AI Overview: This Arena 4 Giant Witch deck averages 3.6 elixir and builds a first-move push. The Giant tanks, the Witch and Baby Dragon support, and the cheap cards cover the gaps. Giant’s best list wins 71.6% over 587 battles, though this exact build has no tracker sample. Every price, rarity and 2026 change is rechecked below, so you can trust each number and skip the guesswork.
Last Updated: October 2026
Key Points:
- The eight cards cost 29 elixir, which is 3.625 and shown as 3.6 on average.
- Giant had no 2026 change, and his best list wins 71.6% over 587 battles.
- Baby Dragon’s damage rose from 161 to 168 on July 6, and its best base list wins 59.7%.
- Valkyrie’s base lists all win 47.8% or less, which backs the original’s choice of the dragon.
- Witch’s Evolution was reworked on August 4, but the base card has no 2026 win rate checked here.
The Arena 4 Giant Witch List, Priced Card by Card
The big idea. Make the first move at 10 elixir. A Giant behind the King Tower can win 1 to 3 elixir for free.
Matchups. Against spawner decks, the Witch and Baby Dragon clean up the lane. Against Giant-Valkyrie pushes, the Mini P.E.K.K.A kills the tank. Against Musketeer, keep the Fireball ready. The rule: defend first, then push.
| Card | Elixir | Job in the deck | 2026 status |
| Giant | 5 | Tank and win condition | No 2026 change; best list 71.6% over 587 |
| Spear Goblins | 2 | Cheap air chip and distraction | Hit speed 1.7 to 1.6 seconds on August 4; best list 54.9% over 915 |
| Skeletons | 1 | Cheap cycle and distraction | Spawn spread tighter on October 6; best list 68.6% over about 3,800 |
| Witch | 5 | Splash support and swarm answer | Evolution reworked on August 4 (healing per Skeleton 53 to 153, only from her first wave); no base-card win rate checked |
| Baby Dragon | 4 | Second tank and splash defense | Damage 161 to 168 on July 6; best base list 59.7% |
| Musketeer | 4 | Ranged damage and air answer | No 2026 change; Evo and Hero lists mostly 53% or more, best Hero 62.1% |
| Fireball | 4 | Medium spell and finisher | Crown Tower damage 207 to 172 to 159; best list 60.4% over about 4,700 |
| Mini P.E.K.K.A | 4 | Tank killer | No 2026 change; best list 60.6% over 1,100, only one of six above 50% |
The table shows each card’s price, role and 2026 note.
Zoom out. A first-move plan works because Arena 4 players react late. As players level up and learn to counter-push, the free elixir shrinks, and the deck needs a plan for the second wave. A weaker Giant would slow the whole plan, and that slowdown is the first negative to watch.
What Changed in 2026
The short version. The Giant, Musketeer and Mini P.E.K.K.A did not change. The Baby Dragon hits harder, 168 instead of 161. Fireball hits a tower for 159, after two cuts. The Witch’s Evolution was reworked.
Plain talk. This is a starter deck, and it works as one. Use it to learn the basics, then move on.
One more way to see it. The Giant is a truck, the Witch is the engine room, and the cheap cards are the seat belts. The truck rolls only when everything is ready.
In plain English. The core cards are stable, the Baby Dragon got stronger, and the Fireball got weaker. The first-move plan is the same.
Claims, rechecked. The write-up says the deck struggles against doodle and spawner decks without the Giant Skeleton. The row of pictures shows the Giant, so this page prices that card. The Witch buff the author mentions is from an older patch, and the card has been reworked since. Treat every figure as a starting point, not a rule.
The fine print. The Giant’s best list, 71.6%, is strong. The Baby Dragon’s 59.7% fits the original’s view that he beats the Valkyrie, since her base lists win 47.8% or less. Check the card pages for the exact numbers.
Card pages: Giant, Witch, Baby Dragon, Musketeer and Mini P.E.K.K.A.
