AI Overview: This Balloon Double Witch deck averages 3.6 elixir and uses both Witches for defense and support. The Night Witch’s bats and the Witch’s skeletons make a sturdy base for a Balloon push. The Balloon’s Hero was nerfed three times in 2026, and LavaLoon lists won about 47.5%, though this exact list has no tracker sample. Each card is checked below.
Last Updated: October 2026
Key Points:
- The deck costs 29 elixir, which is 3.6 on average, and the Balloon and Inferno Tower are the heaviest cards at 5 each.
- Balloon’s Hero version was nerfed three times in 2026, and LavaLoon lists won about 47.5%.
- Witch’s Evolution was reworked on August 4, with healing per Skeleton rising from 53 to 153 and only from her first wave.
- Inferno Tower had no 2026 change, and its best list wins 65.8% over about 3,000 battles.
- Ice Spirit hitpoints fell from 230 to 215 on August 4, though every printed list won 56.7% or more.
The Balloon Double Witch List, Priced Card by Card
The setup. Two Witches sound odd, and that is the point. Both make small units, so opponents cannot clear them with one spell, and the Balloon waits behind them for a clean path.
Matchups. Against Hog cycle, the Knight and Inferno Tower hold while the Witches build value. Against Graveyard, the Night Witch’s bats are great, since they chase skeletons quickly. Against Princess or Bowler decks, the Witches struggle, so play more carefully. Against Giant or Golem, the Inferno Tower plus the Night Witch’s bats win the exchange, and the Balloon follows after.
| Card | Elixir | Job in the deck | 2026 status |
| Balloon | 5 | Win condition and tower killer | Hero nerfed three times in 2026; LavaLoon lists won about 47.5% |
| Witch | 5 | Main support and splash defense | Evolution reworked on August 4 (healing per Skeleton 53 to 153, only from her first wave); no base-card win rate checked |
| Night Witch | 4 | Defense and bat support | Best list 68.7% over about 1,400; no 2026 change |
| Knight | 3 | Mini tank and all-round defender | Best list 67.1% over 1,000 (LogBait); Hero shield 768 to 512 |
| Fireball | 4 | Medium spell and finisher | Crown Tower damage 207 to 172 to 159; best list 60.4% over about 4,700 |
| Zap | 2 | Cheap spell and reset | Crown Tower damage 58 to 48 on June 1; Evo Zap 77.0% over about 1,000 |
| Ice Spirit | 1 | Cheap cycle and freeze | Hitpoints 230 to 215 on August 4; every printed list 56.7% or more |
| Inferno Tower | 5 | Tank killer and only building | No 2026 change; best list 65.8% over about 3,000 (LogBait) |
Here is each card with its elixir cost and what the October 2026 data says about it.
What comes next. The Balloon card keeps losing ground, and a deck with a Balloon on top inherits that. If another cut lands, the Witches will need to carry more of the damage themselves, which they are not built for.
What Changed in 2026
The short version. The Witch’s Evolution heals Skeletons more but only from her first wave. The Ice Spirit has 215 hitpoints. Zap deals 48 to a tower, not 58. Fireball deals 159, not 207. The Knight’s Hero shield was cut, but this list does not use the Hero. The Inferno Tower had no 2026 change.
Claims, rechecked. The deck is listed at a 3.6 average, which is correct: 29 elixir over eight cards. It is also described as invulnerable to the Log, which is true for the bats and skeletons but not for the Witches themselves. The pros and cons table still fits. Treat every figure as a starting point, not a rule.
Zoom out. The Witch is not a popular card anymore, and the page says as much: Bowler and Executioner pushed her aside. That makes her a surprise, but also an unproven pick. The Night Witch carries a lot of the deck, and she is the card to level first.
The fine print. No base-card win rate was checked for the Witch, so her results are unproven. The Night Witch had no verified change this year either. Knight’s best list wins 67.1% over 1,000 battles, which makes him the safest card in the deck.
Card pages: Balloon, Witch, Night Witch and Inferno Tower.
The risk. The deck is weak against splash troops and the Princess, because both clear skeletons and bats in one hit. It also loses ground to any build that hits the Balloon before it lands.
How to Play It Today
Step one. Keep the Balloon safe until the middle or late game. Never send it alone unless you are sure the opponent has no counter and you need the tower down fast.
Bottom line. A curious list with a clear plan. It is fun, it is cheap to build, and it works best when you pick your moment and let the Witches do the slow work.
Worth knowing. Counter-pushes make this deck. Defend with the Night Witch and Inferno Tower, then follow up with the Witch and Balloon. The opponent usually has little elixir after the first defense.
