Top 6 Best Clash Royale Arena 5 Decks (May 2026 Updates)

GamsGo Team

By GamsGo Team

2026/05/11

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After fighting your way through and collecting 1,300 trophies, you have now entered Arena 5: Builder's Workshop. For most players, this is the first time they hit a “plateau” in progression.

Many players notice that the old strategy of just dropping cards at the bridge no longer works. Opponents are smarter, faster, and more strategic, so you’ll have to find decks and strategies that truly fit your style.

The six decks in this guide are built specifically for this trophy range. Each one is F2P-friendly, tested at 1,300–1,600 trophies, and comes with a full breakdown of how to play it, what to upgrade, and how to win.

🎉 Need more gems to level up your core cards? Get up to 30% off Clash Royale top-ups from GamsGo.

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What are the Best Arena 5 Decks in Clash Royale?

After analyzing the strategies of Arena 5 players, we've selected the following six strongest Clash Royale decks for Arena 5. 

All six are F2P-friendly and work perfectly in the 1,300–1,600 trophy range. Read on to find the complete breakdown of your chosen build.

Hog Musketeer Cannon – The 2.9 Cycle Deck

Hog Musketeer Cannon’s main advantage is that it’s cheap and cycles fast. With an average elixir cost of only 2.9, it’s ideal for new players. Here’s the complete deck:

Hog Musketeer Cannon – The 2.9 Cycle Deck
Hog Rider

Hog Rider

Win condition

Musketeer

Musketeer

Anti-air / support

Cannon

Cannon

Core defense

Knight

Knight

Emergency tank

Skeletons

Skeletons

Cycle / kite

Bats

Bats

Cycle / air

Fireball

Fireball

Spell / value

Zap

Zap

Spell / reset

Offense

 

3 / 5

Defense

 

4 / 5

Ease of use

 

5 / 5

Cycle speed

 

5 / 5

How to Use Hog Musketeer Cannon Deck

Single Elixir (0:00–2:00): Let your opponent make the first move, then send Hog Rider + Zap to probe their defense. Note which cards they use to stop it. Play cheap cards to keep elixir above 3.

Double Elixir (2:00–3:00): Push one lane with Hog Rider while pressuring the other with Skeletons or Bats. When your opponent commits to one side, send the Hog into the less-defended lane.

Overtime (3:00+): If behind, push both lanes with Hog Rider simultaneously. If ahead, keep cycling and applying pressure — never give your opponent breathing room.

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What should be the upgrade priority?

🔧 Upgrade Priority
1
Hog Rider

Hog Rider

Your only win condition. Higher level means more tower hits before he dies.

Upgrade first
2
Musketeer

Musketeer

Main air defense and support DPS. A level gap here loses you games fast.

Upgrade second
3
Cannon

Cannon

Your Hog counter. Needs enough HP to survive long enough to kite properly.

Upgrade third
4
Fireball

Fireball

Damage scales with level — higher level one-shots more support troops.

Low priority
5
Knight

Knight

Emergency tank only. Works fine at lower levels in Arena 5.

Low priority
6
Skeletons

Skeletons

Pure cycle and kite card. Level barely matters at this trophy range.

Low priority
7
Bats

Bats

Cycle and air chip. Low level is fine — they die fast either way.

Low priority
8
Zap

Zap

Reset effect doesn't change with level. Upgrade last.

Low priority

Winning Condition: This deck wins through chip damage. Every Hog hit deals 200–300 damage; five or six hits are enough. Better elixir management means your faster cycle will always work in your favor.

Giant Hog Musketeer – The Dual Win Condition Deck

The Giant Hog Musketeer deck relies on applying pressure on two lanes at the same time, making it hard for the opponent to defend and ultimately winning because of their defensive mistakes.

