AI Overview: This Giant Tombstone deck averages 3.4 elixir and teaches the basics of beatdown. The defense is solid, so you can build a big push on purpose. 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 deck costs 27 elixir, which is 3.4 on average, and the Giant is the only card above 4.
- Giant had no 2026 change, and his best list wins 71.6% over 587 battles.
- Tombstone’s best list wins 63.8%, and its Hero Tomb Queen was buffed in August.
- Fireball’s Crown Tower damage fell from 207 to 172 to 159.
- Valkyrie’s base lists all won 47.8% or less in the 2026 sample.
The Giant Tombstone List, Priced Card by Card
The big idea. Defense first, offense second. A rock-solid defense lets you build a big push without fear.
Matchups. Against Hog, the Tombstone and Valkyrie hold. Against Prince, the Tombstone stalls his charge. Against Balloon, the Musketeer shoots it down. The pattern: the defense is cheap, the push is big.
| Card | Elixir | Job in the deck | 2026 status |
| Giant | 5 | Tank and win condition | No 2026 change; best list 71.6% over 587 |
| Tombstone | 3 | Defensive building and lure | Best list 63.8%; Hero lists 53.7% to 64.6%; Hero Tomb Queen buffed in August |
| Fireball | 4 | Medium spell and finisher | Crown Tower damage 207 to 172 to 159; best list 60.4% over about 4,700 |
| Musketeer | 4 | Ranged damage dealer | No 2026 change; Evo and Hero lists mostly 53% or more, best Hero 62.1% |
| Skeleton Army | 3 | Swarm defense | No 2026 change; Evolution best 65.1% over 3,500, base best 55.6% |
| Valkyrie | 4 | Ground splash defense | Evo tornado damage halved in August; all eight base lists 47.8% or less |
| Skeletons | 1 | Cheap distraction and cycle | Spawn spread tighter on October 6; best list 68.6% over about 3,800 |
| Arrows | 3 | Swarm spell | Crown Tower damage 93 to 75 on June 1; best list 68.7% |
The table shows each price, role and 2026 note.
Zoom out. A fundamentals deck is a teaching tool, and teaching tools are not always strong. If more Arrows and Fireball trims land, the list needs one more level of skill to keep up. A weaker Fireball would slow the whole plan, and that slowdown is the first negative to watch.
What Changed in 2026
The short version. The Giant and Musketeer are steady. Fireball and Arrows hit towers softer. Tombstone is the quiet winner, at 63.8% best. The Valkyrie is the weak spot, with no base list above 47.8%. Skeletons spread tighter on October 6.
One more way to see it. Think of the Tombstone as a doorstop. It holds the door open for your counter-push by keeping enemy troops busy. A strong doorstop is cheap, and that is why the deck can afford a big Giant.
In plain English. Small trims to the spells, a steady Giant, and a strong Tombstone. For a list that teaches the basics, that is fine. You still learn how to defend, count elixir and build a push.
Claims, rechecked. The write-up says the deck reached P.E.K.K.A’s Playhouse with under-leveled cards: commons at level 4, rares at level 1 or 2 and epics at level 1. That is the author’s account only. It also says no Arrows are needed because the Musketeer handles Minions, which fits. Treat every figure as a starting point, not a rule.
The fine print. Skeleton Army had no 2026 change, with an Evolution best of 65.1% over 3,500 battles and a base best of 55.6%. Skeletons have a best list of 68.6% over about 3,800. Cheap cards are the strongest part of this list.
Card pages: Giant, Tombstone, Fireball, Skeleton Army and Valkyrie.
Zoom in. The eighth slot is open in the original list, and Arrows is the best fit. If Arrows lose more tower damage, a Witch or Minions might make a better fit, but that costs elixir. If the Valkyrie slips in a coming patch, expect the deck to feel clumsy until you adjust.
How to Play It Today
Keep a Tombstone up. Place it near the middle of your side. It pulls the Giant and Hog Rider away from your tower, and it stalls a Prince charge.
Quick recap. Build a safe defense, count elixir, and stack a push behind the Giant. The list teaches habits that carry over to any deck.
Reality check. The Valkyrie does not win games on her own. If the deck feels slow, swap her for a card that fits your levels.
Bottom line. Choose this list if you want to learn beatdown with cheap cards. Defend, count, then push.
Worth knowing. Skeleton Army can be replaced with Minions. Both deal high damage for their cost, and either can start a push when the opponent wastes their Arrows.
Upgrade order. Level the Giant, Musketeer and Fireball first. Valkyrie and Skeleton Army come next. Tombstone, Skeletons and Arrows can wait, since the write-up shows this list working at very low levels.
Tips. Play for a slow push in double elixir, with support troops behind the Giant. He only attacks buildings, so do not use him on defense unless you need to soak damage. Open the linked card pages before you queue, since one balance patch can flip a trade.
Fireball medium troops. Only use it on a group when you kill more elixir than you spent. Never Fireball a lone tower unless it is nearly dead.
Elixir math. The Giant costs 5 of the 27 elixir, and the other seven cost 22, or 3.1 each. That is why the deck can counter-push often.
Try it yourself: the Clash Royale Deck Builder has Giant Tombstone Deck preloaded, so you can swap a card or two before a match. The average sits at 3.4 elixir. No 2026 win rate exists for this exact list.
Zoom out again. Fundamentals decks do well at low trophies, yet they lose ground when opponents start using buildings and bait. Learn the plan, then grow it.
Frequently Asked Questions
Is a Giant Tombstone deck good in 2026?
Giant’s best list wins 71.6% and the Tombstone’s best wins 63.8%, but this exact list has no tracker sample, so test the Valkyrie slot first.
What is the average elixir cost?
27 elixir across eight cards, or 3.4 on average.
