Clash Royale Wiki


Introduction

A deck with two prominent splash units and Electro Giant to shock any enemy that dares to approach you.

Deck Information[]

Deck Created by: Soldier Rupert Price
Minimum Recommended King Level: 9
Maximum Recommended King Level: 15
Arena Required: Miner's Mine (Wrong?)
Average Elixir Cost: 4.1 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Royal Chef: Assist.
Knight: Tank.
Skeletons: Assist, Cycle.
Electro Giant: Tank, Anti-Rodent, Anti-Swarm, Win Condition.
Baby Dragon: Sniper, Anti-Air, Anti-Swarm.
Tornado: Assist, Anti-Swarm, King Tower Activation, Status spell.
Bowler: Tank, Anti-Swarm, Pushback.
Lightning: Anti-Glass Cannon, Status, Spell Cycle spell.
Goblin Hut: Anti-Air building.

Deck Overview[]

With the resurgence of Goblin Hut thanks to its huge rework, the players quickly found a way to insert it into the meta, and it works, Goblin Hut is officially healthy again! This is just one of those decks, and it quickly became meta, as predicted. You'll notice that it is quite similar to another Electro Giant meta deck (Egiant, Bowler, Phoenix, Knight, Tornado, Cannon, etc etc), which is probably the intent, while also indicating that Egiant is back to the meta.

Card Overviews[]

Royal Chef: Since this deck has three mini-tanks and a tank win condition, they can stay alive for long enough (especially since you want to place the Egiant in the front of a push). This means that Royal Chef can easily boost them and their performance on both hitpoints and damage, putting even more pressure on the opponent. Plus, ever since his hitpoints buff, he is able to survive pretty reliably against Spell Cycling and Siege decks, as well as his decent damage per second matching the Tower Princess' own. Of course, he can throw a pancake at Skeletons of Spear Goblins, but you'll very likely have at least a mini-tank on the Arena to feed before any pancake is ready.

Knight: Your mini-tank. The cheapest way to defend with an actually durable unit. You can play this to easily get positive Elixir trades so you can play heavier cards after defending. He can tank for Spear Goblins from a Goblin Hut after they do their job for a quick sneak attack, and also for the Baby Dragon, which doesn't have that many hitpoints for proper tanking, unlike popular belief. When Evolved, both his defensive and offensive capabilities are boosted.

Skeletons: Your assist card. Being the cheapest card in the deck, they can be used to slightly gain an edge over your opponent's current cycle. Most importantly, the Skeletons can reliably take on many things by themselves for a positive Elixir trade, or give that extra layer of defense when paired with Knight, Baby Dragon or Bowler for that deadly counterpush. As such, for such a little cost, it speeds up your cycle with Elixir gains. When Evolved, they will pressure your opponent and make them waste their splashers and spells to take the Evolved Skeletons out, and since this leads to a response from the opponent, you can begin building up counters to opposing units until your counterpush is ready.

Electro Giant: Your win condition. As he is a building-targeting troop, he should be the one card that reliably deals damage to Crown Towers. As such, your cards must support him at all cost. He is also expensive. Due to his Zap Pack, you won't see swarms countering him as much, and if anything dares to stay away from him, you can Tornado them to his Zap Pack range to shock them off. Supporting him with Bowler also permit lighter troops to deal damage less often to the Egiant, and Tornado will push anti-Egiant cards away from it when needed.

Baby Dragon: Your air splasher. For only 4 Elixir, you can get air coverage with projectiles that deal splash damage. He might not deal much damage, but his moderate hitpoints compensate for that. He is a reliable unit in dealing with both swarms and air units (air swarms included), and can be used to tank for Spear Goblins from a Goblin Hut. When needed, the Knight will also tank for him.

Tornado: Your assist spell. It can be used to bring units close so Baby Dragon and Bowler, but most importantly, bring them close to Electro Giant so he can Zap Pack enemy units. It is specially useful against Inferno Dragon, which are usually cautiously placed away to not get Zap Packed. Don't forget it's also an amazing tool to activate your King Tower, which is very good against decks weaker to King Tower activation.

Bowler: Your mini-tank splasher. He moves slowly and has a short attack range (though his bowling boulder moves farther), so he should only be a defense-turned-counterpush unit. And he excels at doing so. He pushes troops away far enough, kills swarms, and deals enough damage, basically "stun-locking" certain troops and delaying others.