Giant Hog Musketeer – The Dual Win Condition Deck
Giant

Giant

Win condition

Hog Rider

Hog Rider

Win condition

Musketeer

Musketeer

Anti-air / support

Minions

Minions

Anti-air / swarm

Goblins

Goblins

Hog counter / cycle

Skeletons

Skeletons

Kite / cycle

Fireball

Fireball

Spell / value

Zap

Zap

Spell / reset

Offense

 

4 / 5

Defense

 

3 / 5

Ease of use

 

4 / 5

Cycle speed

 

3 / 5

How to Use Giant Hog Musketeer Deck

Single Elixir (0:00–2:00): Place Giant at the back of your side. Deploy Musketeer when it reaches the river. Gather information only — do not push both lanes yet.

Double Elixir (2:00–3:00): Push Giant + Musketeer on one lane and Hog Rider + Goblins on the other simultaneously — never stagger them. Your opponent can only fully defend one side. Use Fireball to clear support troops stacking in front of your Giant.

Overtime (3:00+): If the Giant is low, immediately place a new Hog Rider or Giant on the other lane — don't wait for it to die. Commit everything to whichever tower is close to falling.

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What should be the upgrade priority?

🔧 Upgrade Priority
1
Giant

Giant

Primary win condition. More HP means longer pushes and more tower hits.

Upgrade first
2
Musketeer

Musketeer

Air defense and support DPS behind Giant. Level gap here kills your pushes.

Upgrade second
3
Hog Rider

Hog Rider

Second win condition. Higher level lets him survive defensive trades longer.

Upgrade third
4
Fireball

Fireball

Damage scales with level. Higher level clears more support troops in one shot.

Low priority
5
Minions

Minions

Air swarm defense. Works well even at lower levels in this trophy range.

Low priority
6
Goblins

Goblins

Cheap Hog counter and cycle card. Low level is fine for this role.

Low priority
7
Skeletons

Skeletons

Cycle and kite only. Level barely matters at this trophy range.

Low priority
8
Zap

Zap

Reset effect doesn't scale with level. Upgrade last.

Low priority

Winning Condition: Force your opponent to make the wrong choice. Every time they defend the wrong lane, you deal tower damage. Constant pressure across both lanes is the key — not perfect pushes.

Hog Rider Battle Ram – The Bridge Spam Deck

The Hog Rider Battle Ram deck uses very strong offense to keep the opponent constantly on defense, which eventually leads to victory.

Hog Rider Battle Ram – The Bridge Spam Deck
Hog Rider

Hog Rider

Win condition

Battle Ram

Battle Ram

Win condition

Musketeer

Musketeer

Anti-air / DPS

Mega Minion

Mega Minion

Anti-air / defense

Knight

Knight

Core defense

Spear Goblins

Spear Goblins

Cycle / chip

Fireball

Fireball

Spell / value

Zap

Zap

Spell / reset

Offense

 

5 / 5

Defense

 

3 / 5

Ease of use

 

3 / 5

Cycle speed

 

4 / 5

How to Use Dual Bridge Spam Deck

Single Elixir (0:00–2:00): Send Battle Ram first to test their defense, then Hog Rider on the other lane. Record which cards they use on each side — this information drives the rest of the game.

Double Elixir (2:00–3:00): Push Battle Ram and Hog Rider on both lanes at the same time. The moment Battle Ram is deployed, keep Zap ready — cast it immediately when Skeleton Army or small troops appear. Follow Battle Ram with Musketeer for ranged support. Save Fireball for two or more troops grouped at the bridge.

Overtime (3:00+): This is when the deck peaks. Both win conditions hit the bridge at the same moment — never stagger them. Your opponent cannot make two defensive decisions at once.

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What should be the upgrade priority?

🔧 Upgrade Priority
1
Hog Rider

Hog Rider

Primary win condition. Higher level means more tower hits per push.

Upgrade first
2
Battle Ram

Battle Ram

Second win condition. Higher level ram survives defensive trades and hits harder.

Upgrade second
3
Musketeer

Musketeer

Core air defense. Needs enough DPS to deal with Baby Dragon and Balloon threats.

Upgrade third
4
Mega Minion

Mega Minion

Solid air and ground defense alongside Knight. Decent at lower levels.

Low priority
5
Fireball

Fireball

Damage scales with level — useful for clearing bridge support troops.

