AI Overview: A level 1 account in Clash Royale can climb if the deck leans on Epics and splash damage, because Epics start closer to the rival’s levels than Commons do. Card levels and trophy ranges have changed since, so use the plan, not the numbers. Numbers were pulled from the October 2026 card data. The official card list supplied every cost.
Last Updated: October 2026
Key Points:
- The old Epic Deck: Goblin Barrel, Inferno Dragon, Baby Dragon, Zap, Fireball, Witch, Prince, Giant Skeleton. Five of the eight are Epics.
- Costs add to 33, an average of 4.1 elixir. That is a slow deck, so it needs patience.
- Splash is the main rule: Skeleton Army and Minion Horde were everywhere in the lower arenas.
- Never rush first. Pushes should come from defending.
- Old trophy marks (1,700, 1,900, 2,000) and the tower HP are out of date and not repeated as current.
Why Epics Carry a Level 1 Account
At 1,900 trophies the average rival had level 1 Legendaries, level 2 to 3 Epics, level 5 to 6 Rares and level 7 to 8 Commons. His cards were all level 1, so the closest match was in Epics and Legendaries. His level 1 Arrows against a level 8 Minion Horde still needed two shots per Minion.
The rule that follows: pick Epics and one or two key spells, and skip cards that depend on level. He called Rage and Freeze the worst at level 1 and the best at level 8, because upgrades only add time. He also skipped X-Bow (no good Epics to support it) and P.E.K.K.A (too expensive against hut spam).
| Card | Elixir | Rarity | Job in the Epic Deck |
| Goblin Barrel | 3 | Epic | Surprise damage behind a tank |
| Inferno Dragon | 4 | Legendary | Kills tanks, saved for Golem and Giant |
| Baby Dragon | 4 | Epic | Splash behind the tank |
| Zap | 2 | Common | Stops Skeleton Army |
| Fireball | 4 | Rare | Prediction on Minion Horde |
| Witch | 5 | Epic | Splash and a stream of skeletons |
| Prince | 5 | Epic | Strong early, hits Rares |
| Giant Skeleton | 6 | Epic | Tank and a bomb on death |
Check the sum: 3 + 4 + 4 + 2 + 4 + 5 + 5 + 6 equals 33, which is 4.1 elixir on average. That is a slow deck by the speed rule in the Two Triangle Theory guide, so its defense must turn into offense.
Goblin Barrel can become Balloon. Zap can be Log or Arrows. Giant Skeleton can be Giant, and Witch can be Skeleton Army. See the Legendary swaps guide for more.
Supercell has changed how card levels work since this page was written, so a new account may start with different gaps than a level 1 had back then. The negative effect: an Epic-first plan that worked when Epics were only a few levels behind may now leave a new player further behind than expected.
How the Old Deck Plays: Defense First, Splash Always
Splash, splash, splash: nearly everyone in the lower arenas had Skeleton Army or Minion Horde. His fix was two splash cards at the very least, here Baby Dragon and Witch. He called Skeleton Army the best Epic to run, but he did not own it yet.
Never rush first. His rule: do not push until you have a safe elixir lead. Early rushes with Prince plus Goblin Barrel did damage, but the counter-push left him without enough elixir to defend. At that time his tower had only 1,400 HP, a number that changed with later updates.
- Pushes come from defense. Defend a push, keep the leftover troops, then add a tank in front.
- Always hold Arrows or Zap. Skeleton Army counters most pushes, so predict it and spell it as it spawns.
- Use Minion Horde answers. If the rival has Minion Horde, predict-Fireball it to hit the Crown Tower.
- One tank, splash behind. The push has no fancy combo. Put the high HP card in front and splash behind it.
The clutch play: when a tower is down on each side, drop Giant Skeleton in the middle on the rival’s side and Goblin Barrel on their Crown Tower at the same time. Hold Zap. This won him many overtime games.
Against a Golem, save Inferno Dragon for it. Against Elite Barbarians the Giant Skeleton bomb is too slow, so drop a distraction when it dies. Fireball, Zap and Goblin Barrel pages on the site list the current numbers, for example the Goblin Barrel guide (3 elixir, Epic, Arena 6) and the Fireball guide.
Fireball lost Crown Tower damage in June and again in September (207 to 172 to 159), so the prediction shot on Minion Horde finishes less of a tower than before. The negative effect: a plan that uses Fireball as the finisher of a clutch overtime push may now fall short by a hit.
The Other Side: Tilt, Lessons and What Not to Copy
The honest part: the first 1,500 trophies were fun, because skill beats levels at that point. Around 1,600 trophies, every game was a hard fight and the tilt started. He gave up on the idea that he would enjoy every game and settled for enjoying wins.
The takeaway: a level challenge is a skills drill. Use full bragging rights when you win, and to accept losses as part of the format. That is a good way to practice reading what a rival can do.
| Old claim | Status today |
| Trophy marks 1,700, 1,900, 2,000 equal Arenas 6 and 7 | Arena numbering and trophy ranges have changed. Not repeated as current. |
| Tower has 1,400 HP | Not verified against the current game. Not repeated as current. |
| Heal as a replacement for Miner | The site card data has no Heal spell today, only Heal Spirit. |
| Prince is strong in lower arenas | Prince unlocks in Royal Arena (Arena 7); his best list now wins 52.5%. |
If you want to run the same experiment, start with the new player guide for the current first steps.
Challenges for new accounts depend on matchmaking rules that Supercell can change at any time. The negative effect: a level-based experiment that worked in the old system may not give the same result today, and a player may judge their skill on the wrong evidence.
Frequently Asked Questions
Can you climb in Clash Royale with a level 1 account?
The plan is Epics, splash and patience.
What is the best card type for a level 1 account?
Epics, because they sit closest to the rival’s levels. Splash cards come second.
Why keep Arrows or Zap ready?
Skeleton Army was everywhere in the lower arenas and counters most pushes.
Should a level 1 account rush first?
No. Defend first and build pushes from what is left over.
What does the Epic Deck cost on average?
33 elixir across eight cards, an average of 4.1.
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)