Welcome back guys, to the next part of Arena Rush, Best Clash Royale Arena 9 Decks!
Today, I’ll be telling you how to get past Arena 9, Jungle Arena and reach Arena 10, Hog Mountain.
You unlock a lot of great cards here – Bandit, Rascals, Goblin Gang and Goblin Giant. Most of them fit into decks very well – like Skeleton Army being swapped for Goblin Gang, and Earthquake instead of Fireball.
In today’s guide, I’ll be giving you twelve Arena 9 decks that will take you to Hog Mountain. Some of these will be decks with no Legendary cards, so fear not!
Best Win-Condition for Arena 9 Decks
The most important card in your deck. All the other cards in your deck compliment the win condition in one way or the other, and this card is the one you use to deal maximum damage.
The addition of Goblin Giant and Bandit to your arsenal adds that extra punch, and makes some older win conditions more viable. Choose a win condition from the cards below.
You’ll notice that a few of these cards, like Battle Ram, Goblin Barrel and Rocket could not be used as the primary win condition in lower Arenas. However, you’ll now be able to use them as the main card.
Best Arena 9 Decks (Jungle Arena)
Goblin Giant Decks
Goblin Giant is a very unique card that can be used fairly easily – to defend or to attack. The two Spear Goblins on his back cannot be attacked unless the Giant dies, so they provide good anti-swarm.
An Arena 9 deck with a decent offense and a reliable defense. Use the Goblin Giant to tank for the Miner, and then the Miner to tank for the 2 Spear Goblins in the back. The tower will switch targets when the Giant dies, allowing your Spear Goblins to rack up damage.
Guards are swarms and tank-killers, along with Mini PEKKA. You have no defensive worries with Dark Prince acting as the Splank and Musketeer as high DPS.
Played right, there’s no reason why you shouldn’t three crown easily. There’s anti tank (PEKKA), anti swarm (Furnace, Poison), anti Inferno (Zap) and area splash (Magic Archer).
Easy to play, difficult to master.
Battle Ram Decks
Battle Ram finds a great partner in the Bandit. She’s fast, deals great damage and is cheap. Paired with the Valkyrie, you’ve got a very good push.
You can combine literally any cards to make a push – Battle Ram + Night Witch/Valkyrie/Bandit/Magic Archer – all are great pushes capable of solo-ing a tower.
Defend with Magic Archer + Night Witch/Valkyrie.
Overall easy to play with and synergizes well. Try not to use the Poison for defense, you’ve got the Baby Dragon for that. Set up quick pushes and defend well.
Hog Rider Decks
Hog Rider is one of the best win conditions in the game – because it’s really easy to use and has a reasonable elixir cost.
A very versatile and unique Arena 9 deck that can easily switch between Hog or Mortar as offense. You’ve got great defense combined with powerful offense. In a close run, Mortar + Hog + Poison works wonders. Drop the Poison first as it has a long duration with constant area denial. Then put Mortar in the classic position with Hog over the bridge.
Spin-off version of the classic trifecta! A Trifecta push combined with Poison is difficult to stop, and it’s easy to defend with Musketeer, Bandit and Inferno Tower.
Rocket is made a lot more viable due to the Goblin Gang being available. It acts as Log Bait and allows you to cycle Rocket quickly.
Try to get Rocket value instead of just using it right away – wait for the Musketeer or Wizard to get closer to the Tower, and then fire away! Remember that it takes ~3 seconds to reach the tower. Depending on the troop you Rocket’ed, that damage might be free (Sparky), 1 Elixir (Wizard, E-Drag), 2 Elixir (Musketeer) or even three elixir.
Eight Rockets are enough to decimate even level 13 towers.
The X-Bow is your offense card here. In case it doesn’t connect or is intercepted every time, you can use it as a defensive building with a 4-3 plant and do Rocket Cycle, often infuriating your opponent due to its low, annoying chip damage.
A very good card both on offense and defense. Yes, defense. The Giant can be used in the Tank n Spank combo i.e a tank and a heavy hitting unit like Mini PEKKA, Hunter, Minion Horde etc. It’s a very useful strategy and sets up a nice counterpush.
A well-rounded Arena 9 deck with decent defense (Mini PEKKA + Musketeer) and great offense. It is easy to set up pushes, but don’t drop the Mini Pekka in the back as he’s your line of defense against Hogs, Mega Knights and Battle Rams. He also does decently against Golem and Giant.
Heavily offensive deck that’s difficult to master, but yields amazing results. This was a meta deck during the PEKKA+Freeze strategy as Tombstone, Witch and Night Witch all counter the PEKKA well. Reveal only the Witch before 2x, as a Giant-Double Witch push is usually unexpected (due to being weak to air.) For flying troops, you’ve got Baby Dragon and Witch. Miner is used to set up quick pushes and synergizes well with Poison.
Goblin Barrel Decks
Goblin Barrel is a tricky win condition to use. It is countered very easily, but if the correct counters are not in hand it’s an absolute nightmare – 693 damage for three elixir. I’ve seen people defend Goblin Barrel with Lightning when nothing else is available. A negative elixir trade sounds good just to prevent that damage.
A classic bait deck. Bait decks work by ‘luring’ the counters to your win condition. In this case, the main counters to your Goblin Barrel are Arrows and Log. Both spells can be ‘baited’ with Goblin Gang, Rascals or Princess. Most players will always Log your Princess because she provides insane value at a low cost. In doing so, they will expose their tower to your Goblin Barrel – they simply don’t have a spell to defend.
Rascals + Goblin Gang/Prince can stop 95% of all pushes.
Bait out Goblin Barrel counters with Skelly Barrel, or even the other way around. Both Barrels work well with the Miner for quick, punishing pushes that can take towers.
Valkyrie is anti-swarm, Mini PEKKA is anti-tank. For air tanks, use Inferno Tower and Princess. You can also distract the support hiding behind the tanks with Skeleton Barrel, and dropping a Valkyrie before it pops. The Skelly Barrel will take a few hits for the Valkyrie, and then the Valkyrie will tank for it.
So that’s it, guys. These are 12 best Arena 9 decks that will get you to Hog Mountain from Jungle Arena. Most of them are easy to play with and don’t rely on Legendaries a lot.
Stay safe, and clash on!