Picking the right Clash Royale deck largely depends on what Arena you’re in. As you gain access to new cards, it’s always good to try them out so you get a better idea of how they work. In this article, we’ve put together a list of the 5 best decks for Arena 6 in Clash Royale. There’s a good mixture of new and old cards alike here, so you’ll get a good idea of what the Arena 6 meta is like in general.
All Cards Available in Arena 6
**Bolded cards are unlocked in Arena 6
Here are all the cards you’ll have access to in Arena 6. Supercell changes this list from time to time, but here it is as of August 2023.
➡️ Troops: Minions, Archers, Knight, Mini P.E.K.K.A., Musketeer, Giant, Spear Goblins, Goblins, Bomber, Skeletons, Valkyrie, Barbarians, Mega Minion, Battle Ram, Electro Spirit, Skeleton Dragons, Fire Spirit, Wizard, Bats, Flying Machine, Hog Rider, Guards, Baby Dragon, Skeleton Army, Witch, P.E.K.K.A.
➡️ Spells: Arrows, Fireball, Zap, Rocket, Goblin Barrel
➡️ Buildings: Goblin Cage, Goblin Hut, Tombstone, Cannon, Bomb Tower, Inferno Tower, Mortar
Evolutions in Arena 6
It is technically possible to unlock card evolutions by the time you reach Arena 6. To unlock evolutions, you first need to reach King Level 7. From there, you can get evolution shards from various activities, the season passes, and in the shop. Here are the cards you have access to in Arena 6 which have an evolution:
- Knight
- Skeletons
- Barbarians
- Archers
- Mortar
We won’t be factoring evolutions into our choices for this article too much, but just be aware that you could always use one if you end up getting them. Most of them can be easily subbed in for their standard version, so it’s not too hard to put them to use.
The 5 Best Decks for Arena 6, Ranked In No Particular Order
Let’s not waste any more time! Here are the 5 best decks for Arena 6 in no particular order.
1. P.E.K.K.A. Push
Cards in deck:
- P.E.K.K.A. – main threat
- Witch – support
- Bats – cheap swarm
- Musketeer – support / flying defense
- Arrows – spell
- Electro Spirit – cycle unit
- Guards – defense
- Bomb Tower – defensive building
P.E.K.K.A. is one of the new cards you’ll have access to in Arena 6, so it’s good to get used to how it works. It’s one of the best tanky offense troops in the game, but it requires a lot of support to succeed. P.E.K.K.A. does incredibly high damage to individual units/buildings, but suffers against any kind of swarm. It’s also very easy to distract, which can lead to problems.
This deck is centered around putting a P.E.K.K.A. on your backline, then supporting it with support units. The Witch and Musketeer both fill the support role, as the Witch is able to clear out swarms and flying units with ease, and the Musketeer is better for higher-HP enemies.
To go along with your P.E.K.K.A. and support crew, you also get several more defensive cards in this deck. The Bats are great for taking out tanks that make it across the river without any backup, and they’re good for supporting P.E.K.K.A. as well. The Guards are the main defensive ground troop in this deck, as they’re able to take a hit from anything at least once and do respectable DPS when they’re all focused on the same target. Then we also have Bomb Tower to defend against swarms on our side of the arena. Electro Spirit is just here to help cycle towards more useful cards, or to stun units that are weak against that status effect (like Sparky or Prince).
2. Hog Cycle
All cards in deck:
- Hog Rider – offensive threat
- Fireball – spell
- Mega Minion – flying defense
- Skeletons – cycle unit
- Cannon – defensive building
- Knight – ground defense
- Spear Goblins – support / defense
- Fire Spirit – cycle unit
Hog Cycle has always been one of the best archetypes in Clash Royale, so it’s no surprise to see it here. Even if you don’t end up liking the playstyle of the deck, it’s good to get an idea of how it plays. You’ll undoubtedly be seeing a lot of it as you progress through Trophy Road, so it helps to know how it all works.
The main threat of this deck is the Hog Rider its named after. Hog Rider only targets buildings, and he moves much faster than most other troops. The goal of this deck is to drop as many Hog Riders on the bridge as possible, which is why it needs such a low Elixir Cost. Cycling through cheap cards is essential for playing more Hog Riders, and knowing how to optimize those cheap cards allows you to defend long enough for your Hog Rider to steal the game. You can also use Fireball to protect Hog Rider from dangerous swarms like Barbarians, which can make quick work of him.
One of the most important cards in this deck is the Knight, which is a great cheap tank. He’ll distract most enemy troops for long enough for your other defensive cards to come into play. Mega Minion is great to pair up with the Knight, as it’s an equally effective defensive troop in the sky. We also have Spear Goblins, which can distract units that can easily get through the Knight (like Mini P.E.K.K.A.) or provide support against air threats.
On the cheaper end of the deck, we mostly have cycle cards. Skeletons are great for also distracting troops that attack slowly, and Fire Spirit can take out low-HP swarms like Minions. But the main reason they’re here is to help us quickly get back to casting Hog Riders.
