Best Arena 12 decks: Clash Royale is one of the most popular mobile titles of all time and you haven’t been able to resist its charm either. On the other hand, Supercell’s strategy is a lot of fun and has a progression system that can take you directly to the Olympus of the strongest players in the world, which starts from the much-desired legendary Arena. Well, you’re almost there now: from Arena 12 it is a moment to get to the legendary one but the other players are clearly more fierce than ever. For this reason, you need some advice on which decks to use. That’s the way it is, isn’t it? Well, then I’d say you’ve come to the right place!
In today’s guide, in fact, I will explain in detail which are the best decks for the Arena 12 . In case you were wondering, I will analyze various solutions that might be right for you, keeping in mind that each player has a different style of play. Furthermore, I will not fail to address the theme of the Arena 13, that is the Legendary one. In this way, you will have a complete picture on the subject and you will be able to calmly face what is considered one of the most difficult parts of Clash Royale.
What do you say? Are you ready for the “final sprint” that will lead you directly to the legendary Arena? In my opinion, the time has come, as you are very close and it would make no sense to give up now. I can assure you that by following the directions you will find in this tutorial, you will have more chances to overcome Arena 12 and finally reach legendary players. In short, the time has come to leave for this adventure: I have nothing else to do, except wish you good luck for your games!
Before explaining in detail which are the best decks for the Arena 12 , I think you might be interested to know more about the latter.
Well, you must know that Clash Royale allows the player to advance by obtaining trophies . The latter are given as a reward when winning a game , but they can also be lost following a defeat .
The more trophies you get, the higher you go in the Trophy Trail , a screen that marks the progress of the player. In particular, the Clash Royale adventure is divided into arenas , battlefields with unique settings. The latter bring together players who have a profile with a certain range of trophies . For example, as regards Arena 12 , which we will talk about today, we refer to users who have a number of trophies ranging from 3600 to 4000 .
L ‘ Arena 12 , also called frightening Arena , is considered one of the most difficult game. We are in fact talking about the penultimate true Arena of Clash Royale: the one that precedes the dreaded Arena 13 , or the legendary Arena (which unlocks by exceeding 4000 trophies and “contains” some of the most skilled players in the world). Following the legendary Arena, there will be the possibility to go on and reach the status of definitive Champion , but many consider the Arena 13 as the last of the game.
In short, in Arena 12 there are obviously many particularly strong users , all motivated to want to enter the Legendary Arena, in order to place themselves among the best players in the world . For this reason, it is important, even more than in the previous stages, to study the available cards well and build a deck capable of defeating the opponents.
Best decks Clash Royale Arena 12
Arena 12 is not exactly a hospitable place. We are talking about players who fall in a range from 3600 to 4000 trophies. This means that, like you, they have been playing Clash Royale for a long time and probably know the mechanics of the game. For this reason, they probably have already inquired or are inquiring about the best deck for the Arena 12 .
So forget about trying to surprise other users with some powerful cards , since they probably already know it and know how to counter it optimally . In short, the time has come to get serious and use the strategy factor properly , using intelligence and not brute force.
For this reason, one of the decks that I recommend you to use in Arena 12 is the one made up of these 8 cards (the central information indicates from which Arena the card can be obtained): Horde of skeletons (Epica, Test field , 3 elixir), Hot air balloon (Epica, Arena 6, 5 elixir), Baby dragon (Epica, Test field, 4 elixir), Warlock (Rare, Arena 5, 5 elixir), Horde of minions (Municipality, Arena 4, 5 elixir), Grand Knight (Legendary, Arena 7, 7 elixir), Barrel goblin (Epica, Arena 1, 3 elixir) and Frecce (Municipality, Test field, 3 elixir).
At first glance, it may seem like a fairly trivial deck, as it does not contain particularly powerful cards. However, as I said earlier, here it is important to use cunning . This deck can work because it has everything: aerial cards (Dragon Cub, Hot Air Balloon), defensive and support characters (Horde of skeletons, Horde of minions), cards for fast attacks (Goblin Barrel, Arrows) and a “breaker” (Great Knight).
Also, as you’ve probably already noticed, you don’t go too high with elixirs , so you can put in action at high speed , which could take your opponent by surprise. In my view, the important thing in this Arena is to immediately put the offensive actions “to silence” , destroying the opponent’s cards that cost a lot of elixirs with others that cost a few (eg Horde of skeletons, which only requires 3 elixir).
If your approach is a little more “defensive” (a smart choice in the more advanced arenas), I can recommend this deck instead: Knight (Common, Test Field, 3 elixir), Princess (Legendary, Arena 7, 3 elixir) , Goblin Gang (Common, Arena 9, 3 elixir), Ice Spirit (Common, Arena 8, 1 elixir), Rocket (Rara, Arena 6, 6 elixir), Hell Tower (Rara, Arena 4, 5 elixir), I l Trunk (Legendary, Arena 6 elixir 2) and Barrel goblin (Epica, Arena 1, 3 elixir, before an upgrade was 4 elixir).
