10 Best Arena 7 Decks

clash royale best arena 7 decks

Do you want to get out of the Arena 7 and reach out Arena 8 also known as Frozen Peak? Now, relax. Because this content will help you find the best decks for Arena 7. What to except from Arena 7?. Players will be able to access Royal Giant, Royal Recruits, Heal, Three Musketeers, Guards, Dark Prince, Princess and Mega Knight cards. Thus, you may have to play differently than the previous arena.

To be clear, Arena 7 is different because the quality of the decks is gradually apparent. Especially the classic Goblin Barrel and decks. Because at these levels the decks are very useful. I’m going to offer you some of 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. Giant with Miner Deck

This deck has 3.6 average elixir cost. Its defensive potential is good and offensive potential is also great. Please note this deck doesn’t have any drawbacks. This Miner deck is a good choice for free-to-play players. Giant and Miner are your win conditions. Zap, Fireball and The Log are your spells so no matter what use them wisely. Try those synergies:

  • Minions + Giant
  • Minion Horde + Giant
  • Witch + Giant
  • Minion Horde + Miner
  • Minions + Miner

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

2. Balloon with Lava Hound Deck

This deck has 4.0 average elixir cost. Its defensive potential is good and offensive potential is also good. Please note this deck doesn’t have any drawbacks. This Lava Hound deck is a good choice for free-to-play players. Balloon and Lava Hound are your win conditions. Fireball and Zap are your spells so no matter what use them wisely. Try those synergies:

  • Mega Minion + Lava Hound
  • Minions + Lava Hound
  • Balloon + Lava Hound
  • Mega Minion + Balloon
  • Minions + Balloon

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

3. Miner Deck

This deck has 2.8 average elixir cost. Its defensive potential is good and offensive potential is also good. Please note this deck doesn’t have any attack resetting cards. This Miner deck is a bad choice for free-to-play players. Miner is your win condition. Poison and The Log are your spells so no matter what use them wisely. Try those synergies:

  • Poison + Miner
  • Bats + Miner
  • Hunter + Miner
  • Skeletons + Miner

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

4. Giant Deck

This deck has 3.6 average elixir cost. Its defensive potential is great and offensive potential is also great. Please note this deck doesn’t have any drawbacks. This Giant deck is a good choice for free-to-play players. Giant is your win condition. Fireball, Zap and The Log are your spells so no matter what use them wisely. Try those synergies:

  • Minions + Giant
  • Musketeer + Giant
  • Witch + Giant
  • Mini P.E.K.K.A. + Giant

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

5. Golem Deck

This deck has 4.0 average elixir cost. Its defensive potential is great and offensive potential is also great. Please note this deck doesn’t have any attack resetting cards. This Golem deck is a very bad choice for free-to-play players. Golem is your win condition. Barbarian Barrel and Poison are your spells so no matter what use them wisely. Try those synergies:

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

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

9. Balloon with Lava Hound Deck

This deck has 3.8 average elixir cost. Its defensive potential is good and offensive potential is also good. Please note this deck doesn’t have any drawbacks. This Lava Hound deck is an average choice for free-to-play players. Balloon and Lava Hound are your win conditions. Zap and Fireball are your spells so no matter what use them wisely. Try those synergies:

  • Mega Minion + Lava Hound
  • Minions + Lava Hound
  • Balloon + Lava Hound
  • Mega Minion + Balloon
  • Minions + Balloon

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

7. Golem Deck

This deck has 4.0 average elixir cost. Its defensive potential is great and offensive potential is also great. Please note this deck doesn’t have any punishment unit and attack resetting cards. This Golem deck is a very bad choice for free-to-play players. Golem is your win condition. Barbarian Barrel and Poison are your spells so no matter what use them wisely. Try those synergies:

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

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

8. Miner with Lava Hound Deck

This deck has 3.8 average elixir cost. Its defensive potential is great and offensive potential is also good. Please note this deck doesn’t have any drawbacks. This Lava Hound deck is a very bad choice for free-to-play players. Lava Hound and Miner are your win conditions. Zap and Fireball are your spells so no matter what use them wisely. Try those synergies:

