Clash Royaleplayers will face tougher opponents and unlock new cards as they move further down the ladder. This gives players the opportunity todevelop decks that fit their playstyleand allows them to play without having to depend on popular cards that they may or may not enjoy playing. Thedecksbelow will help players struggling to make it out ofArena 6.

Updated Jul 29, 2025, by Hamza Haq:Building decks for early arenas like Arena 6 in Clash Royale can seem like a double-edged sword. After all, investing in cards requires gold, which is a limited resource players only have so much of, and justifying spending some on cards you may not use down the road in later arenas seems like a bad investment. Truth be told, this isn’t something to be really worried about, there are tons of events like Gold Rush in Clash Royale that shower the player with this currency, and the gold cost of upgrading cards is only really a consideration for level 12+ Cards, not something any Arena 6 player has to worry about.

Arena 6 Hog Bait Deck Clash Royale

Fireball

Zap

Hog Rider is a fast and easy win condition to build around and support. The main point of this deck is to get as many hits on the opposing towers with the Goblin Barrel while distracting the tower and opposing troops with the Hog Rider and giving them reliable support with Musketeer and the Fire Spirit for ground and air swarming troops. Fireball and Zap are some of the great spell combinations possible that can clean up after any failed pushes, with the Inferno Tower having great use for defense.

If the opponent has Zap, try to bait it out with the Skeleton Army, Goblin Barrel, or Inferno Tower, and then punish them when they do. Opposing tanks like Giant or Pekka can be countered by Inferno Tower, which should be held in reserve for those occasions. The only answer for Goblin Barrel in Arena 6 is either Fireball or Arrows, both of which are either equal exchanges or a loss of elixir to the other side.

Giant beatdown deck in clash royale for arena 6

Giant Beatdown (avg 3.3)

Archerss

Bomber

The Giant Beatdown deck has one goal and one goal only: to create an unstoppable push that can take down the opponent’s tower in one go; anything else is just biding time. The Giant is a slow-moving unit, which allows players to slowly build a push around him as he lumbers across the arena. While this is an adequate strategy and one Beatdown players will have to rely on the most often, the best option is to create a counter push.

The idea is that players wait for the opponent to send units to their side of the arena first, preferably tanks like a Giant of their own. Use Mini Pekka, Bomber, Archer, or Musketeer, whichever unit is the most appropriate. The more time the Beatdown player’s units spend on their side of the arena, the bigger the push they can eventually create, making it that much harder to deal with. A key weakness of this deck is the lack of a counter for Skeleton Army on the opponent’s side. The only answer is a well-placed Fireball or a Bomber that’s in the right place at the right time. This is why every push should contain at least two Bomber units if the elixir allows it.

Arena 6 Giant Tombstone Deck Clash Royale

Giant Tombstone (avg 3.8)

Arrows

This deck is a defensive powerhouse with cards that have the versatility to be played against many decks that can be thrown its way. The Giant can soak up plenty of damage and give troops behind it the leeway to rain down plenty of damage with the security of not being targeted by enemy troops and towers. Arrows and Fireball are great for supporting the Giant on offense, while Tombstone is key because, with proper placement, it can buy time for other troops to clean up on defense.

Pairing Giant’s push with Baby Dragon is key in order to deal with an opposing Skeleton Army or Minions, which can easily chew down the Giant to zero if not answered. Putting the Mini Pekka behind Giant can help whittle down tank killers like Pekka but should mostly be held in reserve as a single target damage dealer on the defensive.

Arena 6 Pekka Ram Deck Clash Royale

Pekka Ram (avg 3.4)

Knight

Skeletons

P.E.K.K.A unlocks in Arena 6 and serves as an excellent answer to almost anything the opponent can throw at the player, including Hog Rider, Giant, Valkyrie, and Knight. However, Pekka should almost always be used defensively as a response to what the opponent is doing. It is not a win condition on its own and can easily get countered by Skeleton Army or Inferno Tower. This deck is entirely reactive, and the play depends on what comes from the other side. Once Pekka is on the field, put the Battle Ram behind her just as she crosses the bridge, allowing her to tank the tower hits.

Witch is a defensive option for dealing with flying units that threaten Pekka. Bats and Knight are lower elixir cost answers to air and land units, but the main goal is to remain defensive. Only after double elixir kicks in should players push for tower damage on the opponent. Zap is an answer to both the Skeleton Army and Inferno Tower but can be used to deal with opposing Bats as well. Once one tower is whittled down to zero, maintain defensive positioning and let the timer run out for victory.

arena 6 Battle Ram Cycle Deck Clash Royale

Battle Ram deals significant damage when connecting to any building or tower. Building around this with a good cycle of cheap defensive troops like Minions and Knight to soak up damagemakes this deck able to play very fast and aggressivelyon offense and defense. Goblin Cage is a great counter to building targeting troops with other cheap troops that can come in and clean up on defense, clearing the way again for the Battle Ram.

The point of this deck is to cycle through units as fast as possible, which means using the two 1-Elixir cost units, Electro Spirit and Skeletons, on cooldown. If done correctly, this means that during double elixir, two knights and two sets of minions will be able to accompany a Battle Ram to the other side, an overwhelming force that can wreck basically anything at this stage of the game within seconds.

Arena 6 Inferno Valkyrie Bait Deck Clash Royale

This great defensive deck can give the opponent a tough time dealing with the Goblin Barrel. The Skeleton Army and Fire Spirit are useful in baiting out spells that can counter the Goblin Barrel, while cards like the Valkyrie, Musketeer, and Inferno Tower can really shine on defense.

The Goblin Barrel is the win condition in this deck, which means it needs to find a way to deal chip damage to opponent towers. An easy way to do this is to use the Valkyrie to tank the tower hits and throw the Goblin Barrel at the very edge of the Arena. By not throwing the Barrel directly at the tower, any answer the other player has for this card, such as Arrows or Fireball, will turn into wasted elixir and allow the Goblins to hit the tower.

Giant baby dragon deck in clash royale for arena 6

Ice Spirit

This deck works as a sort of a pseudo-beatdown deck, with the main goal being to create an unstoppable push during the double elixir phase of a fight. During the first minute of a fight, this deck is purely defensive, utilizing the Knight and the Baby Dragon as the main units while cycling with the Ice Spirit, Skeleton Army, and Archers. The Archers are key units and should be protected from being taken out by enemy Arrows by using the Skeleton Army as bait. If the opponent uses Fireball to take them out, that’s a positive trade.

The Knight is the lynchpin of the defensive phase, shielding weaker units and taking away aggro while doing decent single-target damage. In the double elixir phase, start the Giant behind the tower and quickly cycle through Baby Dragon, Archers, and Skeleton Army in order to place a second Giant at the bridge. This will create a double Giant push that’s very hard to take down. If the opponent is using tank killers like Mini Pekka, consider using the second Giant on the other side of the arena to create a double push that’s really hard to punish without perfect building counterplay.

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