini P.E.K.K.A.

Valkyrie + Mini P.E.K.K.A. Deck for Arena 2
(Image: Supercell / Brett Moss)

All cards in the deck:

  • Valkyrie
  • Mini P.E.K.K.A.
  • Musketeer
  • Archers
  • Goblins
  • Spear Goblins
  • Tombstone
  • Fireball

Valkyrie is the second strongest individual unit you can get by Arena 2, so it’s only right to base a deck around her. Since Valkyrie isn’t really a win con by herself like the Giant is, though, this deck will require you to use more of your cards more regularly. Valkyrie is a very strong tank with good HP (especially considering that it’s cheaper than the Giant and also fights back). Mini P.E.K.K.A. goes well with her, just like it does with every card at this level. Mini P.E.K.K.A. is the best counter for Giant at Arena 2, so it can handle all the Giants you come across while the Valkyrie handles most other stuff.

When you’re playing this deck, you will have to be very aware of any air troops. Neither Valkyrie nor Mini P.E.K.K.A. can fight air troops, so you have to rely entirely on cards like Archers, Musketeers, and Spear Goblins for that. If they can’t handle it either, though, there’s always Fireball to take out just about any air threats in this arena. Tombstone is also included, as it’s the best cheap building in Arena 2. Every card in this deck is here because it’s strong on its own, but even better with the Valkyrie or Mini P.E.K.K.A. along with them.

4. Valkyrie + Knight

Valkyrie + Knight Deck for Arena 4
(Image: Supercell / Brett Moss)

All cards in the deck:

  • Valkyrie
  • Knight
  • Minions
  • Goblin Hut
  • Tombstone
  • Spear Goblins
  • Fireball
  • Musketeer

This deck is almost the same as the last one, but features the Knight instead of Mini P.E.K.K.A. and Goblin Hut in addition to Tombstone. The reason for Mini P.E.K.K.A.’s removal is that this deck has plenty of other ways to deal with Giants, so it isn’t as necessary. Since we have both Goblin Hut and Tombstone, Giant should be easy to distract and take out with other support troops. Knight and Valkyrie both function as cheap tanks, so having both of them might seem redundant. But since this deck doesn’t use Giant, having two smaller tanks is pretty solid!

To play this deck, the most important thing is to have either Valkyrie or Knight available at all times. You also want to have a building (Goblin Hut or Tombstone) in-hand for Giants when you’re against it, but if you’re against other cards it might not be as important. This deck, just like most others in the early arenas, is based around learning the game. That isn’t surprising since Supercell clearly wanted it to be that way, but it’s important to remember. Not all these decks are meant to be on the same level technically as Arena 22 decks are, so they aren’t all the most difficult decks to play. (Nor do they need to be.)

5. Giant Valkyrie + Mini P.E.K.K.A.

Giant Valkyrie + Mini P.E.K.K.A. Deck for Arena 4
(Image: Supercell / Brett Moss)

All cards in the deck:

  • Giant
  • Valkyrie
  • Mini P.E.K.K.A.
  • Bomber
  • Tombstone
  • Archers
  • Spear Goblins
  • Arrows

This deck combines three of the most powerful cards you can get in Arena 2. Giant, Valkyrie, and Mini P.E.K.K.A are a formidable trio at this arena, as they can take towers, make counter pushes, and stop any troop in their tracks. With this much power in your deck, you’ll always have an answer for any situation that might arise. We’ve already discussed several times how strong all three of these cards are, but it ultimately comes down to being the best at what they do for the cards you have available. In Arena 2, Giant is the best tank, Mini P.E.K.K.A. is the best tank counter, and Valkyrie is the best at swarm control.

The support for this deck (other than Mini P.E.K.K.A. and Valkyrie if you count them), is a mix-up of air defense and more general ground support. Archers and Spear Goblins take care of air troops, so you won’t have to worry about your Giant getting destroyed by units you can’t damage. Then you can use Tombstone to distract troops that make it across the bridge with a ton of Skeletons. And don’t forget about Arrows. A good spell is needed in every deck, and it’s better than Fireball for this deck since it’s a bit cheaper.

This is a deck that doesn’t require a ton of strategy outside of the standard tank gameplay. Just put a Giant down on the field, then back it up with whatever cards are you in your hand. Just make sure not to ever waste all your Elixir unless you really have a great reason.

Join the High Ground

Thanks for reading this article on the best decks for Arena 2 in Clash Royale! The new cards you can use add a needed bit of variety to the game, even if the Giant is still head and shoulders above most cards in the arena. Have fun climbing up the Arena list, and as always, make sure to keep the high ground!

Clash Royale Navigation

 

Visit the HGG Shop, Traveler?

A shop enters your peripheral vision. You turn toward it. It looks welcoming enough. You think, "Hmm, well maybe just a quick peek..."

Go Past No, not today. Onward!

You speed past the shop with nary a glance in its direction. ×

Join the Discussion

Give feedback on the article, share additional tips & tricks, talk strategy with other members, and make your opinions known. High Ground Gaming is a place for all voices, and we'd love to hear yours!


X

Forgot Password?

Join Us