Arena 2 Bone Pit Guide: Best Decks and Strategies (300-600 Trophies)
Complete Arena 2 (Bone Pit) guide for Clash Royale. Learn which cards unlock at 300-600 trophies, best decks featuring Tombstone and Balloon, and strategies to advance to Arena 3.

Welcome to Arena 2: The Bone Pit Awaits
Congratulations on reaching Arena 2: Bone Pit! This spooky skeleton-themed arena spans from 300 to 600 trophies and introduces you to several powerful new cards that will dramatically expand your tactical options. The Bone Pit is where you'll transition from complete beginner to developing player, learning more complex strategies and card interactions.
In this comprehensive guide, we'll cover everything you need to dominate Arena 2: the new cards you'll unlock, proven deck archetypes that work in this trophy range, key strategies for consistent wins, common opponents and how to counter them, and tips for efficiently progressing to Arena 3. Whether you cruised through Arena 1 or struggled to break 300 trophies, this guide will elevate your gameplay.
Arena 2 Quick Facts
- Trophy Range: 300-600 trophies
- New Cards Unlocked: 5 powerful additions
- Difficulty Level: Beginner-Intermediate
- Next Arena: Arena 3 (Barbarian Bowl) at 600 trophies
- Average Time to Complete: 3-7 days of active play
- Key Theme: Spawners and swarm tactics
New Cards Unlocked in Arena 2
Arena 2 unlocks five new cards that add significant depth to your strategic options. Understanding these cards and how to counter them is crucial for success in the Bone Pit.
Rare Cards
- ▸Tombstone (3 elixir): Defensive spawner building that generates Skeletons every 2.9 seconds. Excellent for distracting tanks and single-target troops. When destroyed, spawns 4 additional Skeletons. Perfect counter to Hog Rider, Giant, and Prince. Place in the center to pull troops and maximize value.
- ▸Giant Skeleton (6 elixir): Tanky unit that drops a massive bomb on death, dealing huge area damage. Great defensive card against big pushes—let enemy troops eliminate him, then his bomb clears everything. Can also be used offensively with support, though expensive. The death bomb forces opponents to either retreat or lose their push entirely.
Epic Cards
- ▸Balloon (5 elixir): Flying unit that targets buildings exclusively and deals devastating damage. Drops a bomb on death. Your first true air-based win condition. Extremely powerful when paired with a tank that can absorb enemy air-targeting troops. Vulnerable to Musketeer, Minions, and Archers, so timing and support are critical. One successful connection can deal 1000+ damage.
- ▸Witch (5 elixir): Spawns Skeletons every 7.5 seconds while attacking from range with splash damage. Versatile support card that handles swarms and provides continuous pressure. Excellent behind tanks. Weak to Fireball, Mini P.E.K.K.A, and Knight. The spawned Skeletons provide constant distraction value.
- ▸Skeleton Army (3 elixir): Deploys 15 Skeletons in a circle formation. Melts tanks and single-target troops incredibly fast. Primary defensive card against Giant, P.E.K.K.A, and Prince. Extremely vulnerable to any splash damage or spells. Use reactively—never place preemptively or opponents will spell it for value.
Pro Tip: Balloon is Your Power Spike
If you unlock Balloon early in Arena 2, you gain a massive advantage. Many players at 300-600 trophies lack proper air defense, making Balloon devastatingly effective. Pair it with Giant or even just Arrows to clear Minions, and you'll quickly climb through the arena. Don't worry about it being Epic rarity—even at Level 1, Balloon dominates this trophy range.
Best Decks for Arena 2 (300-600 Trophies)
1. Giant Balloon (Air Beatdown)
Deck: Giant, Balloon, Musketeer, Archers, Tombstone, Arrows, Fireball, Spear Goblins
Average Elixir: 3.9
This powerful beatdown deck combines ground and air threats to overwhelm opponents. Giant tanks while Balloon flies to the tower. Opponents must defend both threats simultaneously, often failing to stop the Balloon. This deck dominates Arena 2 when played correctly.
