AI Overview: Goblin Machine is a 5-elixir Legendary troop with two melee arms and one rocket for far targets. In October 2026, RoyaleTracker’s Goblin Machine page printed eight lists. The best, with Hero Wizard, P.E.K.K.A and Witch, won 51.4%, but over only 140 battles. The other seven won 38.2% to 47.1%. SeeMeta lists a rework on August 4, so the samples are still young.
Last Updated: October 2026
Key Points:
- Goblin Machine lists average 3.4 to 5.0 elixir.
- The best printed list won 51.4%, but its sample is only 140 battles.
- The seven other lists won 38.2% to 47.1%, with samples of 170 to 819 battles.
- The three best lists all run Witch, and two run Hero Wizard and P.E.K.K.A.
- SeeMeta lists a Goblin Machine rework on August 4: faster rockets, more hitpoints, but slower reloads.
Table of Contents
What a Goblin Machine Deck Is
Goblin Machine is a heavy hybrid. Its arms hit anything close, and its rocket reaches targets far away, so it can defend against ground troops and air at once. A Goblin Machine deck gives it a front line and a way to protect it from cheap swarms.
The short version: Goblin Machine is a 5-elixir all-rounder. It hits close and far, and it takes a lot of damage. The catch: in October 2026 no printed list around it was a proven winner.
What changed: SeeMeta lists a rework on August 4. Rocket travel speed went from 250 to 350, but the rocket hit speed went from 3.5 to 5 seconds, melee damage from 212 to 232, and hitpoints from 2,150 to 2,265. What it means: the rocket flies faster but fires less often, and the body is sturdier.
The rework is about two months old, and the samples are small. If it works, expect more lists next month. The negative effect: a card that is new to the meta can look strong for a week and then fade once players learn to counter it.
Best Goblin Machine Builds Right Now
The best list was Hero Wizard, P.E.K.K.A, Witch, Sparky, Cannon Cart, Mother Witch and Mirror: 51.4% over 140 battles at 4.6 elixir. Next was Evo Witch, Hero Wizard, P.E.K.K.A, Dark Prince and Electro Giant at 47.1% over 342 battles (5.0 elixir). The largest sample, 819 battles, was a Sparky list with Evo Mega Knight and Hero Bowler, and it won 42.4%.
| Build | Cards | Avg elixir | Win rate (sample) |
| Hero Wizard, P.E.K.K.A and Witch | 4.6 | 51.4% (140 battles) | |
| Evo Witch, Hero Wizard and P.E.K.K.A | 5.0 | 47.1% (342 battles) | |
| Evo Mega Knight, Witch and Goblinstein | 4.6 | 46.4% (767 battles) | |
| Evo Mega Knight, Hero Wizard and Hero Bowler | 5.0 | 42.4% (819 battles) | |
| Ice Spirit, Cannon Cart and Fisherman | 3.6 | 41.2% (216 battles) | |
| Hero Bowler, Three Musketeers and Fisherman | 4.6 | 40.5% (205 battles) |
The pattern: the three best lists all run Witch, and the top two add P.E.K.K.A and Hero Wizard. What it means: Goblin Machine fits a slow, heavy deck. Still unknown: the best sample is 140 battles, so the order could flip.
Try it yourself: open the Clash Royale Deck Builder with the Hero Wizard, P.E.K.K.A and Witch build in the table above already loaded. It is the list RoyaleTracker printed at 51.4% over only 140 battles, and it averages 4.6 elixir, so treat it as a test, not a recommendation.
How to Play a Goblin Machine Deck
- Play it as a wall. Put it in front of Witch or Sparky.
- Let the rocket work. It hits far targets while the arms hold the front.
- Keep a swarm answer. Arrows or Zap protects it from Skeleton Army.
- Use Hero Wizard late. The ability helps a crowded push.
- Count elixir. At 5 elixir it is a commitment.
Hero Wizard’s ability was cut by 30% on September 8, and the two best lists run it. If it is cut again, both lists need another Hero. The negative effect: a heavy deck with a weak Hero has nothing in reserve.
