AI Overview: This Giant Skeleton Mortar deck averages 3.6 elixir and defends first, then counter-pushes. The Giant Skeleton, Executioner and Tornado combine to stop almost any push, and the Mortar chips the tower in return. Giant Skeleton’s best list wins 72.1% over 1,100 battles, though this exact list has no tracker sample. Read on for the card-by-card check.
Last Updated: October 2026
Key Points:
- The deck costs 29 elixir, which is 3.6 on average, and the Giant Skeleton is the heaviest card at 6.
- Giant Skeleton lost 7.1% hitpoints and gained 28.7% death bomb damage on troops on May 4; towers take 35.6% less.
- Executioner’s projectile range fell from 7.5 to 7 tiles on August 4, and its best Evolution list wins 59.9% over 504.
- Mortar base-card lists won 41.9% to 51.9%, so it needs steady support.
- Tornado had no 2026 change, and its best list wins 64.7% over about 1,900.
The Giant Skeleton Mortar List, Priced Card by Card
Bottom line: this is a deck that makes the opponent come to you. The Giant Skeleton drags a push into the Tornado, and the Executioner finishes whatever is left.
| Card | Elixir | Job in the deck | 2026 status |
| Giant Skeleton | 6 | Defensive tank and counter-push | Hitpoints down 7.1%, death bomb up 28.7% on troops and down 35.6% on towers (May 4); best list 72.1% over 1,100 |
| Mortar | 4 | Siege win condition | Base-card lists 41.9% to 51.9% |
| Executioner | 5 | Splash defense | Projectile range 7.5 to 7 tiles on August 4; best Evo list 59.9% over 504 |
| Guards | 3 | Cheap defense and shields | No 2026 change; best list 50.1%, the other seven 42.2% to 48.7% |
| Spear Goblins | 2 | Cheap ranged lane control | Hit speed 1.7 to 1.6 seconds on August 4; best list 54.9% over 915 |
| Tornado | 3 | Pull spell and defense | No 2026 change; best list 64.7% over about 1,900 |
| Fireball | 4 | Medium spell and chip | Crown Tower damage 207 to 172 to 159; best list 60.4% over about 4,700 |
| The Log | 2 | Swarm clear and pushback | Crown Tower damage 41 to 35 on June 1; best list 65.1% over 3,500 |
The table lists all eight cards, their elixir costs and where each stands after the 2026 patches.
A siege deck depends on one building lasting. The negative effect: Mortar base-card lists won 41.9% to 51.9%, so the win condition sits near a coin flip, and the best of those still trails other siege cards. If the Mortar loses range or damage again, the plan will lean even more on the Executioner and Fireball for tower damage.
What Changed in 2026
Short version: the Giant Skeleton has fewer hitpoints and a bigger bomb against troops. The Executioner reaches 7 tiles, not 7.5. Fireball deals 159 to a tower, down from 207. The Log hits for 35, not 41. Guards and Tornado had no 2026 change.
Claims, rechecked. A maximum Mortar is said to hit for 333, and a level 11-12 tower is said to fall in about 10 or 11 hits. The damage figure depends on card level, and tower levels vary by arena, so treat both as rough. The 2026 data does confirm that the Giant Skeleton’s bomb is stronger against troops and weaker against towers. Treat every number as a starting point, not a rule.
The catch. The deck has only a few cheap troops, and Guards’ best list wins 50.1% while the other seven win 42.2% to 48.7%. Spear Goblins improved in a different way: hit speed went from 1.7 to 1.6 seconds, and the best list wins 54.9% over 915. Both cheap cards are the ones to level first, since they carry the early game.
Card pages: Giant Skeleton, Mortar, Executioner and Tornado.
Giant Skeleton and Tornado work only if the opponent walks into them. The negative effect: a Miner or Hog cycle deck skips the trap entirely, and counting their cycle becomes the whole game. A tower-damage cut to the Giant Skeleton bomb would remove one of the few free hits the deck gets.
How to Play It Today
Try this opening: Guards split at the back, Spear Goblins at the bridge, or the Log to cycle. Keep the Tornado until you know the Executioner can still reach the pulled troops.