Which card fills the free slot?
Arrows is the suggested pick, though a Witch can work if you face Minion Horde.
What counters a Giant beatdown deck?
Inferno Tower, Skeleton Army and fast swarms behind a Fireball.
Does this deck need legendary cards?
No. Skeleton Army is the only epic, and there is no legendary.
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, Nitrome95 here, coming at you guys with the Clash Royale Arena 2 Deck, Giant Beatdown, and my new series called “fundamentals deck”.
Where did I get the idea? Well, I realized that the most powerful win conditions (the card you want to get to the Tower) in the game (excluding Royal Giant and Elite Barbarians) come from low Arenas!
So in this series, I will be teaching you guys simple decks for a certain archetype that will help you build up the skills for later in the game.
Clash Royale Arena 2 Deck – Giant Beatdown
This deck is an aggressive deck with the first win condition you receive in the game, the Giant. Keep in mind that I will be covering a lot of skills that may seem like common sense to some because this deck is made for beginners.
Cards Breakdown
Giant – The card that you want to get to the tower. Never play this card alone, as it is weak by itself. You will want to place this big guy in the back 50% of the time to set up for a slow push in double Elixir time, where you put your support troops behind the Giant. Since he only attacks buildings, don’t use him on defense unless you need to soak up damage for an emergency.
Tombstone – This card is honestly so underused or used incorrectly in lower Arenas. Since Tombstone is a building, it lures defensive targeting units, such as the Giant and Hog Rider. It also stalls your opponent’s support troops, most importantly, the prince’s charge move. You will want to have at least one up at all times where it is near the middle of your side of the Arena here:
Fireball – You will want to use it on medium sized units. Only Fireball a group of troops if you are killing more Elixir worth of troops compared to the amount you spent. Never Fireball a lone tower unless the tower is extremely low on HP.
src=”https://clash.world/images/clash-royale-musketeer.png” alt=”Clash Royale Musketeer” width=”141″ height=”170″ />Musketeer – You may notice that there are no Arrows in this deck, but Musketeer does an excellent job shooting Minions out of the sky. If you are in an Arena where you face Minion Horde, you may want to use Arrows or witch in the free card slot (will explain later).
src=”https://clash.world/images/clash-royale-skeleton-army.png” alt=”Clash Royale Skeleton Army” width=”141″ height=”170″ />Skeleton Army – You can replace this card with Minions. Both cards deal high damage for such a low Elixir cost. If your opponent wasted their Arrows, send in a push with these; they are deadly.
Valkyrie – A solid splash unit that will clear out any weak troops to splash.
src=”https://clash.world/images/clash-royale-skeletons.png” alt=”Clash Royale Skeleton” width=”141″ height=”170″ />Skeletons – You might be wondering “This card sucks!” if you just started the game. Skeletons are great at stalling troops in an area for a bit and only costs 1 Elixir. Believe me, they are better than you think.
Whatever 3 Elixir Card You Want!– I would test this deck in your Arena and see what card is missing in the deck. From there, you can add a card. Your best bet would probably be Arrows, but there are so many other unique possibilities for this card.
General Gameplan
Attack
As you see, the object of this Clash Royale Arena 2 Deck is to make a rock solid defense, so that you will be comfortable with building a big push up.
There are two ways to do this:
- The first is counterpush (I will explain later)
- The other is a slow push.
You need to use both to succeed against your opponent.
I made it to P.E.K.K.A’s playhouse with underleveled cards (lvl 4 and 1 Common, lvl 1-2 Rare, lvl 1 Epics). This deck can get you really far without upgrading your cards a lot.
A mistake that I see tons of players do is that they either don’t commit enough to offense or commit too much. If you commit too much, you are leaving yourself open for an all out push on your tower. If you commit too little, you will never get to the tower. In the video, you can see that I sacrificed tower health at times to save Elixir for a bigger push.
Slow Push
This is the easier of the two. When you know that you have more Elixir than your opponent, drop your Giant in the back. Support with Musketeer, Valkyrie, your 3 Elixir card (unless its Arrows) and get ready with your Fireball for troops.
Counterpush
This is the more difficult of the two. What you will want to do is defend (I will show you how to defend later) with as little troops as possible. With the extra Elixir you saved, you can put a Giant in the front. Since they sent a push at you, they will not have much Elixir and hopefully you can take the tower. This technique is very advanced, so don’t worry if you don’t get it on your first try.
Defense
In this Clash Royale Arena 2 Deck, mostly all of your cards that are played offensively (the exception is Giant) are also played defensively.
If you see a Giant coming down the lane, you should already have a Tombstone down because you should always have a Tombstone on the map at all times. Place a Musketeer in the back to help take out the tank if it is a high HP tank. Valkyrie to take out the support troops. After you successfully defend, you have two options:
- If you have a lot of Elixir still, put your Giant to tank for the troops that are still surviving. This is the counterpush.
- If your defensive troops are badly damaged or you don’t have a lot of Elixir, you should not play anything. Build up your Elixir to place a Giant in the back for a slow push.
As you can see, defending is extremely important to attack properly. What I showed you is a standard defense.
If you don’t have the cards in your hand, or you don’t have enough Elixir available to set up the perfect defense, you will have to improvise.
Here’s a video of gameplay. For my privacy, I have decided not to include my voice in this video. Maybe if I become more popular I may add audio, but for now, this will do (this is my first video).
Conclusion
Overall, this deck is great at building your fundamentals. It forces you to set up solid defenses to set up for massive pushes that will be extremely rewarding.
If you play this Clash Royale Arena 2 Deck in low Arenas for a long time, you will have the skills to use more complex Giant beatdown decks.
Comment below if you guys want to see more of the series and like and subscribe to my channel, [Kairos] Nit Clash Royale.
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



