AI Overview: This Royal Giant Goblin Hut deck averages 4.3 elixir and wins by trading cards well. In 2026 the Royal Giant had no change, and the Goblin Hut’s best list wins 72.1%, though this exact list has no tracker sample. Every card below is repriced and checked against the October 2026 data, one by one.
Last Updated: October 2026
Key Points:
- The deck costs 34 elixir, which is 4.3 on average. 4.4, so the average is a small step lower.
- Royal Giant had no 2026 change, and his Evolution lists win 56.9% to 79.8%.
- Goblin Hut’s best list wins 72.1% over 736 battles, the second 63.5%, and the other six 41.8% to 46.1%.
- Cannon’s Evolution barrage fell from 281 to 261 on October 6; every printed base-card list wins 53.0% or more.
- Barbarians gained hitpoints on August 4, 691 to 716, and their best list wins 53.1% over 731.
The Royal Giant Goblin Hut List, Priced Card by Card
Here’s the thing: This is a control deck that wants patience. The idea is simple. Build an elixir lead with the Collector and cheap trades, then press with the Royal Giant and the Hut in double elixir.
| Card | Elixir | Job in the deck | 2026 status |
| Royal Giant | 6 | Main win condition, ranged tank | No 2026 change; Evolution lists 56.9% to 79.8% |
| Goblin Hut | 4 | Second win condition and air defense | No 2026 change; best list 72.1% over 736, second 63.5%, the other six 41.8% to 46.1% |
| Fireball | 4 | Value spell against clumps | Crown Tower damage 207 to 172 to 159; best list 60.4% over about 4,700 |
| Arrows | 3 | Swarm clearing and air cover | Crown Tower damage 93 to 75 on June 1; best list 68.7% |
| Elixir Collector | 6 | Elixir engine for a control deck | Only six tracked decks run it; touched in the October patch |
| Cannon | 3 | Defensive building against Hogs and Giants | Evo barrage 281 to 261 on October 6; all eight printed base-card lists won 53.0% or more, seven of them Hog Cycle |
| Barbarians | 5 | Heavy tank defense | Hitpoints 691 to 716 on August 4; best list 53.1% over 731 |
| Goblin Gang | 3 | Air, swarm and tank defense | No 2026 change; best list 62.9% over about 3,100 |
Costs come from the official card list; the right column shows what changed in 2026.
A 34-elixir deck cannot afford to lose the first trade. The negative effect: the Collector shows up in only six tracked decks, and a pump that gets Fireballed or Rocketed early may leave the whole control plan one card short.
What Changed in 2026
The Royal Giant is unchanged. The Cannon’s Evolution barrage is 261. The Barbarians have 716 hitpoints. Fireball hits towers for 159, down from 207. Arrows hit towers for 75, down from 93. The Hut and the Gang had no 2026 change.
Claims, rechecked. Fireball is the best spell in the game. Its tower damage is 159 now after two cuts, 207 to 172 to 159, though its best list wins 60.4% over about 4,700, so it still earns its slot.
The weak spots. Six of eight printed Goblin Hut lists win 41.8% to 46.1%, so the Hut needs the right shell.
Card pages: Royal Giant, Goblin Hut, Cannon and Barbarians.
The Cannon with a Tombstone is the only way to win the elixir trade against a Hog without a tower hit. The negative effect: the Cannon is popular, with seven of eight printed base lists in Hog cycles, so opponents know what it does and may bait it out before the Hog.
How to Play It Today
Here’s the thing: place the Collector, then the Hut behind the tower, then the Royal Giant at the end of the bridge. In double elixir, send the Hut and the Giant before the Collector. Never use the Royal Giant as a defender.
Matchups. Against Hog cycle, use the Cannon and Arrows. Against Giant and Golem, use the Cannon, then Barbarians on the support. Against arrow bait, Arrows for the Barrel and Fireball for the Horde. Against Three Musketeers, Fireball on top of them.
Translation: put the Royal Giant at the back, then support him with Barbarians or a second Royal Giant. After one tower falls, place him in the middle, three squares from the river, so he hits the other tower without the king tower targeting him.
Elixir math: the Royal Giant and the Collector cost 12 of the 34 elixir. Barbarians cost 5, the Hut and Fireball cost 4 each, and the Cannon, Arrows and Gang cost 9 together. That is why the advice is to play only for positive trades.
Try it yourself: curious how it plays? The Clash Royale Deck Builder loads Royal Giant Goblin Hut Deck for you at 4.3 elixir on average. Tracker data does not cover this exact list, so no 2026 win rate is shown.
Lava Hound, Graveyard and Sparky were the three hard cases. The negative effect: with the Lava Hound’s damage up from 53 to 71 on October 6, the first of those three may get harder, and the old fix of placing the Hut in the middle gives the hound less time to fall.
Frequently Asked Questions
Is the Royal Giant Goblin Hut deck good in 2026?
The Goblin Hut’s best list wins 72.1% and the Royal Giant’s Evolution lists win 56.9% to 79.8%, but this exact list has no tracker sample, so test the Goblin Hut slot first.
What is the average elixir cost?