Low priority
6
Knight

Knight

Tank for incoming threats. Works fine at lower levels in Arena 5.

Low priority
7
Spear Goblins

Spear Goblins

Cheap cycle card. Level doesn't matter much — they're here to waste opponent elixir.

Low priority
8
Zap

Zap

Reset effect doesn't scale with level. Upgrade last.

Low priority

Winning Condition: Speed and simultaneous pressure win the game. Every defensive mistake your opponent makes allows Battle Ram or Hog Rider to connect with the tower.

Mortar Valkyrie – The Siege Control Deck

The Mortar Valkyrie deck focuses on solid and steady defense as its core strategy, which allows it to secure a win.

Mortar Valkyrie – The Siege Control Deck
Mortar

Mortar

Win condition

Valkyrie

Valkyrie

Core defense

Musketeer

Musketeer

Anti-air / DPS

Minions

Minions

Anti-air / swarm

Spear Goblins

Spear Goblins

Cycle / protect

Electro Spirit

Electro Spirit

Stun / cycle

Fireball

Fireball

Spell / value

Arrows

Arrows

Spell / swarm clear

Offense

 

3 / 5

Defense

 

5 / 5

Ease of use

 

2 / 5

Cycle speed

 

4 / 5

How to Use Mortar Valkyrie Control Deck

Single Elixir (0:00–2:00) Wait 30 seconds to observe whether your opponent has Skeleton Army or Minion Horde. Once they spend elixir, place Mortar 4–5 tiles from the river. 

Double Elixir (2:00–3:00) Wait for your opponent to exhaust their elixir on a push, then place Mortar — it will fire 5–6 free shots. On defense, Electro Spirit + Musketeer stops nearly every push. Each successful defense is a counter-push window for Valkyrie.

Overtime (3:00+) Every failed push creates another window to place Mortar. If your tower is low, play Valkyrie defensively rather than overextending. Mortar's damage is slow and cumulative — protect your tower first.

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What should be the upgrade priority?

🔧 Upgrade Priority
1
Mortar

Mortar

Your only win condition. Higher level chips faster and survives more hits.

Upgrade first
2
Valkyrie

Valkyrie

Core defense and counterpush engine. Higher level clears swarms faster.

Upgrade second
3
Musketeer

Musketeer

Air defense and ranged DPS. Level gap here lets air threats through too easily.

Upgrade third
4
Fireball

Fireball

Damage scales with level — useful for clearing groups rushing your Mortar.

Low priority
5
Arrows

Arrows

Swarm clear for Mortar protection. Works fine at lower levels.

Low priority
6
Minions

Minions

Air swarm defense alongside Musketeer. Lower level is fine here.

Low priority
7
Spear Goblins

Spear Goblins

Cheap cycle to protect Mortar. Level barely matters for this role.

Low priority
8
Electro Spirit

Electro Spirit

Stun effect doesn't scale with level. Upgrade last.

Low priority

Winning Condition: Keep your opponent perpetually reactive. Every elixir they spend clearing your Mortar is an elixir they can't use to push. Over time, chip damage takes the tower — or Valkyrie finishes it on a counter-push. Patience is the only requirement.

Giant Wizard Valkyrie – The Splash Beatdown Deck

The Giant Wizard Valkyrie deck is specifically designed to counter opponents who use small troops to block pushes.

Giant Wizard Valkyrie – The Splash Beatdown Deck
Giant

Giant

Win condition

Wizard

Wizard

Splash / support

Valkyrie

Valkyrie

Splash / defense

Musketeer

Musketeer

Anti-air / DPS

Minions

Minions

Anti-air / swarm

Fire Spirits

Fire Spirits

Swarm clear

Fireball

Fireball

Spell / value

Zap

Zap

Spell / reset

Offense

 

4 / 5

Defense

 

4 / 5

Ease of use

 

4 / 5

Cycle speed

 

2 / 5

How to Use Giant Wizard Valkyrie Deck

Single Elixir (0:00–2:00): Place Giant at the back. When it reaches the bridge, deploy Wizard immediately behind it. On defense, use Valkyrie for ground swarms and Musketeer + Minions for air. Keep Zap for Inferno Tower resets.