Lightning: Your troop removal heavy spell. It can be used to Spell Cycle enemy Crown Towers (as it deals great damage to them, even with the highest HP targeting setting danger), remove vulnerable troops/buildings (like removing them so Egiant, Bowler, BabyD can get more value) or just deplete HP whenever needed. It can also be used with Tornado if clumping up high health troops is needed.

Goblin Hut: Your defensive building. Ever since the May 2025 rework, Goblin Hut has been a viable and even meta card being as good as Tesla, and a nice competitor to Cannon (the Egiant deck which this deck is inspired by uses Cannon). As such, it has turned into a nice defense tool. Spawning Spear Goblins every 1.7 seconds, it can be a nice defender to win conditions (even Hog!), troops in general and some air splashers (Baby Dragon and Skeleton Dragons will deal with chip damage from the Spears and the Crown Towers).

Strategy[]

Single Elixir Time (3:00 to 1:01)[]

  • Most of the time, you want to defend with your mini-tanks or Goblin Hut, then counterattack without spending 7 Elixir on your Electro Giant that early. When you have an Elixir advantage, a punishing play chance, or just a nice counterpush going, then the Egiant can be played. Keep in mind that Lightning won't be there to assist it when taking down buildings and troops that are able to neuter it.
  • Skeletons can be played for when they alone can neuter (directly or indirectly) enemies. Knight is more favorable against lone units or weak hitpoint troops. Bowler can be used to defend anything with its pushback and also clear swarms. If needed, Skeletons can aid him.
  • Smaller counterpushes involve pairing the Knight with the Baby Dragon, which can cover air and nicely defend the ground, while Bowler + Baby Dragon is a more expensive one. Knight can also be put if a Goblin Hut successfully defends an enemy unit and the Spears are in numbers.
  • Try to use Tornado to activate your King Tower before you can play Egiant. That way, both your King Tower is activated, upping your defense, and nothing is lost from not having Tornado to assist Egiant.
  • Whenever a vulnerable but valuable unit is played at the back, you can play Lightning when it nears a Crown Tower without hitting the King Tower. That way, the unit is swiftly removed, the Crown Tower suffers some damage, and the opponent needs to use another card to attack. With the Lightning's hefty cost of 6 Elixir, Knight + Skeletons, Goblin Hut or Baby Dragon are instantly available to play, while other singular card plays or combos need more time to be played.
  • Spend your time trying to figure out what deck your opponent plays, then adapt your play style to them. This deck has reactive properties, and requires the Egiant to be sent when the path is clear.

Double Elixir Time (1:00 to 1:01 Overtime)[]

  • You can start playing more aggressively. Knight and Skeletons can be treated more like cycle units, while Bowler and Baby Dragon can be used to neuter attacks and then counterpush with Egiant. Chances are you'll also have a spare Lightning when needed.
  • Goblin Hut can still be used to defend win conditions, or played closer to the river to trigger the Spear Goblins spawn, letting them clump up.
  • Tornado enemy troops whenever you have Bowler or Baby Dragon dealing with units, so they can get maximum value. Lightning can be used to remove Inferno Dragon, but he'll be with a silver of health, so additional support is needed, or Tornado must be spared for IDrag.
  • You can play Egiant in front of your Crown Towers to get a push faster and better than behind the King Tower. You can also play him sometimes at the bridge.
  • If Lightning was not needed for the Egiant push, or if the thing it can hit is close to the Crown Tower, spell cycle as quickly as possible. Lightning has the second best Crown Tower damage out of all spells, but it costs a lot, and the deck doesn't have that fast of a cycle, so keep your Spell Cycling in check and make sure Lightning hits the Crown Tower.

Triple Elixir Time (1:00 Overtime)[]

  • Lightning cycle at all costs, it might turn the tides for you, as even if you don't do damage with your other cards, Lightning ensures you do deal some.
  • Tornadoing enemy units in front of the Crown Tower is also a desperately good attempt at dealing Crown Tower damage if a Bowler or Baby Dragon are in the field.
  • You can build an Egiant push from the bridge from now on, putting instant pressure towards the opponent. Putting him at the pocket (on times where you and your opponent took one Crown Tower) is also helpful, since the strategy leaves the Crown Tower too close to his Zap Pack range.

