You start Clash Royale with just eight cards, but as you climb the ladder and earn trophies, you will unlock new arenas and more cards. Each arena gives you new options, so if you don’t update your deck, winning matches can get quite tough.
Arena 11 unlocks once you hit 3,400 trophies. It’s called Electro Valley, and here, you will get access to some really strong cards and a new tower troop. This article will go over some of the best decks you can use to climb through Clash Royale’s Arena 11.
Updated on Jan 11, 2026, by Umama Ali: Arena 11 is where deck-building really starts to matter in Clash Royale. You have access to a wide pool of powerful cards, and with new evolutions shaking up the meta so often, it’s easy for decks to go out of date. We have updated this article and included more decks to reflect the current meta. That way, you’ve got more options to experiment with and can choose a deck that actually feels good to play right now.
Clash Royale: Best Arena 14 Decks
Arena 14 unlocks several powerful cards in Clash Royale. Here are some of the best decks that you can use to clear it.
Cards in Clash Royale’s Arena 11
Once players hit Arena 11, they will unlock eight new cards. These include Mega Knight, Sparky, Ram Rider, Inferno Dragon, Miner, Electro Wizard, Princess, and The Log.
The Log
The Log is one of the most popular cards you will start seeing a lot in Clash Royale’ s Arena 11. It’s a simple but very useful spell that fits into almost any deck. It clears swarms and also pushes back ground troops. From Log Bait to beatdown decks, you’ll see it everywhere, and it only costs two elixir.
Mega Knight
Mega Knight costs seven elixir, so you really want to get good value out of him. When you drop him, he deals big area damage, which can eliminate a lot of troops right away.
After that, he attacks ground units and can handle most swarms easily thanks to his high HP. A nice combo is pairing him with Inferno Dragon, since Inferno Dragon can deal with his counters like PEKKA and Knight.
Ram Rider
Ram Rider has a win condition that works a lot like Hog Rider, but it costs one more elixir. It charges straight at towers or buildings and also slows down nearby enemy troops.
Ram Rider’s charge does most of the damage, so if you manage to stop it, the damage you take is much lower. Cards with slow down or knock back effects like Log, Zap, Electro Wizard, Ice Wizard, and even Mega Knight are great for stopping her charge.
Electro Wizard
Electro Wizard is a legendary card that costs four elixir. When you drop him, he zaps nearby enemies right away. After that, his attacks keep stunning troops, which slows them down. He fits really well in beatdown decks because his stun can reset cards like Inferno Tower, Inferno Dragon, and even Sparky.
Inferno Dragon
Inferno Dragon works just like the Inferno Tower, but as a flying unit instead of a building. It costs four elixir and also has a strong evolution.
Inferno Dragon’s damage starts low but keeps increasing the longer it attacks. This makes it great at melting big tanks like PEKKA, Mega Knight, and Valkyrie. It’s also one of the best answers to Giants like Rune Giant, Goblin Giant, and the regular Giant.
Sparky
Sparky is a powerful card that deals the highest damage per hit in Clash Royale. She has decent HP but is easily countered. Sparky charges up and then releases a massive shot. You can stop her charge by using cards that reset her stun, like Electro Spirit, Electro Wizard, or Electro Dragon.
Miner
Miner is a versatile card. Players can use him to attack towers or to help defend. Since you can place him anywhere on the map, he is great for sneaky damage on your opponent’s towers.
Miner’s damage is not huge, but he has decent HP, which makes him useful in lots of decks. He’s especially good in Miner Rocket or Miner Poison decks, where you defend early and then start using Rockets or Poison during the double elixir round.
Princess
Princess can be really annoying because of her long range. She deals moderate splash damage, but what makes her special is that she can hit your opponent’s tower from behind the bridge.
If you place her at the bridge, she will almost always land one or two shots on the tower before your opponent can react. She costs only three elixir.
Clash Royale: Best Arena 13 Decks
Clash Royale players looking to climb the ladder may struggle once they make it to Rascal's Hideout; find out some great decks to take on Arena 13.
Best Clash Royale Arena 11 Decks (Electro Valley)
Double Barrel Mega Knight Deck
|
Clash Royale Cards |
Elixir Cost |
|---|---|
|
Bats |
Two |
|
Goblin Cage |
Four |
|
Dart Goblin |
Three |
|
Zap |
Two |
|
Goblin Barrel |
Three |
|
Skeleton Barrel |
Three |
|
Goblin Gang |
Three |
|
Mega Knight |
Seven |
This deck is quite aggressive because you’ve got two win conditions: Goblin Barrel and Skeleton Barrel. Dart Goblin is there to keep the pressure going and force your opponent to waste elixir on defense.