  • Miner + Lava Hound
  • Baby Dragon + Lava Hound
  • Inferno Dragon + Lava Hound
  • Guards + Miner

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

9. Miner with Lava Hound Deck

This deck has 4.1 average elixir cost. Its defensive potential is good and offensive potential is also great. Please note this deck doesn’t have any medium or high damage spell and enough investment cards. This Lava Hound deck is a good choice for free-to-play players. Balloon, Miner and Lava Hound are your win conditions. Zap and Arrows are your spells so no matter what use them wisely. Try those synergies:

  • Minions + Lava Hound
  • Minion Horde + Lava Hound
  • Miner + Lava Hound
  • Balloon + Lava Hound
  • Minions + Miner
  • Minion Horde + Miner
  • Balloon + Minions

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

10. Balloon with Lava Hound Deck

This deck has 4.0 average elixir cost. Its defensive potential is good and offensive potential is also good. Please note this deck doesn’t have any drawbacks. This Lava Hound deck is an average choice for free-to-play players. Balloon and Lava Hound are your win conditions. Fireball and Zap are your spells so no matter what use them wisely. Try those synergies:

  • Minions + Lava Hound
  • Balloon + Lava Hound
  • Baby Dragon + Lava Hound
  • Minions + Balloon
  • Valkyrie + Balloon

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

Mini Guide: Arena 7

Once you’ve reached Arena 7, you’ll find it harder than the previous arena. You should know this is natural. Because after this point things start to become a little more serious. You may also encounter players who have improved their card levels well but they didn’t make it to get out of Arena 7. If you want some important information and tips for Arena 7, you can take a look below.

  • Goblin Barrel. If I wanted to summarize, I would just say so. At this level, this is the most important card that will come up constantly. With two different ways of strategy you can stay advantageous over these decks. The first is to select cards that will stop Goblin Barrel bait decks, and the second is to perform hard-to-stop attacks by selecting beatdown decks.
  • Witch is a support card that can be a problem. You need cards in your deck that can stop this card. Valkyrie can do a great job. If you have the opportunity, you should level up this card. This way you can stop the Witch and get the opportunity to counter-attack.
  • Baby Dragon is a card you can see in almost every deck. So you’ll need a solution to stop it. All you have to do is pick a card that’s good for air defense. Musketeer or Mega Minion can help you with this. You can choose different cards, but I don’t think they will be as effective.
  • You must remember that card levels are important. 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.
  • 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 7. 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.

Royal Giant

Royal Giant is a common card. It targets buildings and has slow speed. It is an important threat for your opponent. You can play it from behind and progress your push. Royal Giant can endanger towers and be playable at the bridge. Also, you can punish your opponent when he/she makes wrong moves. It is a ground troop acts as a big tank, building chaser and has high damage to buildings.

Royal Giant can destroy enemy buildings with his massive cannon. Because it is his job. It can be countered easily by Barbarians, Minion Horde, Elite Barbarians, P.E.K.K.A. and Sparky. But it can counter Mortar, Furnace, X-Bow, Barbarian Hut and Goblin Hut with the same convenience. This card, Royal Giant usually paired with Wizard, Mega Knight, Archers, Sparky and Baby Dragon.

Royal Recruits

Royal Recruits is a common card. It targets ground and has medium speed. It is an important threat for your opponent. You can punish your opponent when she/he makes wrong moves. Also, you can play it from behind and progress your push. It can endanger towers and be playable at the bridge. This is a swarm troop card which summons a lot of troops.

Royal Recruits deploys a line of recruits armed with spears, shields and wooden buckets. It can be countered easily by Mega Knight, Barbarians, Valkyrie, Wizard, Baby Dragon and Bowler. But it can counter Elite Barbarians, Three Musketeers, Lumberjack, Royal Hogs and Hog Rider with the same convenience. Royal Recruits usually paired with Lumberjack, Musketeer, Ice Wizard, Rascals and Mega Knight.