Substitutions[]

This is a meta deck that doesn't allow for many substitutions, so I don't recommend doing so, but sometimes, your cards can be underleveled/overleveled compared to this deck's cards or the enemy's, or you want a better synergy, or even just for the Evolution slot. Here are some substitutions that could work:

  • Knight: Mini-tanks that positively affect Egiant somehow.
    • Valkyrie is tanky enough and can hold herself against swarms, but attacks slower and costs +1 Elixir. Her Evolution brings things closer to her so she can slash them, and also to Egiant, so he can Zap them.
    • Battle Healer is somewhat tanky enough and can heal Baby Drag/Egiant/Bowler, but deals less damage and attacks slower. Also one less Evolution to use.
    • Golden Knight is tanky enough, attacks faster and can clear swarms with Dashing Dash, but is costlier (+1 Elixir and +2 with Dashing Dash) and lacks Evolution.
  • Skeletons: 1 Elixir deck cyclers.
    • Ice Spirit can cycle your deck and also bring interesting interactions for defensive positions and positive Elixir trades.
    • Fire Spirit can cycle your deck and kill weaker swarms, but is not as interesting as Ice Spirit. Also one less Evolution to use.
  • Electro Giant: He shouldn't be substituted as he's the deck's win condition, and the entire deck revolves around him.
  • Baby Dragon: Anti-air splashers.
    • Skeleton Dragons are a duo and can also splash the same damage as a single Baby Dragon, but they're more vulnerable to spells and also lack the firepower if they're alone.
    • Wizard can defeat a lot of stuff with his splash and can also survive a Fireball or a Poison with a silver of health, but he costs +1 Elixir, and is frailer. His Evolution makes him more valuable on defense, and he is a better choice than Skeletons.
    • Witch can distract units with Skeletons, especially behind an Egiant, while also clearing swarms, but is weaker, less healthy, and costs one more Elixir. Her Evolution shouldn't be used as she can only heal from her own Skeletons and the Skeletons card, but she could be a nice tool to bait Lightning/Rocket for Bowler/Baby Drag or even Egiant.
  • Tornado: It shouldn't be substituted as it's the win condition's main aiding tool. Also has King Tower activation value.
  • Bowler: Executioner is the only substitution you could make to Bowler, as he deals damage with an axe swing both when going and when coming, while also hitting air. His Evolution (a better choice than Skeletons) can also give him the push back the Bowler does, but only at a closer range (on top of extra damage).
  • Lightning: It ahouldn't be substituted as it is the only spell who deals both strong damage INSTANTLY and stuns units with a reset in ramp up damage. Rocket struggles from taking a long time to travel, Poison takes too long to kill units and Fireball is just not that strong.
  • Goblin Hut: Other good buildings.
    • Cannon is the building, you know how versatile it really is, even for just 3 Elixir. Its Evolution is also better than Skeletons.
    • Tombstone is a nice passive Skeleton spawner building that can hold its ground well. Using it also might be better for using Evolved Witch if she does replace the Baby Drag.
    • Tesla, for the same cost, can deal enough damage and has enough hitpoints, while also hiding itself, making it invulnerable to anything but Earthquake and Freeze. Its Evolution can also clear swarms and stun anything, resetting ramp up damage.

Levels[]

This deck is more F2P friendly, as it lacks Legendary cards, despite having 5 Epic cards to compensate. Here is the deck's leveling order.

  1. Electro Giant. Win condition and Zap Pack retaliation.
  2. Lightning. More damage means it better aids the Egiant on cards used to counter him. Dealing the most damage during spell cycling is also great.
  3. Bowler. He is tanky and deals damage along with knockback.
  4. Baby Dragon. Not dealing optimal damage or having optimal health is somewhat of an issue, but not as much as the three above him.
  5. Knight. Although being tanky and insta-killing up to Goblins is nice, the other splashers may be better for the job.
  6. Goblin Hut. Being underleveled is not much of an issue.
  7. Tornado. In this deck, not being able to kill Skeletons and Bats isn't much of an issue due to the other splashers in the deck.
  8. Skeletons. Least level dependant.

Conclusion[]

Using this deck is certainly helpful, as not only it helps you learn to play Egiant, activate your King Tower with Tornado and help the new Goblin Hut, but also, as a meta deck, it can help you progress through ladder, events, challenges, tourneys and PoL. If you know what you're doing, you can splash your way out of matches and shock everyone opposing you.