34 elixir across eight cards, or 4.3 on average, a little lower than 4.4.
Is the deck free to play?
It uses only rare and common cards, which makes it cheap to level.
How should the Goblin Hut be placed?
Behind the crown tower before the Royal Giant, or in the middle to pull air troops.
What counters the Royal Giant?
The Inferno Tower is the only real counter.
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.
Hi guys, my name is Mr.Kevin and I wanted to share a very old-school royal giant deck that I’ve been using for years now. This deck got me to my first legendary trophies (in the old versions) and helped me compete in the legendary arena pretty well.
It utilizes the Royal Giant as the main win condition and uniquely the Goblin Hut as a secondary win condition (I like to call it the Royal Giant-Goblin Hut Control Deck).
Over the many meta updates it hasn’t lost its effectiveness, and although it isn’t a perfect deck I can say for certain that it is capable of countering almost all cards in the Clash Royale world.
This deck is pretty difficult to use (a 4,4 elixir average) and requires a lot of patience, but with full mastery it is an almost impenetrable defense and a sure crown victory.
Without further ado, these are the cards required for the Royal Giant-Goblin Hut Control Deck:

Note that this deck only utilizes rare and normal rarity cards, making it so easy to upgrade!
Royal Giant Goblin Hut Deck
The main win condition for the deck.
I really favor this card as a win condition because it is strong, durable, and fires at range. The only real effective counter to the Royal Giant is the Inferno Tower for a 1 elixir advantage.
Your main push would be placing the Royal Giant at the back.
After destroying one tower, placing the Royal Giant at the center 3 squares from the river (4 squares being the furthest) will allow the Royal Giant to automatically target the other crown tower without being targeted by the King tower.
An underestimate card… However in this deck, this will be your secondary win condition.
Place the Goblin Hut behind your crown tower before the Royal Giant.
With the Royal Giant as the tank, your opponent would be focused on the Royal Giant that he would almost not notice the swarm of Spear Goblins building up behind the Royal Giant!
The Spear Goblins are also good as chip damage as they are guaranteed to hit the Arena Tower at least once before dying.
The Goblin Hut would also be your main air defense (against Lava Hound, Inferno Dragon, Minions)
In my opinion, the best spell in the entire game. A well-placed Fireball can get the all-too-valuable positive elixir trade that you need.
Fireball can counter Barbarians, Minion Hordes, Witch, Wizard, and the Three Musketeers for a positive elixir trade.
It can also provide interesting value when it can target a building clumped together with the Arena tower!
With a high enough level, it can one-shot cards such as the Wizard, Ice Wizard, Electro Wizard, and the Musketeer, or leave them with just enough HP to be taken down by a single Spear Goblin strike.
Avoid using the Fireball to target only one troop or to target the tower only.
I recommend not targeting the Elixir Collector because the spell has much more utility against clumped troops.
Your swarm clearing card and your counter against Goblin Barrel, Skeleton Army, Minion Horde, Princess, Goblin Gang.
Also replaceable with the Zap or the Log, but I prefer the huge area of effect and it’s ability to target air troops over the log.
Be careful against Arrows bait decks and only use the Atrrows against the Goblin Barrel or the Minion Horde
A key card to a control deck that could get you the elixir advantage over your opponent. Back in the old days when it costs only 5 elixir, it used to be an extremely powerful card that is seen in almost every deck. Now with the new 6 elixir cost, it is a riskier card but highly rewarding nonetheless.
Be wary of enemy counters to this card (Miner, Rocket, Lightning) and it is advisable to place it in the middle (right in between the Princess Towers)
Your main defensive building.
With the tombstone, this is the only card that can get you an elixir advantage against the Hog Rider without the Hog Rider touching your tower. Placed correctly, it can even counter the lone Giant without the Giant touching your tower!
It is also a good card to counter the Valkyrie, Lumberjack, Battle Ram, Night Witch, Witch, Executioner, Bowler, Wizard, Giant Skeleton, Furnace, and Goblin Hut, all for a positive elixir trade.
Your main defensive card against the heavy tanks (P.E.K.K.A., Golem, Giant, Royal Giant, Prince, Bowler, Mega Knight, Elite Barbarians), nearly all for a positive elixir trade.
Placed correctly, it can counter splash damage cards (Sparky, Mega Knight, Dark Prince, etc.) as long as you take care to place the Barbarians to surround those cards.
When up against the Inferno Dragon or the Inferno Tower, place the Barbarians in front of your Royal Giant to tank the damage for your main win condition!
Back then this used to be the 2-elixir Spear Goblins, but with the update it has taken its place as an effective counter to air units, swarms, and tanks alike.
It is effective against Knight, Bandit, Prince, Minions, Mini P.E.K.K.A., P.E.K.K.A., Giant, and other tanks. However it is easily counterable with the Log, Zap, or Arrows, so be prepared to follow-up with the Barbarians once the Goblin Gang is destroyed.
Placed correctly, it can even counter splash damage units (Sparky, Wizard, Ice Wizard, Electro Wizard).
Just be sure to place it around the splash damage unit and surround it so that their attacks won’t one-shot the entire platoon.