Tips. Do not try to keep the Giant Skeleton alive on defense. Place him where the bomb will catch the push, and count the opponent’s cycle before you place the Mortar. Review the linked card pages before a session, since a balance patch can change a trade without warning.
Zoom in: put the Giant Skeleton in front of the Executioner, in a straight line so the axe hits everything. Tornado just before the support troops arrive. His bomb does the cleanup, and the Mortar goes down once the opponent’s push has spent itself.
Cost check: Giant Skeleton and Executioner cost 11 of the 29 elixir. The other six cards cost 18, or 3 each, so the cycle is quick enough to bring the bomb back often.
Try it yourself: Giant Skeleton Mortar Deck is ready to play: the Clash Royale Deck Builder loads it in one click. It costs 3.6 elixir on average, and because no tracker covers this exact list, there is no 2026 win rate.
Beatdown decks walk straight into this plan. The negative effect: fast cycle decks do not, and a patch that shrinks the bomb or the Executioner’s reach tilts the matchup further against you, and the deck has few cards to make up the loss.
Frequently Asked Questions
Is the Giant Skeleton Mortar deck good in 2026?
Giant Skeleton’s best list wins 72.1% and Tornado’s best list wins 64.7%, but this exact list has no tracker sample, so test the Mortar slot first.
What is the average elixir cost?
29 elixir across eight cards, or 3.6 on average.
Why pair Giant Skeleton with Tornado?
Tornado pulls the push into the bomb and the Executioner’s axe.
Can Poison replace Fireball?
Yes, it fits Giant Skeleton pushes, though Fireball is better against glass cannons.
Does the Mortar need a high level?
A higher level helps, because a level 11 Mortar needs fewer hits on a tower.
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.
Hey guys, it’s NebulaNoodle here again with another deck guide!
Pros:
- Extremely strong defense- hard counters many decks
- Great counterpushing ability
- Great in 2v2
- Contains 3 spells
Cons:
- Only 3 non-epic or legendary cards
- Weak to Miner/Hog Control/Cycle if you don’t keep track of their cycle and count cards
- Amount of damage is inconsistent against different opponents- can’t always deal lots of damage
- Can often get stuck in a bad cycle
I have always loved ‘defend and counterpush’ type decks so I really love this deck.
It has a very strong defense, utilising two strong cards which synergise with Tornado, then after that you can easily counterpush with the Mortar!
The deck is a slow control/siege deck which relies on chip damage.
It’s quite easy to use, and very useful for new-ish players in the mid-high arenas.
This deck is also extremely off-meta and counters the meta (Golem, Hog Cycle/Bait, Classic Bait) quite well. Hope you enjoy 🙂
Card Breakdown
Giant Skeleton The tank for the Mortar/Exe and the beefy guy in the deck.
He has incredible synergy with the Tornado, making him a monster against Beatdown decks which are popular in both 1v1 and especially 2v2.
Sometimes, don’t even try to keep him alive. Just sacrifice him, plop him in the middle of the push and Tornado everything back!
The great thing is that he isn’t that level dependent. Above tourney standard though will obviously work better.
Once his bomb goes, you will probably get a huge elixir advantage and will kill everything attacking the Mortar as well.
You could even go for a big beatdown style push with this spooky steroid doot!
Mortar: Your main win condition.
The Mortar is very well protected, don’t worry about that. The Giant Skeleton and Executioner together is probably one of the best protection/defense combos in the game.
Try to level your Mortar up, as the damage and HP increases significantly (max Mortar does 333 damage per hit. If you’re facing a lvl 11-12 tower (common around legendary arena) you only need 10-11 mortar hits to take the tower. Plus you have Fireball and your teammate will likely have a win condition!)
Mortar is very skill based as well- don’t just plop it at the bridge at the beginning of the bridge and hope it locks onto the tower.
Now you may think, this isn’t a challenge card! But you have so many other pressure cards that you don’t completely have to rely on the Mortar for damage.
Definitely the all-time defensive MVP card, especially with Tornado. Giant Skeleton + Executioner + Tornado takes out any push, no matter how big.
Line him up straight so he splashes everything, and Tornado everything right before the support range troops hit him, but make sure the Executioner can still reach the Tornadoed troops!
He 90% survives Lightning/Fireball/Poison, but tourney Rocket will kill tourney Exe.