How to Counter a Goblin Machine Deck
- Swarms: Skeleton Army or Goblin Gang kill the arms.
- Inferno Tower or Inferno Dragon: melts a 5-elixir tank.
- Spells: Fireball and Zap hit the support behind it.
- Avoid the rocket: spread your troops so one rocket hits one target.
The catch: if you only kill the machine and leave the Witch, the push keeps going.
Is a Goblin Machine Deck Worth Using Now?
Is it worth it? Not yet. The one list above 50% is 140 battles, and the largest sample lost. The catch: the rework is new, so a few weeks of data may change the picture.
SeeMeta lists the rocket reload at 5 seconds after the rework. If it is shortened later, Goblin Machine may become a standard slot. The negative effect: a card that is adjusted often is hard to learn.
Go deeper: For the heavy plans around it, read our Beatdown guide and our Sparky deck guide. For the Witch side, see our Mega Knight decks guide. To test swaps, load the cards into the Clash Royale Deck Builder and read the average cost it reports.
Frequently Asked Questions
What is the best Goblin Machine deck?
In October 2026, RoyaleTracker’s best printed list was Hero Wizard (5), P.E.K.K.A (7), Witch (5), Sparky (6), Cannon Cart (5), Mother Witch (4), Goblin Machine (5) and Mirror at 51.4%, but over only 140 battles.
Is Goblin Machine good in 2026?
Not proven. Seven of the eight printed lists won under 48%.
What counters Goblin Machine?
Swarms, Inferno Tower or Inferno Dragon, and a good spell.
Did Goblin Machine get reworked?
SeeMeta lists a rework on August 4: faster rocket, slower reload, more melee damage and more hitpoints.
How much elixir does Goblin Machine cost?
5 elixir. It is a Legendary troop.
What cards go with Goblin Machine?
Witch, Sparky, Hero Wizard and P.E.K.K.A.
Original Guide, Kept in Full
The text below is the original guide, kept in full. Its stats and win rates are older than the 2026 data above.
This is a low-cost deck that I have found to be pretty effective for my personal style of play. The average cost for this deck after the recent updates is 3.3. I’ve read that this may be too low of a cost (based on the idea that low-elixir cards do not generally have many hp), but I think the P.E.K.K.A. does an adequate job tanking, and the low average elixir cost of the deck means a relatively quick turnover which brings the P.E.K.K.A. up relatively often.
Here are the cards and why I think they work well in this deck:
Rage Hogbot Deck for Arena 7+
P.E.K.K.A. – The P.E.K.K.A. is one of the true foundations of this deck. It is the only true tank of the deck, and really the only card in the deck that I use that way. The high-elixir cost of the P.E.K.K.A. is offset by the low cost of the remainder of the deck, so that I can enjoy the advantages of the P.E.K.K.A. over some other tanks. One of those advantages in this deck is the P.E.K.K.A.’s ability to attack other units and not just buildings. No other unit has the same number of hit points, packs the same punch, and will hit other units. This means that the P.E.K.K.A. cannot only absorb a significant amount of damage, but is unparalleled in one-on-one combat against other big guys. One could argue that Sparky hits harder in a single zap, but it’s hit points and DPS are far less. The P.E.K.K.A.’s hit points, single hit damage, DPS, and ability to attack both moving land units and buildings makes it a versatile force from defensive end to offensive end.
Zap – Zap has a couple of main roles in this deck. Primarily, I use it to keep skeletons, goblins, etc. off of the P.E.K.K.A. Because the P.E.K.K.A is pretty sturdy, he can stay upright in the midst of a skeleton army while I get my Zap out, and he can make his way to and through a nearby inferno tower if I can reset it with Zap. Zap also helps to more quickly stop some slightly more sturdy groups from taking my P.E.K.K.A. apart if I can use it on a group like Minions, Minion Horde, Three Musketeers, etc in combination with long-range shots from the Princess. Finally, Zap can, of course, be used to do it’s own damage anywhere on the map, and can be especially helpful for quickly taking out those towers that just barely survived previous attacks.
