AI Overview: This Goblin Giant Miner deck averages 3.8 elixir and plays as a layered push. The Goblin Giant tanks for the Miner, the Miner tanks for the Spear Goblins, and the tower switches targets late. Goblin Giant’s best list wins 49.0% over 822 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 eight cards cost 30 elixir, which is 3.75 and shown as 3.8 on average, and the Goblin Giant at 6 is the heaviest card.
- Goblin Giant’s hitpoints rose from 3,020 to 3,110 on June 1, but its best list wins only 49.0% over 822 battles.
- Miner’s tower damage fell from 49 to 39 on July 6, and his best list wins 66.0% over 535.
- Dark Prince’s hit speed went from 1.3 to 1.4 seconds on May 4, and his best list wins 57.9%.
- Guards win 50.1% at best, and the other seven printed lists win 42.2% to 48.7%.
The Goblin Giant Miner List, Priced Card by Card
The big idea. Layer the tanks. The Goblin Giant soaks fire for the Miner, and the Miner soaks fire for the Spear Goblins on his back.
Matchups. Against Inferno Tower, use Zap on the building. Against swarms, the Guards and Dark Prince hold. Against Hog cycle, the Furnace and Mini P.E.K.K.A answer. The rule: keep the Zap for the tower’s reset.
| Card | Elixir | Job in the deck | 2026 status |
| Goblin Giant | 6 | Tank and swarm carrier | Hitpoints 3,020 to 3,110 on June 1; best list 49.0% over 822, a Sparky list with Evo Zap |
| Zap | 2 | Cheap reset | Crown Tower damage 58 to 48 on June 1; Evo Zap 77.0% over about 1,000 |
| Guards | 3 | Swarm and tank answer | No 2026 change; best list 50.1%, the other seven 42.2% to 48.7% |
| Dark Prince | 4 | Splash defense | Hit speed 1.3 to 1.4 seconds on May 4; best list 57.9% over about 1,900 |
| Musketeer | 4 | Ranged damage | No 2026 change; Evo and Hero lists mostly 53% or more, best Hero 62.1% |
| Furnace | 4 | Spawner and chip damage | Range 6 to 5.5 tiles on June 1; best list 72.1% over 1,100 |
| Mini P.E.K.K.A | 4 | Tank killer | No 2026 change; best list 60.6% over 1,100, only one of six above 50% |
| Miner | 3 | Second tank and chip damage | Crown Tower damage 49 to 39 on July 6; best list 66.0% over 535 |
The table shows each card’s price, role and 2026 note.
Zoom out. The Goblin Giant is tougher than before, but his best printed list wins only 49.0%. If that stays flat, the deck depends on the Miner and Dark Prince to carry the results. A weaker Goblin Giant would slow the whole plan, and that slowdown is the first negative to watch.
What Changed in 2026
The short version. The Goblin Giant has 3,110 hitpoints, up from 3,020. The Miner hits a tower for 39, not 49. The Dark Prince hits a bit slower. Zap hits for 48. The Musketeer and Mini P.E.K.K.A did not change.
Final word. Fun beats fear here. Try the layers, and learn what your opponent does about them.
Last note. The Miner is the card with the best data here, so protect him as you would the Giant.
Plain talk. This is a fun, off-beat deck. Play it for the surprise.
One more way to see it. The deck is a set of nesting dolls. Each tank hides a smaller one, and the smallest does the damage.
In plain English. The Goblin Giant is sturdier, the Miner hits softer, and the Dark Prince is slightly slower. The layered push is the same.
Claims, rechecked. The write-up places this deck in Arena 9, the Jungle Arena, and says the Goblin Giant is easy to use. The Arena label comes from the old unlock system. The page shows twelve decks, and this one is the first of the Goblin Giant group. Treat every figure as a starting point, not a rule.
The fine print. The Miner’s 66.0% is the high point. The Dark Prince reaches 57.9%, and the Mini P.E.K.K.A 60.6%. The Guards are the weak card, with a best list of 50.1% and the rest below 49%.
Card pages: Goblin Giant, Miner, Dark Prince, Furnace and Guards.
Zoom in. Three epics make the list pricey to level. A Zap in the opponent’s hand also forces the Guards and Spear Goblins to take the damage, and the push breaks early. If the Miner slips in a coming patch, expect the deck to feel clumsy until you adjust.
How to Play It Today
Stack the layers. Send the Goblin Giant first, the Miner next, and let the Spear Goblins do the damage when the tower switches targets.
Extra tip. Keep a cheap card in hand for the Furnace. It needs a lane, not a rush.
Last tip. Watch the Zap your opponent holds. If it is gone, the Spear Goblins are safe, and the push lands.
Last word. Short games reward a clear plan, and this list gives you one. Learn the first two plays, then trust the rest to follow.
Quick recap. Giant first, Miner second, Spear Goblins last. Zap the Inferno Tower.
Reality check. The Goblin Giant’s data is thin. If you lack a high-level Miner, pick another plan.
Bottom line. Pick this list if you like unusual tanks and own the epics. Layer the push, then let the Spear Goblins finish.
Worth knowing. The Dark Prince is the splash tank. Place him in front of the Musketeer so she can shoot in peace.
Upgrade order. Level the Goblin Giant, Miner and Dark Prince first. The Musketeer and Mini P.E.K.K.A come next. The Furnace, Zap and Guards can wait.
Tips. The second Goblin Giant deck on the page adds the P.E.K.K.A, Magic Archer, Poison and Furnace, and plays more patiently. Test both and keep the one that fits your cards. Open the linked card pages before you queue, since one balance patch can flip a trade.
Defend with the right cards. The Guards handle swarms and tanks with the Mini P.E.K.K.A. The Dark Prince covers splash, and the Musketeer adds ranged damage.
Elixir math. The Goblin Giant and Furnace, Dark Prince, Musketeer and Mini P.E.K.K.A cost 22 of the 30 elixir. The other three cost 8, or 2.7 each. So the deck is heavy, and every cheap card has to count.
Try it yourself: test Goblin Giant Miner Deck yourself in the Clash Royale Deck Builder; it opens with every card in place. Average elixir: 3.8. The tracker holds no sample of this exact build, so its 2026 win rate is unknown.
Zoom out again. A layered push is easy to break with one splash spell. If the opponent clears the Spear Goblins with a Log or Zap, the whole sequence stalls.
Frequently Asked Questions
Is a Goblin Giant Miner deck good in 2026?
Miner’s best list wins 66.0% and the Mini P.E.K.K.A’s best wins 60.6%, but this exact list has no tracker sample, so test the Guards slot first.
What is the average elixir cost?
30 elixir across eight cards, or 3.75, shown as 3.8.
Why does the Goblin Giant tank for the Miner?
The two Spear Goblins on his back cannot be hit until he dies, and the tower switches targets when he falls.
What counters Goblin Giant?
An Inferno Tower, a Zap for the Spear Goblins, and a splash troop.
Does this deck need epic cards?
Yes. Goblin Giant, Guards and Dark Prince are epics, and the Miner is a 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.
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!
Let’s go.

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.
Deck 1:
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.
Deck 2:
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.
Deck 1
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.
Deck 2
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.
Deck 1
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.
Deck 2
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 Decks
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.
Deck 1
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.
Deck 2
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.
Giant Decks
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.
Deck 1
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.
Deck 2
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.
Deck 1
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.
Deck 2
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!
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