Zoom in. Two five-elixir cards and three four-elixir cards make the deck heavy for a starter list. A slow hand can leave you without an answer, so count your elixir every time. If the Witch slips in a coming patch, expect the deck to feel clumsy until you adjust.
How to Play It Today
Open with the Giant. If he is in your first hand, wait for 10 elixir, then drop him behind the King Tower. If not, open with the Witch or the Baby Dragon.
Last word. Short games reward a clear plan, and this list gives you one. Learn the first two plays, then trust the rest to follow.
Quick recap. Count to 10, open with the Giant, protect the Witch, and use the Baby Dragon for cleanup.
Reality check. The deck is simple, but it only works if you count elixir. If you tend to rush, you lose the free trade.
Bottom line. Pick this list if you are in Arena 4 and own the epics. Count to 10, push with the Giant, and defend with the rest.
Worth knowing. The Baby Dragon dies fast to the Musketeer, which is common in this arena. Place him where the Musketeer cannot reach.
Upgrade order. Level the Witch, Giant and Baby Dragon first. The Musketeer and Mini P.E.K.K.A come next. Spear Goblins, Skeletons and Fireball can wait.
Tips. Count your elixir before you commit, and drop the first push only when you reach 10. If the opponent moves first, switch to defense and look for a positive trade. Open the linked card pages before you queue, since one balance patch can flip a trade.
Protect the Witch. She is the one card the original calls irreplaceable. Put a tank in front of her before she reaches the lane.
Elixir math. The Giant and Witch cost 10 of the 29 elixir. The other six cost 19, or 3.2 each. So the deck has enough cheap cards to defend while the push builds.
Try it yourself: send Arena 4 Giant Witch Deck to the Clash Royale Deck Builder and tweak it to fit your levels. The average cost is 3.6 elixir; as a classic list it carries no 2026 win rate.
Zoom out again. Starter decks rarely survive the climb. Once a player meets Hut decks and Hog cycle, the heavy Giant plan gets slower, and the list needs a rebuild.
Frequently Asked Questions
Is an Arena 4 Giant Witch deck good in 2026?
Giant’s best list wins 71.6% and the Baby Dragon’s best base list wins 59.7%, but this exact list has no tracker sample, so test the Spear Goblins slot first.
What is the average elixir cost?
29 elixir across eight cards, or 3.625, shown as 3.6.
Why use the Baby Dragon over the Valkyrie?
He flies, he hits air, and all eight Valkyrie base lists win 47.8% or less.
What is the best opening play?
A Giant behind the King Tower at 10 elixir, or the Witch if the Giant is not in hand.
Does this deck need epic cards?
Yes. The Witch and Baby Dragon are epics.
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.
Hell guys I am Aristile. With all the spawner decks, Giant/Valk push decks, and little doodlet decks that hang out in Arena 4, it took me quite awhile to finally pull enough Epics to be able to set up a deck that does well, and one that DOESN’T rely on waiting forever for my opponent to make their first move.
(Note: If the opponent makes a move before you hit 10 Elixir, it is always better to drop whatever offensive strat you had and to counterplay for positive Elixir trades.) The idea of this deck was to take advantage of the +1 to +3 elixir you can potentially get for making the first move, while still having a solid counter to whatever they play.
Here’s a breakdown of each cards role
Giant Skeleton / Giant – Giant Skelly exists as your biggest tank or your best defensive option against doodlet Decks. At the start of a match, if he’s in your opening hand, pick a lane and drop him behind your King tower the second your elixir hits 10. At this arena level, people often don’t react right away, the can net you a FREE 1 to 3 Elixir! Take advantage of that and get a push that will cost them to counter! The difference between the regular Giant and Giant Skeleton is quite large though. The regular giant is NOT going to help you against doodlet decks at all, but is a better for pushing a lane.