For evolution slots, we recommend going with the Skeleton Barrel and the Mega Knight.
The game plan is simple. Deal as much damage as you can in the first two minutes, then, once double elixir kicks in, turn up the heat with your Mega Knight.
You only have Zap as a spell here, but if you feel like you need more, you can swap out one of the win conditions for another spell. Personally, I think it works great just the way it is.
The average elixir cost of this Clash Royale’s arena 11 deck is 3.4.
Miner Balloon Deck
|
Clash Royale Cards |
Elixir Cost |
|---|---|
|
Balloon |
Five |
|
Miner |
Three |
|
Skeletons |
One |
|
Musketeer |
Four |
|
Ice Golem |
Two |
|
Bomb Tower |
Four |
|
The Log |
Two |
|
Giant Snowball |
Two |
This deck used to be really popular a few seasons back, and it still works great. For defense, you’ve got the classic trio of Musketeer, Skeletons, and Ice Golem. Bomb Tower is your building, while The Log and Giant Snowball are your spells.
For evolution slots, we recommend going with Musketeer and Skeletons.
The Giant Snowball is especially nice with the Balloon since it pushes troops away and freezes them just long enough for your Balloon to hit the tower. You can also try the new Vines spell instead of Snowball. It does more damage and freezes for longer, but keep in mind that new cards usually get nerfed pretty fast.
The average elixir cost of this Clash Royale’s arena 11 deck is 2.9.
Mega Knight Sparky Deck
|
Clash Royale Cards |
Elixir Cost |
|---|---|
|
Sparky |
Six |
|
Witch |
Five |
|
Dart Goblin |
Three |
|
Bats |
Two |
|
Bomber |
Two |
|
The Log |
Two |
|
Goblin Barrel |
Three |
|
Spear Goblins |
Two |
This is pretty much the only Sparky deck that really works in Arena 11. You’ve got Evo Witch, Bomber, Bats, and Spear Goblins for defense, and then you build a big push behind Sparky. The main win condition here is Goblin Barrel, but if you have unlocked Evo Skeleton Barrel, that’s a good option too.
For evolution slots, we recommend going with Witch and Dart Goblin.
The key is to protect your Sparky at all costs. Even a couple of hits from it can flip the game in your favor. Having said that, if you don’t have Evo Witch yet, this deck is not going to feel as strong.
The average elixir cost of this Clash Royale’s arena 11 deck is 3.1.
Evo Witch PEKKA Battle Ram Deck
|
Clash Royale Cards |
Elixir Cost |
|---|---|
|
Witch |
Five |
|
PEKKA |
Seven |
|
Electro Spirit |
One |
|
Skeletons |
One |
|
Minions |
Three |
|
Arrows |
Three |
|
Battle Ram |
Four |
|
Vines |
Three |
This is one of the best PEKKA decks you can use in Arena 11. The idea is to protect your PEKKA and let it do the heavy lifting. Evo Witch is perfect here since she supports PEKKA really well.
For evolution slots, we recommend going with Witch and PEKKA.
Players also have Vines and Arrows to deal with swarms and ranged troops. Battle Ram is your win condition, which is common in most PEKKA decks. Cheap cards like Electro Spirit and Skeletons help you cycle and defend easily.
The average elixir cost of this Clash Royale’s arena 11 deck is 3.4.
Mega Knight Inferno Musketeer Deck
|
Clash Royale Cards |
Elixir Cost |
|---|---|
|
Mega Knight |
Seven |
|
Inferno Dragon |
Four |
|
Fireball |
Four |
|
Goblin Gang |
Three |
|
Musketeer |
Four |
|
Barbarian Barrel |
Two |
|
Bats |
Two |
|
Hog Rider |
Four |
This deck is very well-rounded and works against most matchups. Inferno Dragon helps deal with big tanks, and Bats and Goblin Gang are great for distracting enemy troops.
For evolution slots, we recommend going with Mega Knight and Inferno Dragon.
Musketeer is your main defensive card. And with Barbarian Barrel and Fireball, you have solid answers on defense. Since this arena 11 deck doesn’t use a building, Hero Musketeer fits well here because her ability can act like one when you need it.
The average elixir cost of this Clash Royale’s arena 11 deck is 3.8.