Heal

Heal is a rare card. It is a spell card that targets ground and air and has healing ability. It acts independently of the level. As the usage cost is low, it is also possible to use it as a cycle card. So, it is very difficult to say that it is a damage spell. It’s much more accurate to call it utility spell. It is important that you have selected the right cards to use it.

Heal can heal your troops to keep them in the fight. Friendly troops are healed over time while in the target area. There is no card to stop it because it is not possible to neutralize the spell effects. But it can counter Fireball, Poison, Arrows, Princess and The Log with the same convenience. Heal usually paired with Barbarians, Minion Horde, Battle Ram, Three Musketeers and Royal Giant.

Three Musketeers

Three Musketeers is a rare card. It targets ground and air units, has good range and medium speed. It is an important threat for your opponent. You can play it from behind and progress your push. Also, it can endanger tower. This is a swarm troop card which summons a lot of troops. To use it you need to pay attention to the high usage cost.

Three Musketeers is a card which represent trio of powerful, independent women army. They are fighting for justice and honor. It can be countered easily by Royal Recruits, Rocket, Fireball, Valkyrie and Lightning. But it can counter Minion Horde, Giant, Royal Hogs, Lava Hound and Battle Ram with the same convenience. Three Musketeers usually paired with Giant, Miner, Elixir Golem, Battle Ram and Golem.

Guards

Guards is an epic card. It targets buildings, does area damage and has slow speed. It can endanger towers when you play it at the right time. Also, it is a good utility card that supports your pushes and other strategies. This is a ground troop and a swarm troop card which summons a lot of troops.

Guards is a card which represent three ruthless bone brothers with shields. It can countered easily by Archers, Minions, Valkyrie, Wizard, Baby Dragon and Witch. But it can counter Elite Barbarians, Prince, Miner, Lumberjack and Bandit with the same convenience. Guards usually paired with Baby Dragon, Magic Archer, Hog Rider, Mini P.E.K.K.A. and Lumberjack.

Dark Prince

Dark Prince is an epic card. It targets ground, has melee range and medium speed. It is an important threat for your opponent. You can punish your opponent when she/he makes wrong moves. You can play it from behind and progress your push. Also, it can endanger tower and be playable at the bridge. This is a mini tank and ground-attacking splash damage unit.

Dark Prince deals area damage and lets his spiked club do the talking. It can be countered by Minion Horde, Valkyrie, Skeleton Army, Bandit and Minions. But it can counter Wizard, Goblin Gang, Archers, Royal Hogs and Royal Recruits with the same convenience. Dark Prince usually paired with Sparky, Mega Knight, Skeleton Army, Prince and Balloon.

Princess

Princess is a legendary card. It targets air and ground and has medium speed and good range. You can play it from behind and progress your push. It can does splash damage to air units and ground units. Also, you can punish your opponent when she/he makes wrong moves. Princess can endanger towers and be playable at the bridge.

Princess shoots flaming arrows from long range. It can be countered easily by Arrows, Mega Minion, Dart Goblin, Barbarian Barrel and Miner. But it can counter Goblin Gang, Archers, Minion Horde, Barbarians and Skeleton Army with the same convenience. Princess usually paired with Goblin Gang, Goblin Barrel, Magic Archers, Prince and Sparky.

Mega Knight

Mega Knight is a legendary card. It targets ground and has melee range and medium speed. It is an important threat for your opponent. You can play it from behind and progress your push. Mega Knight can endanger towers and be playable at the bridge. It is a ground troop acts as a big tank and has ground-attacking splash.

Mega Knight lands with the force, then jumps from one foe to the next dealing huge area damage. It can be countered easily by Cannon Cart, Goblin Gang, Minions, P.E.K.K.A. and Minion Horde. But it can counter Goblin Gang, Barbarians, Rascals, Battle Ram and Royal Hogs with the same convenience. Mega Knight usually paired with Baby Dragon, Lumberjack, Wizard, Musketeer and Balloon.

I hope these decks have helped you to get out of Arena 7. 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.

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