This deck is essentially “self-explanatory”. In fact, the first thing you notice is the presence of cards that require few elixirs (Ice Spirit, Goblin Barrel, The Trunk, Princess, Knight, Goblin Gang). In short, everything is based on game speed . We defend ourselves and then we aim at the enemy towers especially with the Rocket , which I remind you to be able to do a lot of damage to a restricted area. In short, you play defensively , trying to win for the largest number of destroyed towers (remember that even just one is enough, leaving your opponent “dry”). It is considered by many to be the best Clash Royale deck for the Arena 12 .
Finally, the third deck that I would recommend to you is a bit more about the attack , without obviously exaggerating. It is composed of these cards: Horde of skeletons (Epica, Test field, 3 elixirs), Valkyrie (Rara, Arena 2, 4 elixirs), Giant skeleton (Epica, Arena 2, 6 elixirs), Dragon cub (Epica, Campo test, 4 elixir), Prince (Epica, Test field, 5 elixir), Goblin barrel (Epica, Arena 1, 3 elixir), Download (Municipality, Arena 4, 2 elixir) and Bats (Municipality, Arena 5, 2 elixir).
Here are several cards that target offensive stages and cost a little elixir, from the Prince (5 elixir) to the Giant Skeleton (6 elixir), via Valkyrie (4 elixir) and Dragon Cub (4 elixir). In short, it is possible to manage it well with a bit of strategy, defending yourself with fast cards like Discharge and Bats (2 elixirs) and attacking, when the towers have little life, with Barrel of goblins (3 elixirs). To defend yourself in emergencies , you can instead use Horde of skeletons (3 elixirs).
In short, the three decks that I have described to you use different approaches to try to achieve the same result: pass Arena 12 and finally arrive at Arena 13.
Best decks Clash Royale Arena 13
Speaking of the legendary Arena , since you have almost reached this point, it is good to go to see also some decks that could be useful in this context, so that you are already prepared for what awaits you.
Well, here the choice becomes even more difficult than previously, as we are talking about an Arena where the best players from all over the world are present . However, we can still analyze two decks that may interest you.
The first one is composed of these cards: Megasgherro (Rara, Arena 4, 3 elixir), Cub of dragon (Epica, Test field, 4 elixir), Electric Wizard (Legendary, Arena 11, 4 elixir), Poison (Epica, Arena 5, 4 elixir), Barbarian hut (Rara, Arena 3, 7 elixir), Barbarian barrel (Epica, Arena 3, 2 elixir), Cemetery (Legendary, Arena 12, 5 elixir) and Knight (Municipality, Test field, 3 elixir).
In this case, a rather advanced card, namely Graveyard , is obtained during Arena 12 . The latter is nothing more than a spell capable of making a nice surprise to the opponent . It can be used anywhere on the map , so it can be your “wild card” to perform particularly effective actions.
For the rest, there are some “fast” cards (Knight, Megasgherro, Cub of dragon, Electric Wizard and Barbarian Barrel) and the Barbarian Hut , which automatically generates barbarians at regular intervals. These are useful in defense , but they can actually guarantee excellent satisfaction even in attack . In short, it is a balanced deck that could also help you against stronger opponents.
One aspect often overlooked by players, even in the legendary arena, are spells . In fact, many people consider these cards “boring”, since they require a certain strategy to be used properly. Right here the second deck creeps, which I would recommend to you for Arena 13.
The deck consists of these 8 cards: Download (Common, Arena 4, 2 elixir), Poison (Epic, Arena 5, 4 elixir), Outlaw (Legendary, Arena 9, 3 elixir), Royale Phantom (Legendary, Arena 12, 3 elixir), Battle ram (Rare, Arena 3, 4 elixir), Electric wizard (Legendary, Arena 11, 4 elixir), Sgherri (Municipality, Test field, 3 elixir) and PEKKA (Epica, Arena 4, 7 elixir ).
Well, as you probably have already guessed, here the technique used is to exploit the spells (Discharge, Poison) to eliminate enemy troops as quickly as possible, counterattacking with the “breakthrough” cards (Battle Ram, PEKKA, Electric Wizard ). There is also no shortage of cards capable of surprising the opponent (Outlaw, Phantom Royale) and in case of “air problems” there are the Minions . In short, this solution is also particularly balanced and could put players in the legendary Arena in serious difficulty.
I want to clarify that Clash Royale is a game in constant evolution , so the developers could decide at any moment to make changes to the cards and the game. For this reason, I invite you to take the information in this post as purely indicative.
Perfect, now you have all the necessary information to be able to compete properly in the 12 and 13 arenas of Clash Royale . Since you are interested in the title of Supercell, I would also advise you to take a look at my tutorials on the best decks of Clash Royale , where you can also find general indications for the other arenas, and how to play checkers on the Internet , where I have provided you with strategic information that could be useful.