AI Overview: Arena 7 is the Royal Arena, the 2,000 to 2,300 trophy range. RoyaleTracker lists three decks here: Royal Giant with Witch, Hog Rider with P.E.K.K.A, and Hog Rider with Goblin Barrel. They run 3.8 to 3.9 elixir, and Valkyrie, Witch and Skeleton Army are in all three. The tracker prints no win rates for arena decks, so this page ranks them by cost and role.
Last Updated: October 2026
Key Points:
- RoyaleTracker lists three Arena 7 decks, all at 3.8 to 3.9 elixir.
- Valkyrie, Witch and Skeleton Army are in all three decks.
- The win conditions are Royal Giant, Hog Rider with P.E.K.K.A, and Hog Rider with Goblin Barrel.
- The tracker prints cycle cost: 12.0, 10.0 and 13.0.
- The tracker prints no win rate or battle count for arena decks.
Table of Contents
What Arena 7 Decks Look Like
Arena 7 is the first place where every deck looks heavy. The Royal Giant, Hog Rider and Goblin Barrel decks here all use Witch, Valkyrie and Skeleton Army, so the real choice is the win condition and one spell.
The short version: Arena 7 decks share a core. Pick Royal Giant for a push, Hog Rider with P.E.K.K.A for a defense-first plan, or Hog Rider with Goblin Barrel for a fast bait deck. The catch: no win rate is printed.
What changed: SeeMeta lists no change for Royal Giant, Hog Rider, Valkyrie or Witch in 2026. P.E.K.K.A damage rose from 816 to 842 on July 6, and Goblin Barrel’s first hit got faster on October 6. Arrows lost tower damage on June 1 (93 to 75), and Fireball and Zap lost tower damage too. What it means: the win conditions are the same, and the spells hit towers softer.
The three decks share Witch, Valkyrie and Skeleton Army. If Witch is adjusted, all three lose a card at once. The negative effect: a shared core makes the arena easy to learn and easy to break.
Best Arena 7 Decks Right Now
RoyaleTracker’s Arena 7 page lists three decks, all close in cost. The Royal Giant deck (Mini P.E.K.K.A, Valkyrie, Witch, Minions, Skeleton Army, Cannon, Arrows) averages 3.9 with a cycle cost of 12.0. The Hog Rider and P.E.K.K.A deck (Valkyrie, Witch, Skeleton Army, Electro Spirit, Fireball, Zap) averages 3.8 with a cycle of 10.0. The Hog Rider and Goblin Barrel deck averages 3.9 with a cycle of 13.0.
| Build | Cards | Avg elixir | Win rate (sample) |
| Royal Giant, Witch and Mini P.E.K.K.A | 3.9 | Not printed | |
| Hog Rider, P.E.K.K.A and Witch | 3.8 | Not printed | |
| Hog Rider, Goblin Barrel and Witch | 3.9 | Not printed |
The pattern: the cycle cost shows how fast each deck gets back to its win condition: 10.0 for Hog and P.E.K.K.A, 12.0 for Royal Giant, 13.0 for the Barrel deck. What it means: the P.E.K.K.A deck cycles fastest. Still unknown: win rates are not printed.
Try it yourself: open the Clash Royale Deck Builder with the Hog Rider, P.E.K.K.A and Witch build in the table above already loaded. It is the deck RoyaleTracker lists for Arena 7, and it averages 3.8 elixir.
How to Play in Arena 7
- Play Witch behind Valkyrie. The skeletons need a front line.
- Keep Skeleton Army for tanks. It kills P.E.K.K.A and Royal Giant for little elixir.
- Split your elixir. Do not spend 9 on one lane.
- Use Cannon on defense. It stops Hog Rider.
- Track their Fireball. After it is used, push Witch.
Hog Rider and Valkyrie have had no change in 2026, but Zap and Arrows lost tower damage on June 1. If those spells are cut again, the cycle decks lose the cheap tower chip they rely on. The negative effect: decks built on cheap spells have the least room to lose damage.
How to Counter Arena 7 Decks
- Swarms: Skeleton Army kills Hog Rider, Royal Giant and Mini P.E.K.K.A.
- Splash on the ground: Valkyrie and Wizard beat Witch skeletons.
- Fireball value: hit Witch plus Valkyrie.
- Building: a Cannon stops a Hog push.
The catch: if you ignore Witch, her skeletons build up and win the lane.
Are These Arena 7 Decks Worth Using Now?
Is it worth it? Yes. The three decks are close in cost and share a core, so learning one teaches you all three. Start with the Hog Rider and P.E.K.K.A deck, since its cycle is the fastest, and move to the others once Witch feels easy. The catch: there is no win rate, so you cannot rank them.
The tracker lists only three decks, so an off-meta choice is not shown. If the page grows, expect more variety. The negative effect: a short list can make the arena look more solved than it is.
Go deeper: For the Royal Giant plan, read our Royal Giant deck guide. For the Witch side, see our Witch deck guide. For the Hog plan, see our Hog 2.6 Cycle guide. The Clash Royale Deck Builder is the quickest way to build your own version, because it keeps a running average cost.
Frequently Asked Questions
What is the best Arena 7 deck?
RoyaleTracker lists three Arena 7 decks without win rates. The Hog Rider and P.E.K.K.A deck has the fastest cycle at 10.0.
What arena is 2,000 to 2,300 trophies?
Arena 7, the Royal Arena.
What cards are in all three Arena 7 decks?
Valkyrie, Witch and Skeleton Army.
Is Royal Giant good in Arena 7?
One of the three listed decks uses it, with Witch and Mini P.E.K.K.A.
What counters Witch in Arena 7?
Valkyrie, Fireball, Arrows and Wizard.
Does the tracker show win rates for Arena 7?
No. RoyaleTracker prints average elixir, cycle cost and cards, but no win rate or battle count for arena decks.
Original Guide, Kept in Full
The text below is the original guide, kept in full. Its stats and win rates are older than the 2026 data above.