Tips. Do not push with both Witches in front of the Balloon. Keep one at home as defense, and send the other with the Balloon after a clean defense. Open the linked card pages before you queue, since one balance patch can flip a trade.
Upgrade order. Level the Balloon, Night Witch and Inferno Tower first. The Witch comes next, then the Knight. Fireball, Zap and Ice Spirit are cheap and can wait. The Balloon deals one third of most tower health in a single hit, so its level has the biggest effect on a failed or successful push.
Step two. The Witch is the main support and a great defender thanks to her Skeletons. The Night Witch is the main defender: her bats kill ground splash troops, and her skeletons stop charging cards. The Inferno Tower handles tanks while they work.
Elixir math. The Balloon, Witch and Inferno Tower cost 15 of the 29 elixir. The Night Witch and Fireball add 8, and the other three cards cost 6. A cheap Ice Spirit and Zap keep the cycle moving.
Try it yourself: the Clash Royale Deck Builder can open Balloon Double Witch Deck with all eight cards placed. Its average cost is 3.6 elixir. Treat it as a classic list, since the tracker holds no win rate for it.
What to watch. A deck that needs two support cards to survive can collapse if one dies. The Log does not touch the Night Witch’s bats, but a Fireball takes down a Witch and her skeletons in one hit.
Frequently Asked Questions
Is the Balloon Double Witch deck good in 2026?
Knight’s best list wins 67.1% and Inferno Tower’s best wins 65.8%, but this exact list has no tracker sample, so test the Witch slot first.
What is the average elixir cost?
29 elixir across eight cards, or 3.6 on average.
Why run two Witches?
Their units survive the Log and a single spell, so the push is hard to clear.
What is this deck weak to?
Splash troops and the Princess.
Is the Balloon Double Witch deck free to play?
It has one legendary, the Night Witch, so it is close to free to play.
Original Guide, Kept in Full
The text below is the original page, kept in full. It was written between 2016 and 2024, so some details are out of date. The tips and numbers above use 2026 sources.
Nice to see ya guys, Cosmincreato here once again with a powerful 3.6 Balloon Deck running the 2 Witches which caught my attention, tested on 2v2,on ladder and I’m pretty proud of the results.
Balloon Double-Witch Deck
Card Breakdown:
Balloon: Your win condition. Keep it safe until the mid-to-late game.
Never send it alone until you are 100% sure he has NO counter to it and you need to get that tower down really fast.
There is really not a lot to say about it since its only role is to destroy the enemy towers, and the main push has been said above.
Witch: Main support of your deck and a great defensive tool for its Splash Ability and the Skeletons used for distraction and chip damage.
The Witch was a pretty powerful card a long time ago, until cards like Bowler and Executioner have faded her, but I think she is, well I cannot say underrated, but not used that much anymore, when there are lots of Decks that need the Witch to explore.
Anyway, back to her role in the deck, she is a great counter against charge/dash effect cards due to her Skeletons while Inferno Tower is doing what it is supposed to do.
Night Witch: She is totally incredibile. Main defensive troop in the Deck.
I said earlier that this deck may not be that good against Splash Troops, but she is pretty decent against Ground-Only Splash Troops since her Bats will kill the troop.
Can be used on attack as well since the tower will be most likely done if they can’t kill the Balloon and the NW in time.
Knight: The Knight, the ol’ good card that everyone used to play in Arena 1 is actually one of the greatest cards in the entire game, its stats are totally crazy for a 3 Elixir-cost card, attacking really fast and being a great Mini-Tank.
It’s also very good at distracting troops, I actually think it’s a Top 3 card at the moment.
If I were you, I’d check out this great in-depth guide about the Knight: click!
Fireball: I’ve always seen the Fireball as a Meta Card because you can totally destroy pushes when zapping the Glass Cannons after the Fireball to destroy them (if they’re not destroyed by an overleveled Fireball), leaving the Tank alone. From there you can use the Inferno Tower to stop their whole attack.
Also better than Poison in 3M Heal Bridge Spam Matchups.
Zap: Cheap, Low-Damage, Stun-Effect card for an easier Card Cycle.
Pretty important for reseting Inferno Towers/Dragons, Trash Cans etc.
Inferno Tower: Tank destroyer. Just be sure to not let troops attack it, you’ve got Ice Spirit and Knight for distraction.
Also, while troops are frozen by the Spirit, Inferno will deal lots of damage, maybe even shutting the Tank down, so that’s a pretty nice combo.