How to Play:
- Early Game (0-1 min): Defend efficiently with Tombstone and Archers. Build an elixir advantage. Don't commit to big pushes yet—scout opponent's cards and air defense options.
- Mid Game (1-2 min): Place Giant at the back. As it crosses the bridge, deploy Balloon right at the bridge on the same lane. The timing causes both to reach the tower together, forcing opponents to choose which to defend. Support with Arrows to clear Minions.
- Double Elixir (2-3 min): Build massive pushes with Giant + Balloon + Musketeer. Defend opposite lane minimally—all-in on one tower. Use Fireball on defensive buildings or clustered troops.
- Key Combos: Giant tanking with Balloon behind is your primary win condition. Musketeer behind Giant handles air counters. Tombstone pulls Hog Riders and Giants to the center while you build pushes.
Counters: Inferno Tower (not common in Arena 2), heavy air defense, Skeleton Army for Giant.
2. Witch Control
Deck: Giant, Witch, Musketeer, Knight, Valkyrie, Tombstone, Arrows, Fireball
Average Elixir: 4.0
A control-oriented deck that uses Witch as both support and defensive card. The continuous Skeleton spawns provide incredible value, chipping towers and defending pushes. Giant + Witch is a classic combo that carries players through multiple arenas.
How to Play:
- Opening: Place Witch at the back to start generating Skeletons. Build elixir while she walks to the bridge. Defend enemy attacks with Knight or Valkyrie.
- Main Strategy: Deploy Giant in front of Witch. The Skeletons she spawns tank and distract while Witch deals splash damage. Musketeer behind this combo creates an overwhelming push.
- Defense: Witch handles swarms excellently. Use Tombstone for tanks. Knight and Valkyrie stop ground pushes efficiently. Save Arrows for Minion Hordes.
- Counter-Push: After defending with Witch, add Giant in front of her and supporting troops behind. This turns defense into offense without extra elixir investment.
Counters: Fireball kills Witch, Mini P.E.K.K.A rushes and destroys her, heavy spell users.
3. Tombstone Cycle
Deck: Hog Rider, Musketeer, Valkyrie, Tombstone, Goblins, Spear Goblins, Arrows, Fireball
Average Elixir: 3.4
A fast-cycle deck utilizing Tombstone as your primary defensive building. Hog Rider applies constant pressure while Tombstone defends everything. The cheap cycle cards let you rotate back to Hog Rider quickly for repeated attacks.
How to Play:
- Offense: Send Hog Rider at the bridge when you have 5+ elixir and opponent is low on elixir. Support with Goblins or Spear Goblins if they place a building. Fireball defensive buildings if needed.
- Defense: Place Tombstone in the center to pull and distract tanks. Valkyrie handles swarms. Musketeer kills air units and ranged threats. Use cheap cycle cards to rotate back to Tombstone.
- Elixir Management: This deck requires good elixir discipline. Never overcommit on offense—keep 3-4 elixir for Tombstone or Musketeer defense. Cycle efficiently with 2-elixir cards.
- Win Condition: Get 2-3 Hog Rider hits per minute. Each hit deals 200-300 damage, so 8-10 total connections wins the match. Play for chip damage, not one massive push.
Counters: Buildings (Cannon, Tombstone mirror matches), Skeleton Army, Barbarians.
4. Giant Skeleton Defense
Deck: Giant Skeleton, Musketeer, Mini P.E.K.K.A, Valkyrie, Archers, Tombstone, Arrows, Fireball
Average Elixir: 4.1
A defensive-minded deck that uses Giant Skeleton's death damage as your primary defensive tool. Hold the line, defend efficiently, and let counter-pushes with surviving troops secure tower damage. Great for learning defensive play.
How to Play:
- Core Strategy: Defend first, counter-push second. Use Giant Skeleton against big pushes—enemy troops must either retreat or die to the bomb. This creates massive elixir advantages.
- Placement: Place Giant Skeleton on top of enemy pushes or slightly behind them. The bomb explosion clears everything. Don't send him to the bridge offensively in single elixir—he's too slow and expensive.
