Balloon Festival in Clash Royale: 2 Decks and 5 Tips

By The JK Landa · Guides · Nov 11, 2026

AI Overview: Balloon Festival in Clash Royale is a mode where balloons spawn from both sides over time and you must shoot down theirs. This guide checks the card costs, explains the balloon timeline, and flags clearly, near the top, that the mode’s availability was not confirmed for 2026. Numbers were pulled from the October 2026 card data.

Last Updated: October 2026

Key Points:

  • Balloons spawn on both sides over time. The old timeline: first at 10 seconds, double elixir at 2:00, more waves every 20 seconds.
  • Both old decks cost 32 elixir in total, an average of 4.0.
  • Rocket (6) on balloons crossing the tower gets chip value too.
  • Place defenders one at a time so one spell cannot clear them all.
  • This page could not confirm whether Balloon Festival is live in 2026.

How the Mode Works

Here’s the thing: the mode started as a challenge, first 2 against 2, then 1 against 1. The first Balloon emote was the prize and can no longer be earned. The mode later returned as a party mode and as a clan war collection day battle. Check the in-game events tab to see if it is live.

MomentWhat happens
10 seconds in (170 left)One balloon spawns on each side (two per side in 2v2)
2:00 markDouble elixir starts, and new sets of balloons spawn every 20 seconds
After the 90 second markTwo balloons per side in 1v1, four per side in 2v2
Last minute of overtimeFour per side in 1v1, eight per side in 2v2

What that means: the mode is mostly defense. The balloons are the offense, and you win by killing theirs before they reach your towers while pushing the other lane. Because double elixir lasts most of the match, a 4.0 average deck is fine.

Levels: collection day battles cap cards at level 9, while party mode uses your king level. Level caps changed since, so check the mode’s rules before you upgrade.

Balloon is a 5-elixir Epic (Arena 7), and the card’s data lives on the Balloon guide. For counters to air, the Lavaloon guide shows what air decks fear.

Limited-time modes like this can return with new rules or vanish for years, which makes guides age fast. The negative effect: a player who learns the old timings may find them changed, and a deck built for them may fail.

Two Decks and Their Costs

DeckCardsCost
Dark Prince RocketWizard, Mini P.E.K.K.A, Rocket, Firecracker, Bats, Tesla, Hunter, Dark Prince5+4+6+3+2+4+4+4 = 32 (4.0)
Splash HoardMusketeer, Wizard, Baby Dragon, Executioner, Skeleton Army, Bats, Minion Horde, Night Witch4+5+4+5+3+2+5+4 = 32 (4.0)

Dark Prince Rocket: shoot the balloons down with air troops as fast as you can, and push the other lane with Dark Prince and Mini P.E.K.K.A. Keep Rocket for when the air troops are knocked out. Tesla pulls troops to the center, Bats bait the Zap or Arrows, and Firecracker and Hunter play both sides.

Splash Hoard: almost all defense. Bats and Minion Horde kill balloons. Wizard, Baby Dragon and Executioner splash. Then use what survives to support your own balloons in a counter-push.

Check the cards: Tesla’s lifetime fell from 30 to 25 seconds on June 1 while its hit points rose from 1,152 to 1,182. Executioner’s projectile range fell from 7.5 to 7 on August 4, and Wizard’s damage rose from 281 to 304 on September 8. Hunter’s best list wins 56.9% and Night Witch 68.7%.

Why defense wins here: in a normal match you spend elixir to attack. Here the balloons attack for you, so the elixir you save by not pushing goes into answers. A 4.0 average deck in double elixir refills 1 elixir every 1.4 seconds, so you can place a 4-elixir defender about every 5.6 seconds without running dry.

See the Tesla guide, Executioner guide and Night Witch guide for the current numbers.

Balance changes to splash cards change how well the Splash Hoard works. The negative effect: the Executioner’s shorter range means the deck’s third splash line reaches fewer balloons than expected.

Five Tips

  1. Level your cards if your king level counts. More hit points and damage matter against waves of balloons.
  2. Rocket the balloons as they cross the rival’s tower, so you also deal chip damage.
  3. Place defenders one at a time. One splash troop can kill a swarm of balloons, and holding the rest keeps you safe from Lightning, Fireball or Arrows.
  4. Let the balloons attack. Your job is to defend well. This worked for him.
  5. Take a break when losing. A losing streak is a sign to stop, not to switch decks.

The Rocket math: Rocket costs 6 and its Crown Tower damage fell from 371 to 342 on June 1. If it kills two or three balloons, it is a good trade. If it hits only one, you are behind.

The one-at-a-time rule is the same as the idea in the strategy guide: do not give the rival a way to trade one spell for your whole defense. See the strategy tips for the wider habit.

If Supercell brings the mode back, new Heroes and Evolutions will change which air defenders work. The negative effect: a deck tuned to the old card pool may be too weak or too slow, and a player may judge the mode by a deck that no longer fits.

Frequently Asked Questions

What is Balloon Festival in Clash Royale?

A mode where balloons spawn on both sides over time and you must destroy theirs.

What is the best deck for Balloon Festival?

Is Balloon Festival still available?

This page could not confirm it. Check the in-game events tab.

How do you stop the balloons?

Use air troops and splash, and place them one at a time.

Is Rocket good in Balloon Festival?

Yes, if it hits several balloons or crosses the tower for chip damage.

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)