3. Giant Goblins
All cards in deck:
- Giant – tank
- Goblin Barrel – offensive spell
- Goblin Hut – spawner building
- Mini P.E.K.K.A. – defensive counterpusher
- Flying Machine – support / flying defense
- Arrows – spell
- Bomber – support unit
- Electro Spirit – cycle / shock effect
This deck is kind of similar to the P.E.K.K.A. deck from above, but it’s focused more on the swarm behind the tank than the tank itself. Unlike P.E.K.K.A., the Giant is much more of a team player. The Giant only focuses buildings, so it’ll be impossible for enemy troops to distract him. That makes him the perfect tank to allow for a swarm of goblins to come in and take out any potential threats.
To back up the Giant, we have two separate Goblin cards. Goblin Barrel is the main offensive spell of the deck. Just wait until the Giant crosses the river and takes tower aggro, then throw a Barrel behind their tower! It demands a response, otherwise their tower will be gone in seconds. We also have the Goblin Hut, which is a strong defensive building which both distracts and provides a stream of annoying troops for your opponents to deal with.
To further support the Giant, we have a great pure support unit in the Bomber. It helps take out swarms that threaten the Giant, and can do decent DPS if he needs to. Mini P.E.K.K.A. serves a defensive purpose similar to the Bomber, but is more useful as a way to take out any tanks that outmatch our swarms. Against units like Hog Riders or Electro Giants, Mini P.E.K.K.A. is one of the best defensive units in the game.
The last two cards, Arrows and Electro Spirit, serve simple purposes. As always, Arrows is the most reliable spell for taking out swarms. And Electro Spirit is the most well-rounded one-Elixir card, so it’s always helpful in any deck to help lower the Elixir cost.
4. Valkyrie Control
All cards in deck:
- Valkyrie – defensive counterpusher
- Goblin Barrel – offensive spell
- Musketeer – support / flying defense
- Inferno Tower – defensive tower
- Spear Goblins – cheap defensive troops
- Arrows – spell
- Skeleton Dragons – support / swarm defense
Never underestimate the power of Valkyrie. She only costs 4 Elixir, she has a ton of HP, and she can’t be effectively targeted by ground swarms. To take out Valkyrie, your opponent has to have some form of air unit or high-damage ground troop like a Mini P.E.K.K.A. The best way to play this deck is to wait for a push that can be countered by your Valkyrie, then make a big counter push out of it.
Musketeer, Skeleton Dragons, and Spear Goblins serve as support for the Valkyrie pushes. Since each of those three is good for countering different units, it allows for various forms of counter pushes with the Valkyrie at the front. However, we also have Inferno Tower in the deck to defend against big-Elixir pushes with large tanks. And then as a last resort for defense, Arrows can always be used to take out low-HP troops.
The second most important card in this deck is Goblin Barrel. It allows for more offensive pushes, using the Valkyrie to sponge up damage while the Goblins take out towers. You can also save the Barrel until the end of a match to catch your opponents off guard!
5. Mortar Swarm
All cards in deck:
- Mortar – offensive building
- Knight – tank
- Witch – support / defense
- Skeleton Army – ground swarm
- Barbarians – ground swarm
- Musketeer – flying defense
- Bomb Tower – general defense
Mortar is one of the earliest offensive buildings you get access to, which makes it a really exciting option for Arena 6. To get the most use out of your Mortar, place it on the closest tile to the river. From there, it can hit enemy towers and do solid chunks of damage. The only downside is that as soon as you play a Mortar, enemies will immediately do something to attempt to counter it. That’s why it’s so important to have so many good defensive and support cards.
We have three defensive/support troops in this deck. The first is the Knight, which is here since it’s a cheap yet strong tank. It’s great for helping cover for Mortar and hold off enemies at the bridge. Witch and Musketeer are both good at defending against air and ground attacks, with their strengths countering the others’ weaknesses.
To defend, you can put a Bomb Tower near your Mortar to make it impervious to attacks from low-HP ground units. However, the most common threat to offensive buildings is a tank that only targets buildings. Ground swarms like Skeleton Army and Barbarians are both perfect for taking out any tanks that try to jump your Mortar and destroy it early.
Clash Royale Navigation
- Clash Royale: Best Decks for Arena 18 Silent Sanctuary (2024)
- Clash Royale: Best Deck for Arena 17 (Royal Crypt)
- Clash Royale: Best Deck for Arena 16 (Executioner’s Kitchen)
- Clash Royale: Best Decks for Arena 13 Rascal’s Hideout (2024)
- Clash Royale: Best Decks for Arena 11 Electro Valley (2024)
- Clash Royale: Best Decks for Arena 8 Frozen Peak (2024)
- Clash Royale: Best Decks for Arena 7 Royal Arena (2024)
- Clash Royale: Best Decks for Arena 3 Barbarian Bowl (2024)
- Clash Royale: Best Decks for Arena 2 Bone Pit (2024)
- Clash Royale: Best Decks for Arena 1 – Starter Decks (2024)
- Clash Royale: Best Decks for Arena 5 Builder’s Workshop
- Clash Royale: Best Decks for Arena 15 Miner’s Mine (2024)
- Clash Royale: Best Decks for Arena 9 – Jungle Arena (2024)
- Clash Royale: Best Decks for Arena 12 Spooky Town (2024)
- Clash Royale: Best Decks for Arena 6 P.E.K.K.A.’s Playhouse (2024)
- Clash Royale: Best Decks for Arena 10 Hog Mountain (2024)
- Clash Royale: Best Decks for Arena 14 Serenity Peak (2024)
- Clash Royale: Best Decks for Arena 4 Spell Valley (2024)
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