Best Clash Royale Arena 11 Decks (Electro Valley Guide)
At the start of Clash Royale, players have access to only eight cards. As trophies are earned and new arenas are unlocked, the card pool expands significantly. Each arena introduces stronger cards and new strategies, which means decks must constantly evolve to stay competitive.
Arena 11, known as Electro Valley, unlocks at 3,400 trophies. This arena introduces several powerful Legendary cards along with a new Tower Troop, making battles noticeably more challenging. Below is a breakdown of the most important Arena 11 cards, followed by some of the best decks for climbing trophies in Electro Valley.
Cards Unlocked in Arena 11

Reaching Arena 11 unlocks eight new cards: Mega Knight, Sparky, Ram Rider, Inferno Dragon, Miner, Electro Wizard, Princess, and The Log.
The Log
The Log is one of the most frequently used spells in Arena 11. It is cheap, versatile, and fits into almost any deck. The Log clears swarm units efficiently while also pushing back ground troops, making it a staple in strategies ranging from Log Bait to beatdown decks. It costs only two elixir.
Mega Knight

Mega Knight is a high-cost card at seven elixir, so value is critical. Upon deployment, he deals heavy area damage, often eliminating multiple troops instantly. His high health allows him to handle swarms with ease. Pairing Mega Knight with Inferno Dragon is especially effective, as Inferno Dragon counters tanks like PEKKA and Knight.
Ram Rider
Ram Rider functions similarly to Hog Rider but costs one additional elixir. She charges directly toward buildings while slowing nearby enemy troops. Most of her damage comes from the charge, so stopping it significantly reduces her impact. Cards with stun, slow, or knockback effects—such as Log, Zap, Electro Wizard, Ice Wizard, and Mega Knight—are effective counters.
Electro Wizard

Electro Wizard costs four elixir and immediately stuns nearby enemies upon deployment. His attacks continue to apply stun, slowing enemy units and resetting charge-based cards. This makes him extremely useful against Inferno Tower, Inferno Dragon, and Sparky, especially in beatdown decks.
Inferno Dragon

Inferno Dragon is the airborne version of Inferno Tower. It costs four elixir and features a strong evolution. Its damage ramps up over time, allowing it to melt high-health tanks such as PEKKA, Mega Knight, and Valkyrie. It is also one of the best counters to Giants like Goblin Giant, Rune Giant, and the standard Giant.
Sparky
Sparky delivers the highest single-hit damage in Clash Royale. While her health is decent, she is vulnerable to reset effects. Sparky charges up before firing a devastating blast, but cards like Electro Spirit, Electro Wizard, and Electro Dragon can interrupt her charge and shut her down.
Miner
Miner is one of the most flexible cards in the game. He can be deployed anywhere on the map, making him excellent for chip damage on towers or supporting defensive plays. While his damage is modest, his health allows him to stay alive long enough to be effective. Miner excels in control decks such as Miner Rocket and Miner Poison, especially during double elixir.
Princess

Princess stands out due to her long attack range. She deals splash damage and can hit enemy towers from behind the bridge. When placed at the bridge, she often lands one or two shots before being answered. At only three elixir, she provides excellent value and constant pressure.
Best Clash Royale Arena 11 Decks
Double Barrel Mega Knight Deck

Average Elixir Cost: 3.4
This aggressive deck uses Goblin Barrel and Skeleton Barrel as dual win conditions. Dart Goblin applies constant pressure, forcing defensive responses and draining enemy elixir. Mega Knight becomes the main threat during double elixir, turning defense into powerful counterpushes.
Recommended Evolutions: Skeleton Barrel, Mega Knight
The strategy focuses on early chip damage, followed by overwhelming pressure once double elixir begins. Zap is the only spell, but the deck performs well without additional spell support.
Miner Balloon Deck

Average Elixir Cost: 2.9
This classic deck remains effective in Arena 11. Musketeer, Skeletons, and Ice Golem form a reliable defensive core, while Bomb Tower provides strong building defense. The Log and Giant Snowball offer excellent control.
Recommended Evolutions: Musketeer, Skeletons
Giant Snowball pairs perfectly with Balloon, pushing defenders away and briefly freezing them to secure tower damage. The Vines spell can be used as an alternative, though newer cards often receive balance changes quickly.
Mega Knight Sparky Deck

Average Elixir Cost: 3.1
This is one of the few Sparky decks that performs consistently in Arena 11. The deck relies on building massive pushes behind Sparky while defending with Evo Witch, Bomber, Bats, and Spear Goblins. Goblin Barrel serves as the primary win condition.
Recommended Evolutions: Witch, Dart Goblin
Protecting Sparky is the top priority. Even one or two successful shots can decide a match. Without Evo Witch, this deck loses a significant amount of strength.
Evo Witch PEKKA Battle Ram Deck

Average Elixir Cost: 3.4
This is one of the strongest PEKKA decks available in Electro Valley. The core strategy revolves around supporting PEKKA and allowing it to dominate on defense and counterpush.
Recommended Evolutions: Witch, PEKKA
Evo Witch provides excellent support, while Vines and Arrows handle swarms and ranged units. Battle Ram acts as the primary win condition, and cheap cycle cards like Electro Spirit and Skeletons keep the deck flexible and responsive.
Mega Knight Inferno Musketeer Deck

Average Elixir Cost: 3.8
This well-rounded deck performs reliably across most matchups. Inferno Dragon handles tanks, while Bats and Goblin Gang excel at distraction and defense. Musketeer serves as the main defensive backbone.
Recommended Evolutions: Mega Knight, Inferno Dragon
Fireball and Barbarian Barrel provide strong defensive answers. Since the deck does not use a building, Hero Musketeer fits naturally, as her ability can substitute for one when necessary.
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