10 Best Arena 10 Decks

Do you want to get out of the Arena 10 and reach out Arena 11 also known as Electro Valley? Now, relax. Because this content will help you find the best decks for Arena 10. What to expect from Arena 10? Players will be able to access Ram Rider, Elite Barbarians, Bomb Tower, Royal Hogs, Cannon Cart and Rage cards. Thus, you may have to play differently than the previous arena. There will be a lot more cards to show up.

To be clear, Arena 10 has a wide range of decks. However, some of these are already similar decks. Especially the classic Hog Rider, the classic Goblin Barrel and the classic Golem decks. Because at these levels the decks are very useful. I’m going to offer you these decks. At least they will help you a lot in the rest of the game. It would be much more accurate to raise your cards accordingly.

1. Hog Rider Deck

This deck has 2.6 average elixir cost. Its defensive potential is good and offensive potential is moderate. Please note this deck doesn’t have any drawbacks. This Hog Rider deck is a good choice for free-to-play players. Hog Rider is your win condition. Fireball and The Log are your spells so no matter what use them wisely.

This deck has 6 elixir 4-card cycle with Skeletons, Ice Spirit, Ice Golem and The Log. You can bait Fireball, Poison and Lightning with Cannon. Alternatively, you can bait Fireball, Poison and Lightning with Musketeer. So these are your most important cards for baiting your opponent. Try those synergies:

  • Skeletons + Hog Rider
  • Ice Golem + Hog Rider
  • Ice Spirit + Hog Rider
  • Fireball + Hog Rider
  • The Log + Hog Rider
  • Skeletons + Musketeer
  • Cannon + Skeletons

Tap or click here to quickly add this deck to the game.

2. Rocket with Goblin Barrel Deck

This deck has 3.3 average elixir cost. Its defensive potential is great and offensive potential is good. Please note this deck doesn’t have any drawbacks. This Goblin Barrel deck is a good choice for free-to-play players. Goblin Barrel and Rocket are your win conditions. Rocket and The Log are your spells so no matter what use them wisely.

This deck has 9 elixir 4-card cycle with Ice Spirit, The Log, Skeletons and Goblin Gang. You can bait Arrows, Fireball and Poison with Princess. Alternatively, you can bait Tornado, Arrows and Fireball with Goblin Barrel. So these are your most important cards for baiting your opponent. Try those synergies:

  • Goblin Gang + Goblin Barrel
  • Knight + Goblin Barrel
  • Princess + Goblin Gang
  • Inferno Tower + Princess
  • Knight + Goblin Gang

Tap or click here to quickly add this deck to the game.

3. Rocket with Miner

This deck has 2.8 average elixir cost. Its defensive potential is good and offensive potential is moderate. Please note this deck doesn’t have any anti-air high damage units. This Miner deck is an average choice for free-to-play players. Rocket and The Log are your win conditions. Rocket and The Log are your spells so no matter what use them wisely.

This deck has 6 elixir 4-card cycle with Skeletons, Ice Spirit, Ice Golem and The Log. You can bait Arrows, Fireball and Poison with Firecracker. Alternatively, you can bait Giant Snowball, Zap and The Log with Skeletons. So these are your most important cards for baiting your opponent. Try those synergies:

  • Skeletons + Miner
  • Mini P.E.K.K.A. + Miner
  • Ice Spirit + Miner
  • Rocket + Miner
  • Ice Golem + Miner

Tap or click here to quickly add this deck to the game.

4. Hog Rider with Rocket Deck

This deck has 3.0 average elixir cost. Its defensive potential is good and offensive potential is also good. Please note this deck doesn’t have any drawbacks. This Rocket deck is an average choice for free-to-play players. Hog Rider and Rocket are your win conditions. The Log and Rocket are your spells so no matter what use them wisely.

This deck has 7 elixir 4-card cycle with Ice Spirit, Bats, Ice Golem and The Log. You can bait Snowball, Zap, Tornado, Arrows and Poison with Bats. Alternatively, you can bait Arrows, Fireball and Poison with Princess. So these are your most important cards for baiting your opponent. Try those synergies:

  • Ice Spirit + Hog Rider
  • Ice Golem + Hog Rider
  • The Log + Hog Rider
  • Bats + Hog Rider

Tap or click here to quickly add this deck to the game.

