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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
Push potential? Check. Fireball bait? Check. Deadly DPS? Check. Swarm? Check!
You’re good to go.
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.