Double Elixir (2:00–3:00): Giant absorbs damage while Wizard clears every cheap troop your opponent places. If they defend with Valkyrie, add your own Valkyrie behind Wizard. Use Fire Spirits to wipe clustered troops for just 1 elixir. Use Fireball to destroy Elixir Collectors immediately or clear grouped defenders.

Overtime (3:00+): Never play two heavy cards back-to-back — always keep at least 3 elixir in hand to respond to counter-pushes. If the opponent's tower is low, commit everything to that lane and finish it.

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What should be the upgrade priority?

🔧 Upgrade Priority
1
Giant

Giant

Your only win condition. More HP means longer pushes and more tower hits.

Upgrade first
2
Wizard

Wizard

Splash DPS behind Giant. Level gap means swarm cards survive his attacks.

Upgrade second
3
Valkyrie

Valkyrie

Defense and counterpush. Higher level survives more hits and clears swarms faster.

Upgrade third
4
Fireball

Fireball

Damage scales with level. Good for destroying Elixir Collectors and grouped troops.

Low priority
5
Musketeer

Musketeer

Air defense support. Wizard already covers most air threats in this deck.

Low priority
6
Minions

Minions

Air swarm backup. Fine at lower levels alongside Musketeer and Wizard.

Low priority
7
Fire Spirits

Fire Spirits

Cheap swarm chip. They explode either way — level doesn't change much.

Low priority
8
Zap

Zap

Reset effect doesn't scale with level. Upgrade last.

Low priority

Winning Condition: Your opponent cannot stop this push with cheap cards. Every Skeleton Army or Goblin Gang gets instantly cleared by Wizard, forcing them to use expensive defensive cards. Their offense weakens, your pushes land more consistently, and the tower falls.

Mini P.E.K.K.A Hog Rider – The Tank Buster Deck

The Mini P.E.K.K.A Hog Rider deck mainly targets Giant-based strategies, taking advantage of the opponent’s big pushes to gain elixir and create opportunities for counter-pushes.

Mini P.E.K.K.A Hog Rider – The Tank Buster Deck
Mini P.E.K.K.A

Mini P.E.K.K.A

Tank killer / defense

Hog Rider

Hog Rider

Win condition

Battle Ram

Battle Ram

Win condition

Musketeer

Musketeer

Anti-air / DPS

Bats

Bats

Cycle / air

Fire Spirits

Fire Spirits

Swarm clear

Fireball

Fireball

Spell / value

Zap

Zap

Spell / reset

Offense

 

4 / 5

Defense

 

4 / 5

Ease of use

 

3 / 5

Cycle speed

 

3 / 5

How to Use Mini P.E.K.K.A Hog Rider Deck

Single Elixir (0:00–2:00): Wait for your opponent's push and use Mini P.E.K.K.A to block it head-on — she kills Giants and Princes in two or three hits. If they do nothing, send Hog Rider to probe their defense. 

Double Elixir (2:00–3:00) The moment Mini P.E.K.K.A kills their tank, immediately send Battle Ram on one lane and Hog Rider on the other — do not wait. This window lasts only seconds. Have Zap ready before Battle Ram crosses the bridge. Bats and Fire Spirits follow as cheap support.

Overtime (3:00+) Save Fireball for this phase — use it to clear troops at the bridge just before Battle Ram pushes through. If behind, send Mini P.E.K.K.A on one lane and Hog Rider on the other simultaneously. Do not play conservatively when losing — commit everything to a decisive push.

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What should be the upgrade priority?

🔧 Upgrade Priority
1
Mini P.E.K.K.A

Mini P.E.K.K.A

Core defense and counterpush engine. Higher level kills tanks faster and opens counterpush windows sooner.

Upgrade first
2
Hog Rider

Hog Rider

Primary win condition. Higher level means more tower hits before he goes down.

Upgrade second
3
Battle Ram

Battle Ram

Second win condition. Higher level ram survives trades and delivers more Barbarians.