5. Rocket with Goblin Barrel Deck

This deck has 3.8 average elixir cost. Its defensive potential is great and offensive potential is also great. Please note this deck doesn’t have any anti-air high damage unit and attack resetting cards. This Goblin Barrel deck is a good choice for free-to-play players. Goblin Barrel and Rocket are your win conditions. Snowball and Rocket are your spells so no matter what use them wisely.

This deck has 11 elixir 4-card cycle with Snowball, Goblin Gang, Dart Goblin and Goblin Barrel. You can bait Tornado, Arrows and Fireball with Goblin Barrel. Alternatively, you can bait Arrows, Fireball and Poison with Princess. So these are your most important cards for baiting your opponent. Try those synergies:

  • Goblin Gang + Goblin Barrel
  • Princess + Dart Goblin
  • Princess + Goblin Gang
  • Dart Goblin + Goblin Gang

Tap or click here to quickly add this deck to the game.

6. Rocket with Goblin Barrel Deck

This deck has 3.8 average elixir cost. Its defensive potential is great and offensive potential is also great. Please note this deck doesn’t have any anti-air high damage unit and attack resetting cards. This Goblin Barrel deck is a moderate choice for free-to-play players. Rocket and Goblin Barrel are your win conditions. Rocket and Tornado are your spells so no matter what use them wisely.

This deck has 11 elixir 4-card cycle with The Log, Goblin Gang, Dart Goblin and Goblin Barrel. You can bait Arrows, Tornado, Fireball and Poison with Goblin Gang. Alternatively, you can bait Arrows, Fireball and Poison with Princess. So these are your most important cards for baiting your opponent. Try those synergies:

  • Princess + Dart Goblin
  • Goblin Gang + Princess
  • Goblin Gang + Goblin Barrel

Tap or click here to quickly add this deck to the game.

7. Golem Deck

This deck has 4.3 average elixir cost. Its defensive potential is great and offensive potential is also great. Please note this deck doesn’t have any drawbacks. This Golem deck is a very bad choice for free-to-play players. Golem is your win condition. Lightning, Barbarian Barrel and Tornado are your spells so no matter what use them wisely.

This deck has 12 elixir 4-card cycle with Barbarian Barrel, Mega Minion, Tornado and Baby Dragon. You can bait Fireball, Poison, Lightning and Rocket with Night Witch. Alternatively, you can bait Fireball and Lightning with Lumberjack. So these are your most important cards for baiting your opponent. Try those synergies:

  • Mega Minion + Golem
  • Night Witch + Golem
  • Lightning + Golem
  • Baby Dragon + Tornado

Tap or click here to quickly add this deck to the game.

8. Mortar with Miner Deck

This deck has 3.1 average elixir cost. Its defensive potential is great and offensive potential is also great. Please note this deck doesn’t have enough investment cards and any attack resetting cards. This Miner deck is a good choice for free-to-play players. Miner and Mortar are your win conditions. Fireball and The Log are your spells so no matter what use them wisely.

This deck has 9 elixir 4-card cycle with Spear Goblins, Bats, The Log and Goblin Gang. You can bait Arrows, Tornado, Fireball and Poison with Goblin Gang. Alternatively, you can bait Fireball, Poison, Lightning and Rocket with Mortar. So these are your most important cards for baiting your opponent. Try those synergies:

  • Spear Goblins + Miner
  • Bats + Miner
  • The Log + Miner
  • Rascals + Mortar

Tap or click here to quickly add this deck to the game.

9. Rocket with X-Bow Deck

This deck has 3.5 average elixir cost. Its defensive potential is excellent and offensive potential is moderate. Please note this deck doesn’t have enough threat cards and attack resetting cards. This X-Bow deck is an average choice for free-to-play players. X-Bow and Rocket are your win conditions. Rocket, The Log and Tornado are your spells so no matter what use them wisely.

This deck has 9 elixir 4-card cycle with Skeletons, The Log, Knight and Tornado. You can bait Snowball, Zap and The Log with Skeletons. Alternatively, you can bait Fireball and Lightning with Tesla. So these are your most important cards for baiting your opponent. Try those synergies:

  • Knight + X-Bow
  • Skeletons + X-Bow
  • The Log + X-Bow
  • Tesla + Skeletons

Tap or click here to quickly add this deck to the game.