Baby Dragon / Valkyrie – This is your second tank option. If you do not have a Giant Skeleton in your opening hand, place this card behind your king tower as your opening play. More often though, you’ll be playing them to clean up doodlet, and Spawner decks. I have found the dragon to be better in every way than the Valkyrie, but Valkyrie is not far behind. The biggest difference is that dragon is an air unit, and can deal with some things the Valkyrie can’t (like minion horde), but it is very weak to musketeer (which is super common in this arena) and it does die slightly faster than the Valkyrie due to his lower hitpoints.
Witch – This is the only card I’d call absolutely irreplaceable in the deck. In the event you do not have a Giant Skeleton / Giant or Baby Dragon / Valkyrie in your opening hand you may place the witch behind your king tower as your first drop; however if you do this, you need to be able to follow it up with a tank in front of it before it hits lane or runs into trouble! The Witch has turned out to be one of the best single card counters to everything in this Arena. Last week’s buff to her damage lets her wreck doodlet decks running Goblins, Spear Goblins, and Minions. She can deal with a Spawner lane almost by herself if placed correctly. She takes care of any aggressive units such as Mini P.E.K.K.As, Princes, Hog Riders, and Balloons very well (especially if supported by a Musketeer). She can take out any tank units (except for Valk and Baby Dragon) very quickly. She has just been an awesome card that is play testing great in this arena! As your primary tool, use her to push a lane behind one of your two tanks, and if possible support her with a Musketeer to cover all of your bases in a push.
Musketeer – A staple at this arena level. She decimates tanks, is useful against Spawner Decks, deals with Baby Dragon and Balloon better than any unit we have access to atm, and reinforces our push very well! IMO every deck that is in this arena should run her.
Mini P.E.K.K.A. – Much better than his big brother. The versatility of this card is great. You can drop him alone into a neglected lane to do half of a crown tower’s hp in damage, or use him to take care of big units like Giants, preoccupied Musketeers, or an uncharged Prince. This is the most replaceable card in the deck if you want to add some of your personal flavor to this deck.
Fireball – Holy crap fireball has been so much better than arrows in this deck. Our weakest matchup (of the most common decks in this arena) is Spawner Decks, and they’re EVERYWHERE in this arena. We don’t need Arrows to deal with doodlets because we already have, 2 Splash Cards and Giant Skeleton. If they drop their spawners behind their tower (and they always will). Be sure to hit the wave of barbarians coming through the Bảbarians hut along with the crown tower, the barb hut itself, and the Spear Goblins Hut. Then watch the spawner users angry emote at you as soon as this happens, it’s great! Alternatively it works great for countering regular Barbarians to put them in 2 shot range of your Witch, or you can use it as emergency doodlet cleanup if your splashers are preoccupied.
Spear Goblins – Cheap and elixir efficient, they deal with any air target not looking at them very well, and are excellent to reinforce your push if your opponent wastes their aoe to hurt the Skeletons spawned by your Witch. They are also great for stopping Mini P.E.K.K.As and Princes once they’re on your side of the board.
Skeletons – A one elixir counter to Princes, Giants, and Mini P.E.K.K.A? Yes please! They also work to distract units away from your tower! They’re a bit tricky to get used to if you’ve never used them before, but if you learn to love the Skeletons, they WILL win you games by themselves.
Matchups
- Giant / Tempo – Very Favorable
- Good Card Hodgepodge – Very Favorable
- Spawners – Favorable
- Aggressive Ballon / Rage – Even to Unfavorable
- Hog Freeze – Even to Unfavorable
- Level 8 or 9 players somehow in this area still – Ummm… do your best!
Problem cards
- Bomb Tower – Play carefully around this card, switch lanes if you have to.
- Wizard – This guy can really mess up a witch push if he’s got a tank in front of him
- Mirrored baby dragons – uhh… good luck
My Current win rate is around 66% with this deck, and I’m not particularly good at this game, but after a day of playing it, I’m almost in spell factory! I hope some of you enjoy trying this deck out! Let me know what you think, and any improvements or changes you would make!
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







