It is now time to shock you with my collection of Best Arena 11 decks: Electro Valley!
This is a great Arena – both graphic and gameplay-wise. It looks cool with all the Tesla coils and the batteries. The card unlocks are significant – Tesla, Elixir Golem, Electro Wizard, Sparky, and the Electro Dragon. Almost every card unlocked has very unique mechanics – the Tesla hides, the E-Wiz has a spawn zap, the Elixir Golem screams negative elixir trade and the Sparky unloads a shit ton of damage.
Let’s get into it right away.
Clash Royale Arena 11 Decks
You now have access to almost all of the Meta decks for Arena 11. Using Meta decks makes it easier to progress because they have great synergy, they use cards that are strong and they’re fairly skill-based. Choose one of the win-conditions from below and I’ll give you one deck for each.
Cheaper win conditions include:
Best Electro Valley – Arena 11 Decks
E-Golem BH Night Witch Beatdown
A very difficult deck to play against, and also quite tricky to play with. The key is knowing when to put down the Elixir Golem and when not to. Because the Elixir Golem is essentially a 7 elixir commitment (counting the +4 for the opponent), you’ll need to be prepared for a large push, while also supporting your E-Golem. Tricky, yes. Impossible? No.
Support your E-Golem with the Night Witch + Battle Healer and keep Poison ready.
One really great thing about this deck is that the Inferno Tower does not counter the Elixir Golem – which leaves you free to carry The Log as a Prince stopper and Barrel crusher.\
GobBarrel Heavy Bait
An unusual deck that requires the Barrel to have a tank with it. There are three ‘bait’ cards here, but only two of them are to be used for actual baiting – Goblin Barrel should not be fired anywhere except the Tower. Use the Miner as a mini tank, or as a quick finisher. Mini PEKKA + Inferno is more than enough for defense.
Royal Delivery is used to counter support troops hiding behind big tanks while Baby Dragon is anti swarm.
A great deck that relies on the power of the Freeze spell! Your basic push must be Hog-Poison. Don’t show the Freeze spell until you’ve got a decent push going along. Freeze adds a level of surprise to your attack. Hunter + Baby Dragon/Guards is pretty okay to defend. For Minions and Horde, you’ve got the Poison, Hunter, Baby Dragon and Freeze.
Don’t hesitate to use Freeze on defense, but only if you absolutely need to.
A cool and fun deck to play with. I’d recommend not to go with the Sparky at the back, as she provides spell value. Instead, place her in front of the King Tower. For quick damage, use Bandit. Tesla is your line of defense against Golem/Hog/E-Golem.
It’s actually better to use the Tesla and Wizard against E-Golem because of its split mechanic. In the best case scenario, Sparky needs a total of 12 seconds/3 shots to kill the E-Golem.
Your pushes should start with Giant and split Zappies at the back. Support the weaker side with Bandit, and the Giant with Poison.
Air Raid Bowl
Heavily offensive deck. You’ve got only the Cannon and the Flying Machine for defense, everything else is to hit the Towers or tank for the Balloon. Your greatest weakness is PEKKA and Mega Knight decks in Arena 11, because only Flying Machine and Cannon provide that high DPS. Both of them are incredibly vulnerable to Fireball.
Bowler is simply not a reliable counter for PEKKA/Mega Knight. You’ll be using him to push Valkyrie/Hog/Battle Ram/Night Witch/Wizard off course, and maybe retarget them away from the Balloon.
Save your Arrows for the Minion Horde and Goblin Barrel, you can counter Bait pushes with Cannon-Lumberjack.
Royal Furnace Guards
This deck is actually tough to play against. It’s got an absolutely scorching offense combined with a solid defense. Royal Giant shouldn’t be sent in alone, as you don’t have a small spell. Mega Minion, Mini Pekka and Guards are more than sufficient to counter pushes.
Use the Baby Dragon for swarm clearance and Furnace for bite-sized support. Furnace is also a great ‘threat’ card, because it deals over 1000 damage if ignored. Combine Lightning and RG for tower-taking pushes.
It gets easier to play after you’ve got one tower, because an RG placed in the pocket deals guaranteed damage on the tower (quick lock on, good range, high health).
Deck with high synergy. Zap + Goblin Giant is a Inferno-resistant swarm-clearing push. Sparky and Hunter as tank killers, with Tornado for that sweet area splash. Split Zappies can support the GobGiant very well, with a Valkyrie + Goblin Gang on the weaker side.
Use Goblin Gang as anti-Minions and cheap swarm. PEKKA and Mega Knight decks will be weak here, because of the Hunter, Sparky and Goblin Gang. Just make sure not to have all three of them on the map at once – try and keep one in your hand.
In a pinch, Valkyrie also works well against Mega Knight + support.
X-Bow SkellyBarrel Rocket
This is more of a “by-hook-or-crook” deck. It relies on your opponent being so infuriated that he fails to defend 🙂
Use the Goblin Gang and the Princess to bait out the Log. Don’t put down the X-Bow and Skeleton Barrel together, both of them play a pseudo-win-condition role here. You’ll want to put the Barrel right after baiting the Log. If they counter with Valkyrie/Dark Prince/Mega Knight, defend with Mini Pekka and Ice Golem. Then go to town with X-Bow.
Rocket is for last-ditch defending and tower finishing. Don’t cycle it too much or your opponent might throw his device away and go on a pilgrimage.
So that’s it guys, these are the 8 best Arena 11 decks: Electro Valley! Keep playing and keep getting better.