Now, here are the best Clash Royale Arena 7 Decks and all of the tips for you to get all the way to the Frozen Peak!
There’s a whole new lot of troops with interesting mechanics unlocked from here, so you’ll want to choose a new win condition in order to progress.
This is the third guide in the Arena Rush series.
Ready?

Best Clash Royale Arena 7 Decks and Tips
Choosing a Win Condition
There are three good win conditions unlocked in Royal Arena: Royal Giant, Royal Hogs and Three Musketeers. On the upper hand, all of them are Commons and Rares, thus easy to level up. However, all three of them require a good amount of skill for correct use.
If you don’t have a Legendary, don’t worry. You’ll still be able to play a fair number of these Arena 7 decks.
I’d recommend you to switch up your win conditions from Builder’s Workshop and choose one from these win conditions.

Royal Giant Decks
Royal Giant (RG) was one of the most broken cards in the game before his range nerf. He still remains slightly overpowered because of his range – he just locks on to the tower so fast.
Deck 1
An absolutely cancerous deck in the old days when RG could outrange Inferno Tower, it still remains viable. Build up pushes from defense and use the RG up ahead with Zap or Lightning.
This deck does not have a single Legendary card and is overpowered at higher levels.
Deck 2
Don’t underestimate this one. The RG Double Prince is a great deck because it’s got a speedy, nearly unstoppable offense. Defend with Musketeer and use the Prince/s for offense behind an RG. It’s got a heavy elixir cost so you don’t want to overcommit on offense.
Deck 3
This deck has such a beautiful offense that it almost compensates for having absolutely no defense at all. The synergy of RG with Zap/Flying Machine/Minions and the synergy of Miner/Minions often proves too much for the opponent. For defense, use Skeletons, Furnace and Flying Machine, but try to take a tower before you give one.
And yes, it is awkward defending with a Miner.