Ice Spirit: This little dude is insanely good for 1 Elixir. He freezes and destroys Minion Hordes with the help from Arena Tower. He also retargets troops and resets their abilities.
He’s incredibly versatile, just like the other 1 Elixir card.
Deck Gameplan and Strategy:
So basically, this deck consists in a powerful defense.
Inferno Tower is for Tanks and Mini-Tanks. Ice Spirit helps your troops to deal lots of damage by freezing the enemy push.
Knight is a perfect card for distraction, which can also turn into a Mini-Tank for the Balloon and the two Witches who finish stabilizing your defense.
After that, you can start your main push with the Knight as a front line, the Balloon behind him and the two Witches as the supports.
The shortest cycle in your deck is 10 Elixir: Ice Spirit, Zap, Knight and Fireball/NW.
Alright, now let’s apply this!
Early game:
Defend, defend, defend, do not show your Balloon yet, let your opponent play his anti-Air Cards in his pushes without giving him any sign that you play a Balloon deck.
You can attack once in a while in the Early Game, but don’t force yourself too much, do small attacks with Knight, Witch(es) and Ice Spirit to see how he responds, because you won’t have all the time to analyze his defensive moves and change your counters later on.
Don’t need to stress about the Positive Elixir Trades by now since you’ll mainly defend, but at least you gotta try to make some.
Try to deal damage to Pumps whenever you can, Fireball works but don’t forget about your opponent’s Glass Cannons and when he will play ’em.
Mid Game:
Keep on defending, now you will mainly know what’s gonna be your opponent’s next move and how to counter it.
You may now know his cards and you can start more powerful pushes.
Always start your first Balloon push right after your opponent plays his main Aerial Defense (e.g. Minions, Executioner, Mega Minion etc.) He will be forced to cycle, not too easy for all the decks.
Late Game:
Now you’ve got enough Elixir to build fast, powerful pushes at 10 Elixir.Knight in the front, Balloon behind him and the Witch behind the Balloon, having Ice Spirit, Zap, NW or Fireball ready for what you know he’ll play. Mega Minion?Bring the NW.Minion Horde? Zap+Ice Spirit, if Ice Spirit won’t hit them all Witch will clear it up, and so on. Beside that, you’ll have enough time to respond since the Knight is tanking.
Best Starting Hand:
In a whole, defend, start understanding your opponent’s deck, wait for him to use his aerial defense, then start attacking.
Matchups:
Trifecta: Trifecta isn’t seen that much anymore, but I’ll still talk about it.
Its defense against Air is kinda crappy and you can counter their attacks with Knight Tanking and Inferno killing the Hog.
Hog Cycle: NW as main defense against Hog. Have a Knight in the front as well so Ice Spirit can freeze it. From there on, start a counterpush.
Lavaloon: The problem isn’t countering the Lavaloon itself, but attacking while their deck is full of Air Troops.
You’re still favorite in this matchup since your deck is made to stop Air.
Golem NW: The NW is kinda annoying since she won’t die to Fireball, but you can do it.
Once again, Knight to distract, eventually freeze ’em all and Fireball them all together. Let the Inferno kill the Golem.
Vietnam’s Bridge Spam: Their Poison is gonna be powerful against your NW. Expect their Poison and protect your NW.
Their main defense against Air are NW’s Bats and the Inferno Dragon. You should concentrate into killing the Inferno while the Knight takes Bats’ hits.
Read more about Vietnam’s Bridge Spam here: click!
3M Heal Bridge Spam: This is somehow easier than No-Heal Bridge Spam since not all the 3M Heal Decks run Inferno Dragon who can be annoying.
A fast Fireball+Zap to kill their Musks is also really great. Don’t use your Fireballs on anything else or you may be surprised with 3M spawned in front of your tower.
Log-Bait: Zap, Witch, Fireball and most of the time NW and Knight.You can do it.
Siege: Keep the Knight as a distraction.Try to attack Mortars and X-Bows with the NW and eventually finish them with a Fireball.
Replacements:
That’s all for today guys!I wanna hear your opinions! What do you think about this deck and how are you doing with it?
Cosmincreat out.
Sources
Researched from the following (no links, listed for transparency):
- CryptoAIMeta card guides for these cards, built from RoyaleTracker October 2026 samples and SeeMeta 2026 balance changes
- SeeMeta, Clash Royale balance changes 2026 (page updated October 2026), read through search summaries
- Supercell official Clash Royale API, card list (elixir cost, rarity, unlock arena)
- The original clash.world page (2016 to 2024), kept in full below