Skeleton Army – Skeleton Army is here as a quick means for taking down the big boys. They are easy for my opponent to take out with any splash damage or area effect damage spell, but they currently only cost 3 elixir in the game, and they keep the opponent’s tanks from just marching up to my towers. The opponent has probably already paid at least 5 elixir to get a tank out, and my 3 elixir skeleton army means they are going to have to spend at least 2 more to keep that tank alive. An army of skeletons can also deal some damage to a building if ignored, especially when boosted with some Rage.
Mega Minion – This is possibly the most replaceable card in this deck for me. It doesn’t have a terribly specific role in this deck, and is included mostly for value. At just a 3 elixir cost, the Mega Minion flies, isn’t terribly frail, hits okay, and has a little bit of range. I use it mostly in a defensive way in this deck, sicking it on single units or small groups of ground units who are not able to attack air units. There is not a lot of air defense in this deck, so the Mega Minion helps out there.
The Log – The Log is a defensive beast. I like to drop it just before the bridge to wipe out all of the small units on the opponent’s defensive road and to also do a little extra damage to the tower at the end. The Log is great for clearing a path for the P.E.K.K.A. and even the Hog Rider if your opponent throws something down prematurely in front of him. At 2 elixir each, Zap and The Log are a wonderful combination for taking out low-hp units, buying a split second with knockback/stun, or doing a small bit of unstoppable damage to a tower. The advantage to The Log over Zap is that even if your opponent staggers large groups of low-hp units to try to offset splash or area damage losses, The Log still wipes them all out. The knockback of The Log can mean the game for you if it buys you an extra swipe by your rage-spelled P.E.K.K.A.
The Princess – Her range alone makes her worth her low elixir cost of 3. She can stand outside of tower archer range and fire volley after volley of flaming arrows into them. While that is a fortunate quality, it is not her primary function in this deck. In this deck, her primary job is to cover the P.E.K.K.A. (and also the Hog Rider) from afar. She deals area damage to land and air units from a remarkable distance and is perfect for keeping groups of low-hp units from tearing your P.E.K.K.A. apart. Combined with Zap and The Log, she really helps clean up those small nuisances anywhere on the board. She is small and fragile, but the opponent who does not dedicate some elixir to stopping her will soon regret it. She is the primary air defense unit for the deck and is essential in that duty. It is imperative to keep at least one of her and the Mega Minion on the board whenever possible or the deck is easily countered with even low-cost aerial units.
Hog Rider – We all know the benefits of using the Hog Rider. He is fast, does not need to make use of the bridges, and does impressive damage to towers. The main intended attack of this deck is to pair the Hog Rider with a P.E.K.K.A., drop a Rage spell over top of the two of them and watch them pound a tower to dust. Together, they are impressive indeed, and they need very few hits to accomplish their goal. They can be separated, though, against opponents with dedicated defenses. While the P.E.K.K.A. necessarily demands your opponent’s attention and resources to stop, you can zip a Hog Rider down the opposite side of the arena and drop a Rage on whichever of them has the most opportunity at a tower.
Rage – As mentioned a number of times above, Rage is the buffing spell that allows this deck to take down a tower even if the opportunities to do so are limited. This is not a constant push deck, and the P.E.K.K.A. and/or the Hog Rider are only going to reach the towers a limited number of times and for limited periods of time. Therefore, it is essential that the P.E.K.K.A. and/or Hog Rider achieve maximum DPS against the towers when they reach them. This is the role of Rage in this deck. I very rarely use it for unit-versus-unit skirmishes, as the innate power of the units in this deck is generally enough to clear a path or keep a tower defended until time expires.