Guards are definitely better than Goblins/Goblin Gang/Spear Goblins in this meta after their buff.
Their shields are really useful (countering Royal Ghost if surrounded) and are also pretty decent at taking out a Mega Knight/PEKKA, combined with another cheap cycle troop.
They do well against Hog/Miner, popular win conditions in ladder/challenges.
All around versatility in a pile of bones!
Spear Goblins: This trio is really versatile.
They are great at lane control, and they have decent DPS for their meagre elixir cost.
For only 2 elixir (like Princess) you can easily gain elixir advantages, taking out Inferno Dragon, Minion Horde (if placed right) and finish off a Balloon.
They also do great vs Lava Hound as they can snipe the pups pretty well. Just make sure to have another backup anti-air unit.
These Spear Goblins are an all-around amazing card, like Guards!
Tornado: The first spell in this deck.
The Tornado is definitely one of my favorite cards right now, and one of the best defensive cards in the game.
You can activate the king, pull anything within the range of two Princess towers, and do much more.
The Tornado synergizes very well with three cards in this deck, Giant Skelly, Executioner, and Mortar. All on defense! How can anything get through this defense?
For only 3 elixir, this card is a force to be reckoned with (see what I did there?)
Plus, Tornado offers so much value, in 2v2s especially where there are a lot more troops to Tornado to the Giant Skelly bomb or Executioner’s axe.
Even though it got nerfed, it still works well in combination with Giant Skelly and Exe!

Fireball/Poison: This slot is open for discussion.
Poison works very well to complement your Giant Skelly pushes or on defense.
Fireball is more of a defensive cards to take out any pesky swarm or glass cannon.
Both are extremely useful to level up.
The Log is still one of the best Legendaries in the game! Killing Goblins, Princesses, Dart Gobs, basically squishy troops under 240 health (if using a Tourney Log.)
Use to complement pushes, in clutch moments, or to defend your Mortar as well!
Replacements
Order to level up (from most important to level up)
Mortar → Spear Goblins → Fireball → Executioner → Guards → Log → Giant Skelly → Tornado
Gameplay
Best starting moves: Guards split at the back, Spear Goblins at the bridge, or Log to cycle.
Don’t worry about Log punishing, just Tornado or use Executioner only if needed.
Ideally in single elixir you want to be playing in a beatdown sort of mentality, not like regular siege where you want to get most of your siege weapon damage in single elixir, then sit back, defend and spell cycle in double elixir.
Gain elixir advantages.
Get a feel for your opponent’s cycle, counters, defenses.
See if there is a regular pattern to their plays, and count your opponent’s cards.
This is very important! If they use their main counter to one of your troops, they need to cycle 4 cards to get back to that counter.
This is what differentiates pro players from amateurs (I would say noobs but that’s sort of unfair!)
Only use Giant Skelly on defense and counterpush with him.
Even if he is almost dead place a Mortar, and Exe/Guards/Archers to back up, because you can buy time (opponents won’t place troops into bomb).
The Giant Skelly can gain you tons of elixir advantages, especially with snowball pushes.
The great thing is that the GS isn’t that level dependent, as he is mostly about his bomb!
Executioner is a great support troop for Mortar, but watch out for Rocket value.
Tornado only when necessary and as often as appropriate, as you will just waste 3 elixir
Chip away at the opponent’s tower by Fireballing troops and the Princess Tower (Fireball+Tornado kills most glass cannons.) 1-2 Mortar hits is great per push (especially if you have a lvl 11+ Mortar.)

In double elixir, you have to overwhelm them!
Protect your Executioners with Guards or Giant Skeleton to cycle them/build them up, and since this deck doesn’t have a very high elixir cost (3.6) you can cycle Giant Skeletons and Mortars very quickly in double elixir.
Just cycle Spears at the bridge or Guards at the back/as a reactive move.
You could also just hardcore defend (i.e. turtle up with Mortars, use ExeNado/GSNado) and fireball cycle, if they have a hard counter deck.
But it’s unlikely! Even still, don’t be afraid to Fireball/Log cycle. Note: Max FB+ Max Log=415 damage to crown towers.
This deck also works insanely well in 2v2 double elixir
Give your clanmate this deck, both of you use it in a 2v2, and watch the annihilation. Satisfaction guaranteed.