- Counter-Push: After defending with Musketeer or Mini P.E.K.K.A, deploy Giant Skeleton in front of them. Add Archers behind. This creates a dangerous counter-push opponents must address.
- Double Elixir: Now you can send Giant Skeleton offensively. Support him heavily with Musketeer, Valkyrie, and Mini P.E.K.K.A. Even if he doesn't reach the tower, the bomb deals significant damage.
Counters: Air-heavy decks (no air defense besides Musketeer/Archers), cycle decks that avoid the bomb, building users.
5. Balloon Cycle
Deck: Balloon, Knight, Musketeer, Archers, Tombstone, Goblins, Arrows, Fireball
Average Elixir: 3.6
An aggressive deck focused entirely on getting Balloon to connect with towers. Use cheap cycle cards to rotate back to Balloon quickly, applying relentless air pressure. This deck punishes players with weak air defense.
How to Play:
- First Balloon: Send Balloon alone at the bridge around 10 elixir to scout their air defense. Note what they use (Musketeer, Minions, Archers). This informs your subsequent attacks.
- Support Strategy: Next time, send Balloon with Arrows ready if they used Minions. Or deploy Knight on the opposite lane to split their attention. Never send Balloon into hard counters without dealing with them first.
- Cycle Speed: Use Goblins, Archers, and Knight to cycle back to Balloon. The 3.6 average means you can send Balloon every 18-20 seconds with efficient cycling.
- Defense: Minimal defensive investment. Tombstone handles tanks. Musketeer and Archers kill air units. Accept some tower damage—your Balloon deals more damage than they do.
Counters: Multiple air-defense cards, buildings that distract Balloon, Tornado (rare in Arena 2).
Key Strategies for Arena 2 Success
1. Master Air Defense
With Balloon entering the meta, you MUST have reliable air defense in every deck:
- Musketeer: Your best all-around air defender. High DPS, decent range, survives Fireball.
- Archers: Cheaper alternative. Two targets mean they survive Arrows. Place them split to avoid Fireball value.
- Minions: Flying glass cannons. Excellent DPS but die to Arrows. Use reactively.
- Arrows/Fireball: Spell-based air defense. Arrows kill Minions, Fireball weakens Balloon significantly.
Never build a deck without at least two air-defense options. Balloon will destroy you otherwise.
2. Understand Spawner Value
Tombstone and Witch are your first spawner cards. They generate continuous value over time:
- Tombstone Defense: Spawns Skeletons that distract troops for 40 seconds plus death spawn. Against Hog Rider or Giant, this 3-elixir investment completely shuts down 4-5 elixir cards.
- Witch Pressure: Each Skeleton spawn creates micro-pressure. Over a full match, Witch can generate 30+ Skeletons, representing massive free value.
- Countering Spawners: Fireball the spawner building or Witch immediately to prevent value generation. Mini P.E.K.K.A rushes Witch down. Don't let spawners sit and generate value for free.
3. Split-Lane Pressure
Arena 2 is where you should start learning split-lane tactics:
- When to Split: If opponent builds a big push on one lane, drop a Hog Rider or Balloon on the opposite lane. They must choose which threat to defend, often failing to stop both.
- Split Deployment: Deploy Goblins or Archers split (one on each side of the King Tower) to make them harder to spell for value and to create dual-lane pressure.
- Elixir Requirement: Only split lanes when you have sufficient elixir (8+). Splitting while low on elixir leaves you unable to defend effectively.
4. Spell Timing and Value
Proper spell usage separates winners from losers in Arena 2:
- Arrows: Wait for swarms or Minions. Don't waste on single targets. A well-timed Arrows clearing Minions saves your Balloon push and wins games.
- Fireball: Best used on medium-health troops (Musketeer, Witch, Wizard) or defensive buildings. Also good for chip damage on towers combined with troops (Fireball + Hog hit = 500+ damage).
- Prediction Spells: If you notice opponent always drops Skeleton Army in the same spot against your Giant, predict it with Arrows before they place it. This prevents the counter entirely.