Giant Decks
The addition of Three Musketeers adds that classic bait element to Giant decks in Arena 7. It’s fun to play with and guarantees you trophies.
Deck 1
This one is a bit tricky to handle. Playing it improperly could lose you a lot of trophies.
NEVER use the 3 Musketeers in a single lane. They give Fireball value away and you’ll be left defenseless. Try to bait out Fireball/Lightning/Mega Knight/Poison with Skeleton Army, Dark Prince, Minion Horde and Knight. Do not reveal 3M before 2x elixir, as that’s when the deck shines.
Split 3M at the back. On the side where there’s 2 Musketeers, place a Dark Prince in front. On the side where there’s a single Musketeer, place a Giant + Knight.
Keep Zap ready and blow your opponent to smithereens. In a pinch, Barb Barrel can also be used to clear swarms and tank for 2M.
Deck 2
An updated version of Giant Double Prince. Poison helps you for swarms, don’t use it on defense as you’ve got Baby Dragon + Zap for that. Try to defend well with Dark Prince, and plop a Giant in front. The Dark Prince has a 360 degree area of attack while charging, so use that. His shield comes in handy for defending PEKKAs.
Deck 3
Enemy troops are the least of your concerns here. Try to get your Giant to the tower instead. Save your Zap for the Inferno Tower, and apply extra pressure with Goblin Barrel.

Hog Rider Decks
Using the Hog Rider can be the best in Arena 7 Decks. Hog Rider is a very well rounded win condition. It gets better up the Arenas, with all the new cards being unlocked. For example, Dark Prince synergizes VERY well with the Hog Rider because he has a 360 degree attack while charging.
Deck 1
A deck with excellent synergy, decent offense and top defense. This deck is a spin-off of the classic 2.6 Hog Cycle. Don’t hesitate to spam Hog at the bridge, but make sure you have enough elixir to support it – like Zap or Poison.
Deck 2
No struggles on defense, PEKKA and Baby Dragon takes care of everything. Night Witch is for offensive support. Zap can be used to defend, but save your Poison for the tower and whatever swarms/support units oppose your Hog Rider.
Deck 3
Don’t think this one is a joke deck, I’ve seen opponents spam the Angry King emote when playing against this.
I have written another guide on using Golem Hog decks, you can check it out as well. Don’t show the Golem before 2x, don’t hesitate to use Poison on defense.
When it’s 2x elixir, plop the Golem in the back, place the Hog behind it at the bridge and smash your opponent. Keep Zap ready for Inferno Tower.

Balloon Decks
Like I said before, Balloon is a tricky win condition to play with. It’s got a TON of damage, but getting that damage is difficult.
No worries though, these Balloon Arena 7 decks going to pile up trophies.
Deck 1
This deck is very spell dependent, and features two Legendaries, so it wouldn’t be my first recommendation to you… unless it was that good.
Great push potential, okay defense. It’s good against Infernos and Minions/Horde but struggles against heavy ground decks like Golem. Best to push the opposite side when an opponent puts down a Golem. Balloon attacks better than Golem and you’ll still have some elixir left over for defense.
Deck 2
Push potential? Check. Fireball bait? Check. Deadly DPS? Check. Swarm? Check!
You’re good to go.
Deck 3
One of the better Balloon cycle decks out there. Offense is Skeleton Barrel and Miner. Use Balloon when Wizard/Musketeer/Magic Archer/Witch is baited using the Miner + Skeleton Barrel. Defend swarms with Furnace and Baby Dragon and tanks with Mini PEKKA. Don’t put the Balloon at the bridge until you have Zap and Furnace to support it.
Miner + Balloon is also a great push, but you want to be prepared for Minion Horde. If possible, don’t use the Miner on defense as he’s your secondary win condition.
That’s it for today guys. These are the twelve best Arena 7 decks in Clash Royale which will help you get to Arena 8. See you there next, and please tell me in the comments section if you liked this guide.
Excalibur out.
Related reading on this topic: Arena 1 to Arena 7 in Clash Royale: A Climb Plan by Arena.
Sources
Researched from the following (no links, listed for transparency):
- RoyaleTracker, best decks for Arena 7: Royal Arena (2,000 to 2,300 trophies)
- RoyaleTracker, best decks right now, normal battles (data from October 9, 2026)
- SeeMeta, Clash Royale balance changes 2026 (page updated October 8, 2026)
- Supercell, Clash Royale October balance changes 2026 (October 6, 2026)
- Clash Royale card data used by the Deck Builder (elixir costs and card types)
- Supercell official Clash Royale API, card list (elixir cost, rarity, Evolution and Hero flags)