10. Miner Deck

This deck has 3.3 average elixir cost. Its defensive potential is great and offensive potential is good. Please note this deck doesn’t have any medium or high damage spell. This Miner deck is an average choice for free-to-play players. Miner is your win condition. Zap is your spell so no matter what use it wisely.

This deck has 9 elixir 4-card cycle with Spear Goblins, Zap, Bats and Skeleton Barrel. You can bait Snowball, Zap, Tornado, Arrows and Poison with Bats. Alternatively, you can bait Arrows, Fireball and Poison with Goblin Gang. So these are your most important cards for baiting your opponent. Try those synergies:

  • Spear Goblins + Miner
  • Bats + Miner
  • Skeleton Barrel + Miner
  • Bats + Skeleton Barrel

Tap or click here to quickly add this deck to the game.

I hope these decks have helped you to get out of Arena 10. As long as you use the decks correctly you can get a lot of wins in this arena. Of course, you can get more trophies in ladder mode. Please, continue to be around for other deck suggestions.

Top Decks from Past Seasons

Below you can reach the top three decks used in the past seasons. These decks may not be as effective as before if they have cards affected by various balancing changes. Even so, you might consider giving them a chance.

Top 3 Decks – Season 6

  • Rocket with Goblin Barrel Deck
  • Rocket with Goblin Barrel Deck
  • Golem Deck
    • Baby Dragon
    • Barbarian Barrel
    • Golem
    • Lightning
    • Lumberjack
    • Mega Minion
    • Night Witch
    • Tornado

Mini Guide: Arena 10

Once you’ve reached Arena 10, you’ll find it harder than the previous arena. You should know this is natural. Because there are long-standing players in this arena. You may also encounter players who have improved their card levels well but they didn’t make it to the next level. If you want some important information and tips for Arena 10, you can take a look below.

  • If you are looking for the most match-winning decks, you should take a look at the Golem decks. However, the fact that many players tried to use them makes the same deck almost identical to the number of defeats.
  • Another option that competes with Golem decks in terms of wins is the Miner decks. You can see the Miner card together with the Mortar card in general. This is one of the best duo at this level, and these decks are long-term. You can continue to use them even when you switch to the League stage.
  • Of course I should mention the classic Goblin Barrel deck. This deck is a simple cycle deck. The main goal is to unleash the opponent’s magic cards and try to take advantage of the final move. It’s frustrating, but it’s not impossible to stop.
  • You must remember that card levels are important in Arena 10. So I suggest you choose a deck from here and upgrade cards accordingly. This will help you for both this arena and the following arenas. If your card levels are not enough, you will not be able to rise to the next arenas from Arena 10.
  • If your cards are low, you should try not to select aggressive decks. Because no matter how much you attack, if your opponent’s cards are high, the damage will not be enough. The decks I’ve shared above will help you with that.

Mini Guide: Obtainable Cards

There are certain cards available from Arena 10. Even if it is not easy to use them at the beginning (due to their level) you can start using them later. If you know what each card you get here works, you can manage your strategies in a much better way. I suggest you to take a look at the tips below. I can’t say that these are great clues, but they’re definitely going to help you.

Firecracker

Firecracker is a common card. She targets ground and air units and is a ranged attacker troop. She can endanger towers and is a threat for your opponent. You can use her as a investment of elixir when you need. Her attacks has splash effect to both air and ground.

Firecracker shoots a firecracker to her target. When her projectile hit the target, it blows and can damage behind the target. You can counter her easily with Arrows without any Elixir loss. Meanwhile, she can counter nearly all swarm units in the game.

Elite Barbarians

Elite Barbarians is a common card. It targets ground, has melee range and very fast speed. It is an important threat for your opponent. You can punish your opponent when he/she does wrong moves. Elite Barbarians can endanger towers. Also, it is a card that can be played at the bridge. It is a ground troop and strong when high level then usual.

Elite Barbarians spawns a pair of leveled up Barbarians. They’re like regular Barbarians but they are harder, better, faster and stronger then others. It can be countered easily by Barbarians, Valkyrie, Skeleton Army, Bowler and Mega Knight. But it can counter Hog Rider, Giant, Royal Giant, Golem and Prince with the same convenience. Elite Barbarians usually paired with Archers, Rage, Wizard, Lumberjack and Arrows.