Matchups
I will only be stating meta decks, as these are the most important to deal with. If you want to see how one should handle a Lava Hound Ebarbs deck, knock yourself out. Literally. Cause I’m not gonna answer to you xD Me so savage
2.6 Hog: This migraine-inducing deck has been consistently ruling the Hog Cycle world.
Fast and annoying in the hands of a skilled player.
Here’s how to deal with the classic (and best?) Hog cycle:
You should be able to recognise what deck they are running right off the bat if you see any of Ice Golem/Ice Spirit/Skeletons and a Musketeer.
Well, for starters, you have two Hog hard counters, Mortar and Tornado. Yay! Although Tornado will be less of a hard counter now due to the pull duration nerf.
Log cycle their Ice Spirit and Skellies and Musketeer (but don’t log only one of them) and also deal free chip to their tower. An experienced 2.6 player will NOT place their Musketeer at the back, to avoid an opponent hitting their musketeer and the tower, as they will try to prevent as much chip damage as possible to their towers.
They will often be going for a ‘Hog+Skellies/Ice Spirit+Musketeer remaining from defense’ push.
A hint that they will be going for a Hog Push is when they place their Ice Golem near the bridge, so pre-place your Mortar so you don’t panic and misplace it when you see the Hog!
Cannon+Musketeer is a surprisingly strong defensive combo. Oust this by hitting them both with a Fireball if possible! Fireball+Log the Musketeer they are defending with when you are attacking. Chances are they will also place Skeletons or Ice Spirit to help distract/defend.
Shouldn’t be too hard matchup, just don’t slack and try to keep up with the cycle/keep a counter in hand (if you don’t they will outcycle you and you’ll find yourself taking WAY too much unnecessary damage.
If you know their Hog is in cycle (by counting cards!) keep a hold of Tornado/Mortar!
Ladder is currently overrun by Golem Lumberjack! Golem Double Prince is still popular but less popular than before.
But seriously, in short, Golem is easy to deal with.
- Pull everything to the GSkelly’s Bomb!
- Exenado or GSkelly Nado!
- Pressure with Mortar+Spears/Guards if Golem at back/Pump played!
- You can’t really punish- but the defense is so strong, so don’t worry about not dealing with their push!
- Fireball+Log support. Mortar will also keep splashing support!
- The Rage might be a slight problem, if there are leftover raged bats from the dead NW and golemites tanking that can be pretty annoying if you’ve got no elixir left.
Hog Mortar is actually my ladder (and fave) deck! It’s super good in this meta.
Here’s how to deal with it when playing this deck.
Save your Lg for their bait troops when they use it with the Hog pushes. They will be pressuring with a Hog in front of remaining bait troops after a defense.
Exenado will be your saviour here.
Try not to waste Fireballs on Mortars on defense when you are trying to form a GS push, as they will go hard in with Hog+Horde.
You might not have enough elixir for Exe either in that case.
Executioner will crush all their bait troops doing defense, but don’t place it until you see bait troops, like Horde, so you can crush them and your Exe will be alive and healthy instead of a pesky swarm of Goblins piercing away at your Executioner, and you not having anything to deal with the Ice Golem kiting your Steroid Larry away and Spear Gobs killing him!
You will need to take a little damage in the early stages (they excel in single elixir) then punish mistakes, look for openings, and attack and overwhelm in double elixir/OT.
The (in)famous Lavaloon has made a slow and steady rise back to contention!
Long story short: Exenado crushes Lavaloon. Being invulnerable to Lightning (which will be popular in Lavaloon decks in the new meta due to Lightning buff), killing back support like Megas or Hordes or FMs due to frontal splash, all for 8 elixir, is insanity.
Once you see a hound in the back, plop a Mortar at the bridge. It will force them to either lose their tower or waste elixir defending.
Fireball also destructs Lavaloon decks!
Easiest matchup for sure. The defense is almost to the point of overkill.
Conclusion
That’s it for me guys, hope you give this deck a shot and rate it please! Drop a comment or send me an email at [email protected]
Hopefully you didn’t get too bored by my 2118 word ‘essay’!
Neb signing off. Until next time, goodbye!
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