General Gameplay
Remember guys, this is a control deck, so be patient and try to build up elixir advantage over your opponent with the Elixir Collector and positive elixir trades on defense.
Your main focus for the first minute of the game is to figure out the opponent’s cards, defending for positive elixir trades, and placing down as many elixir collectors as you can.
When entering double elixir time, overwhelm your opponent with swarms from the Goblin Hut and relentlessly pressing the enemy with a Royal Giant at the end of the bridge!
Offense:
Your main attacking weapons would be the Royal Giant and the Goblin Hut.
The priority for placement would be:
- The Elixir Collector to build elixir advantage.
- The Goblin Hut behind the princess tower.
- The Royal Giant at the end of the bridge.
During double elixir time, sending out the Goblin Hut and Royal Giant should be priority over the Elixir Collector.
Watch as the Royal Giant chip damages on the enemy while a swarm of Spear Goblins build up behind him!
There are two ways you can attack:
- By surprising the opponent with a Royal Giant below the bridge
- To build a big push with the Royal Giant placed behind the king tower.
By the time the Royal Giant reaches the bridge you can support it with the Barbarians or even a second Royal Giant. This type of big push is recommended against cycle decks and decks with Inferno Dragon or Inferno Tower.
After knocking down one princess tower, you can place the Royal Giant at the center of the opponent’s field so that it can automatically target the other princess tower without it being the target of the king tower.
Defense:
Pay attention! The key to this deck is absolute defense, building elixir advantage through positive elixir trades.
Your main defensive units would be the Barbarians, Goblin Gang, and the Cannon, with Fireball and Arrows for clearing up swarms.
Avoid placing the Royal Giant as a tank in defense! It is way to expensive and you have Barbarians and the Cannon for that.
Matchups
Most counters are already discussed above, so I will only discuss some of the most difficult offenses to deal with in this deck:
Most of the time you can counter the Hog Rider and any swarms behind it with the Cannon and the Arrows.
However, with the huge elixir average for this deck you may sometimes need to deploy Barbarians to shut down the Hog Rider.
Play patiently until double elixir and send big pushes (start with the Royal Giant behind the king tower)
With correct playing, you can counter the Giant with the Cannon for an easy positive elixir trade!

Try to save your Barbarians to surround the support unit behind these tanks (Wizard, Witch, Bowler, Executioner, etc.)
With the fireball and the arrows, this is your chance to surprise your opponent by clearing out their Goblin Barrel and their Minion Horde.
When facing decks with majority swarm cards, be careful not to be easily baited or you will be left to deal with a strong card (Minion Horde or Goblin Barrel) without a spell.
Save your Arrows for the Goblin Barrel and the Fireball for the Minion Horde.
Deal with other swarm cards (Bats, Skeleton Army, Goblin Gang, Princess, etc.) with the Cannon and the Goblin Gang.
Fireball directly on top of the Three Musketeers for a whopping 5 elixir advantage.
Be very careful as to not be baited to use your Fireball! Use Arrows, Barbarians, or Goblin Gang to deal with other cards normally countered with Fireball (Barbarians, Minion Horde, etc.)
If the enemy splits up his Three Musketeers, Fireball on the pair and use a Goblin Gang to take care of the lone Musketeer.
Lava Hound (and other air troop decks)
Back in the Lava Hound meta, this deck struggles to counter the air troops, especially the Lavaloon combo.
To defend, place the Goblin Hut in the middle instead of all the way behind the Princess Tower, in order to lure the Lava Hound to attacking it.
Use the cannon to bait a lone Balloon while the Spear Goblins chip away at its health.
Air decks often have low resistance against ground pushes, so my advice is that when the enemy sends out the Lava Hound, build a strong Royal Giant-Barbarian push on the other lane and try to take down the other tower (and forcing your opponent to spend elixir on defense so that he cannot support the Lava Hound).
Once you have taken down one tower, you have the advantage of placing your Royal Giant aggressively in the middle!
Once again, during the graveyard meta this deck struggles as it contains no effective counter to the graveyard (Minions, Poison, Executioner, Bowler, Valkyrie, etc.)
The safest way to minimize damage from the graveyard would be the Barbarians. However with the new nerf, a Goblin Gang should suffice.
Just be prepared to use your arrows if the skeletons become too overwhelming.
Again this deck lacks a decent counter against Sparky (Zap, Electro Wizard, air troops).
Place the Goblin Hut in the middle in front of the king tower so that the spear goblins can distract her. To kill it, surround it with the Goblin Gang or the Barbarians. Correct placement is extremely crucial and requires much practice.
Against a fellow Royal Giant, tank its hits with the cannon or the Goblin Hut while taking care of the Royal Giant with the Barbarians.
Placing the Goblin Hut 5 tiles from the river and two tiles from the princess tower being pressured by the Royal Giant would ensure the enemy cannot target the Goblin Hut from across the river, and forcing the Royal Giant to attack the Goblin Hut before the princess tower.
That’s all for now, thanks so much for reading and hope that this guide would help, if not for trophy pushing, to help you deal with these types of decks. Feel free to leave questions or thoughts in the comments below!
Happy clashing!
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