Heal

Heal is a rare card. It is a level independent spell and low-elixir cycle card. If missed, it has the chance to keep the troops alive. Do you know what that means? The opponent will be able to destroy the towers with an unexpected move. You can’t counter Heal card because of it is a spell card. So you need to be extra careful against this card.

Heal is a spell that has been active for a certain period of time, regenerating the lives of the troops in the affected area and keeping them alive. When the opponent has damage spells, you must follow him/her carefully. You can use Heal if it’s worth keeping the affected troops alive. Heal usually paired with Barbarians, Minion Horde, Battle Ram and Three Musketeers.

Bomb Tower

Bomb Tower is a rare card. It targets ground, has overall hit speed, range, lifetime, deploy time and radius. It is a building card and defensive tower. Also, it has an special feature because it can be dangerous after death by leaving a bomb behind. Bomb Tower is very, very effective against swarm troops because it does area damage.

Bomb Tower is a defensive building that houses a bomber. It does deals area damage to anything dumb enough to stand near it. It can be countered easily by Minion Horde, Dart Goblin, Baby Dragon, Princess and Inferno Dragon. But it can counter Barbarians, Hog Rider, Royal Hogs, Witch and Golem with the same convenience. Bomb Tower usually paired with Goblin Hut, Barbarian Hut, Mortar, X-Bow and Goblin Cage.

Rage

Rage is a epic card. It is a spell card that accelerates the troops and buildings its affects. It has overall radius and has a quarter level rage effect. This way you can make your moves more effectively and respond to your opponent more quickly. You shouldn’t except anything more from this card. Because, like I said, this is a spell card.

Rage increases troop movement and attack speed. Buildings attack faster and summon troops quicker than usual. Charge for your honor and charge for your glory. There is no card to stop it because it is not possible to neutralize the spell effects. But it can counter Ice Wizard and its skill effect. Rage usually paired with Sparky, Bats, Flying Machine, Furnace and Mega Minion.

Cannon Cart

Cannon Cart is a epic card. It targets ground and has fast speed. It is an important threat for your opponent. You can play it from behind and progress your push. You can punish your opponent when he/she does wrong moves. Cannon Cart can endanger towers. Also, it can be played at the bridge. It is a ground troop acts as a mini tank and has an effect that can be dangerous after death.

Cannon Cart basically is a cannon on wheels. Once your opponent break its wheels it becomes a cannon as usual. It can be countered easily by Knight, Goblin Gang, Skeleton Army, P.E.K.K.A. and Mega Knight. But it can counter Mortar, X-Bow, Hog Rider, Battle Ram and Dark Prince with the same convenience. Cannon Cart usually paired with Giant Skeleton, Flying Machine, Baby Dragon, Furnace and Skeleton Barrel.

Fisherman

Fisherman is a legendary card. It targets ground, has melee range and medium speed. It is an important threat for your opponent. You can play it from behind and progress your push. Fisherman can endanger towers. It is a ground troop acts as a mini tank but has ranged attacker troop feature because of its hook mechanic.

Fisherman has ranged attack that can pull enemy to him and pull itself to enemy building. When it pulls an enemy troop, he slaps it with a fish. It can be countered easily by Knight, Goblin Gang, Elite Barbarians, Mega Minion and bats. But it can counter Hog Rider, Giant, Goblin Giant, Miner and Ram Rider with the same convenience. Fisherman usually paired with Magic Archer, Ram Rider, Skeleton Army and Skeletons.

Ram Rider

Ram Rider is a legendary card. It targets buildings, air and ground, has melee range and medium speed. It is an important threat for your opponent. You can play it from behind and progress your push. Also, you can punish your opponent when he/she does wrong moves. Ram Rider can endanger towers. So, it can be played at the bridge, It is a ground troop acts as a mini tank and a building chaser.

Ram Rider can charge through the battlefield, snare enemy troops and knocking down towers. It can be countered easily by Barbarian Barrel, Inferno Tower, Skeleton Army, Bowler, Electro Dragon and Electro Wizard. But it can counter Hog Rider, Balloon, Royal Giant, Battle Ram and Giant Skeleton with the same convenience. Ram Rider usually paired with Magic Archer, Fisherman, Balloon and Skeleton Army.

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