Upgrade third
4
Musketeer

Musketeer

Air defense. Needs enough DPS to deal with Balloon and Baby Dragon.

Low priority
5
Fireball

Fireball

Clears swarm clusters in overtime. Damage scales with level.

Low priority
6
Bats

Bats

Air chip and cycle. Low level is fine — they die fast either way.

Low priority
7
Fire Spirits

Fire Spirits

Swarm clear behind pushes. Level barely matters in Arena 5.

Low priority
8
Zap

Zap

Reset effect doesn't scale with level. Upgrade last.

Low priority

Winning Condition: Punish every big push your opponent makes. When they spend 7 elixir, and you spend 4 to stop it, that 3-elixir advantage immediately fuels a dual-lane counter-push. Accumulate this advantage over time, and the tower falls.

Which Best Deck in Clash Royale Arena 5 Should You Choose?

To make it easier to choose, we’ve summarized each deck’s pros, cons, and difficulty, so you can compare them more clearly.

✏️ For different types of players and play approaches, you can follow these recommendations to make your choice:

  • If you’re new to Arena 5 or just want something reliable, go with Hog Musketeer Cannon

  • If your opponents keep stopping you with Skeleton Army or Goblin Gang, try Giant Wizard Valkyrie

  • If you prefer constant pressure and aggressive play, Hog Rider Battle Ram is ideal. 

  • If the same Giant pushes keep destroying your tower, use Mini P.E.K.K.A Hog Rider

  • If you enjoy being patient and punishing your opponent’s mistakes, go with Mortar Valkyrie

Conclusion

This article recommended 6 of the best decks for Arena 5. Once you master each deck’s attack, defense, and tempo control, you should be able to climb more steadily from 1,300 trophies to over 1,600 trophies and get through Arena 5.

If you need extra gems or in-game currency to enter Grand Challenges and unlock Global Tournament rewards, GamsGo is a solid choice. It offers quick Clash Royale top-ups and safe Clash Royale accounts, helping you stay competitive and upgrade your deck without slowing down.

Good luck with your battles, and may you quickly break through Builder's Workshop!

Frequently Asked Questions

What Is the Best Deck for Arena 5 Beginners?

The Hog Musketeer Cannon (2.9 cycle) is the best starting point. Its low average elixir cost makes it forgiving to play, the win condition (Hog Rider) is easy to understand, and it teaches you core Clash Royale skills like elixir management and counterpushing.

How Do I Counter Hog Rider in Arena 5?

The most efficient Hog counters available in Arena 5 are Cannon (kites and damages), Skeleton Army (kills it instantly but vulnerable to Zap), Mini P.E.K.K.A (positive elixir trade), and Goblins (cheap 2-elixir counter). Always have one of these in your deck.

Which Cards Should You Upgrade First in Arena 5?

Always prioritize your win condition first (Hog Rider, Giant, or Battle Ram depending on your deck), then your main defensive card (Musketeer, Valkyrie), and finally your primary spell (Fireball). Upgrading cheap cycling cards like Skeletons and Bats is low priority — they're effective even at lower levels.

How Long Does It Take to Push Through Arena 5?

With the right deck and consistent play, most players push from 1,300 to 1,600 trophies (into P.E.K.K.A's Playhouse) within 1–3 days of focused play. The key is maintaining a positive win rate — even 55% wins will get you there steadily.

Can You Reach 1600 Trophies Without Spending Money?

Absolutely. All six decks in this guide are fully F2P (free-to-play). Focus on leveling up 8 cards consistently rather than spreading upgrades thin across your whole collection. Arena 5 is very beatable for F2P players with the right strategy.

GamsGo Team

By GamsGo TeamSubscription Sharing Experts

2026/05/11

Subscription Sharing Experts

GamsGo is a trusted platform for game top-ups and subscriptions, offering clear guides and timely updates for players. Our Clash Royale Arena 5 Deck Guide covers the highest win-rate decks of 2026, with evaluations based on playstyle, elixir cost, and ladder performance.