How It Works:
There’s really no trick to it. It is all very simple, straight-forward, and intuitive. The P.E.K.K.A moves slowly, so it doesn’t matter whether you play it first at the bottom edge and play your supporting troops as it makes its way to the bridge or whether you play your supporting troops at the back edge and save enough elixir to play the P.E.K.K.A. at the bridge as they reach the bridge. The Hog Rider is particularly fast, so you’ll want the P.E.K.K.A. to be over the bridge and on the other side before you start the Hog Rider. This also gets the opponent focused on using his units to attack your P.E.K.K.A., which gives your Hog Rider a better chance to make it to the tower.
The main goal is to get the P.E.K.K.A and the Hog Rider to the tower and to start your Rage spell there as soon as they get there. If they get there with plenty of health and with little resistance, drop the Rage so that they can still be inside it after they take down the side tower and move on to the crown tower. This does not take long, and you should still have a bit of Rage left by the time they begin attacking the crown tower. If they face a significant amount of resistance on the way in, and it doesn’t appear that they will survive to attack the crown tower, I find it best to drop the Rage further back so that it still covers the attack on the side tower, but also covers any support troops behind the P.E.K.K.A and Hog Rider.
The initial lead march of the P.E.K.K.A. over the bridge and to the tower should be covered and supported by the support troops, Zap, and The Log. Remember, the P.E.K.K.A. will attack units and not just march blindly for the tower, so while he can definitely hold his own against other single land units, you should keep the way as clear for him as you can so that he reaches the tower as quickly and with as many hit points as possible. The Princess will stand on your side of the bridge and fire in far enough to hit the side tower and any groups of low-hp units that threaten the P.E.K.K.A. The Mega Minion and the Skeleton Army are available to play defense if your opponent chooses to attack in another area instead of defending against your attack.
It is only going to take 2 or 3 seconds for your P.E.K.K.A. and Hog Rider to take down a relatively healthy side tower under Rage. Once you’ve done that, if you’re still behind or you’re tied, you can start over on the other side or on the crown tower, depending on which it seems your opponent is more intent on defending. If you’ve now gained the advantage (which is probable because one successful attack takes a tower down quickly), you have the option of playing defensively. You’ve got Skeleton Army to swarm tanks, The Log and Zap to erase large groups of low-hp units, and P.E.K.K.A.’s fearsome swing to mow down individual medium-hp and high-hp units. Tuck The Princess behind whatever tower your opponent is marching against, and let her rain area damage down on their units from half the arena away. Sit you Mega Minion on any invaders who can’t defend themselves against aerial units.
Every now and then you’ll run into an opponent who is going to pour everything into effectively countering the P.E.K.K.A. and Hog Rider combined attack in a way that just doesn’t allow you to get to that tower very effectively. In this case, you have a couple of options. I keep pouring the P.E.K.K.A. attack on them, so that they have to stay committed to stopping it. P.E.K.K.A. is a formidable foe, and it takes a concerted effort to stop him if you can keep the swarms off of him. The good news is that this is a very low-cost deck, so it’s not unusual to have a little extra elixir to play something off to the other side while keeping your main game going. For 3 elixir, you can sit The Princess on your side of the bridge on the opposite side of the arena and begin chiseling away at that tower. For 4 elixir, you can let a Hog Rider run on that other side, and for another 2 elixir, you can throw him some Rage. Now your opponent either has to let up on defending against your main P.E.K.K.A. attack or they have to ignore your weak side assault. It might be that your opponent is eventually able to stave off both sides, but usually not before you’ve done some damage somewhere. What’s more, if they are busy doing all of that defending, there’s not much of an opportunity for them to mount an attack of their own.
Sources
Researched from the following (no links, listed for transparency):
- RoyaleTracker, best decks with Goblin Machine (October 2026 tracker samples)
- RoyaleTracker, best decks right now, normal battles (data from October 9, 2026)
- SeeMeta, Clash Royale balance changes 2026 (page updated October 8, 2026)
- Supercell, Clash Royale October balance changes 2026 (October 6, 2026)
- Clash Royale card data used by the Deck Builder (elixir costs and card types)
- Supercell official Clash Royale API, card list (elixir cost, rarity, Evolution and Hero flags)