💡 Pro Tip: In Arena 2, most players waste spells. If you can avoid spelling until you get guaranteed value (2+ troops, or troop + tower damage), you'll have spell advantage in crucial moments. Patience with spells wins matches.
Common Opponents and How to Beat Them
Vs. Balloon Users
Counter Strategy: Keep Musketeer or Archers in hand at all times. When Balloon appears, place air defense in the center so tower can help. Use Arrows on support troops (Minions) but never on the Balloon itself. If they support with Giant, ignore Giant and kill Balloon first—it deals more damage.
Key Tip: Balloon moves slowly. You have time to build elixir and deploy defenders. Don't panic-spell the Balloon—use troops for sustained damage.
Vs. Giant + Witch
Counter Strategy: Fireball the Witch immediately, then use Mini P.E.K.K.A or Skeleton Army on the Giant. Alternatively, use Tombstone to distract Giant while Musketeer kills Witch from range. Never let Witch get value—she must die quickly.
Key Tip: If you can't Fireball, rush the Witch with Knight or Mini P.E.K.K.A before she crosses the bridge. Preventing the push is easier than defending it.
Vs. Hog Rider Cycle
Counter Strategy: Tombstone is your best friend. Place it in the center to pull Hog Rider away from tower. The spawned Skeletons chip him down. If no Tombstone, use Skeleton Army but bait their spell first. Valkyrie also tanks Hog Rider effectively.
Key Tip: Hog Rider deals about 400 damage per connection. Limiting him to 0-1 hits with good Tombstone placement means you only need to deal 400-800 damage to win.
Vs. Skeleton Army Spam
Counter Strategy: Always keep Arrows, Fireball, or Valkyrie ready. Don't commit your win condition (Giant, Balloon) until you know they've used Skeleton Army. Bait it out with Knight or Musketeer, then push with your main threat.
Key Tip: If they have Skeleton Army, they will save it for your big push. Plan accordingly. Use a sacrificial push first to bait it out.
Vs. Spell-Heavy Players
Counter Strategy: Spread out your troops. Don't clump Musketeer + Archers + Witch together—they'll Fireball everything for massive value. Deploy troops one at a time with spacing. Use buildings (Tombstone) which can't be spelled efficiently.
Key Tip: Against Fireball users, split Archers at the bridge. Against Arrow users, use Minions only when they've already used Arrows on something else.
Progression Tips: Moving to Arena 3
Upgrade Priority for Arena 2
- If using Balloon deck: Upgrade Balloon first (Epic, so slow to level), then Musketeer and Archers for air defense.
- If using Giant deck: Upgrade Giant, Musketeer, and support troops evenly. Get Giant to Level 4, Musketeer to Level 5.
- Commons: Focus on Knight, Archers, and Goblins. These cycle cards are used in every deck archetype.
- Spells: Level up Arrows and Fireball. Spell damage breakpoints matter—higher level Arrows kill higher level Minions.
Card Request Strategy
You can request from clan every 7 hours. Optimal requesting for Arena 2:
- Request Commons: Knight, Archers, or Goblins depending on your main deck. Commons level up fastest.
- Request Rares: Giant, Musketeer, or Tombstone on rare request days (Sundays). Rares are harder to level but crucial.
- Don't Request Epics: You only get 1 Epic per request. Buy Epics from shop instead or wait for Epic chests.
Chest Management
- Always have a chest unlocking. Don't let slots sit empty.
- Unlock Silver Chests overnight (3 hours).
- Save Crown Chests for when you're actively playing—win 10 crowns to unlock.
- If you get a Giant or Magical Chest, unlock it immediately to get cards faster.
When You're Ready for Arena 3
Push to Arena 3 (600 trophies) when:
- Your Commons are Level 5-6, Rares are Level 3-4
- You consistently win 65%+ of matches
- You understand air defense and can handle Balloon effectively
- You've mastered one complete deck archetype
- You can count elixir and know when opponents are low on resources
Pro Tip: The 550 Trophy Wall
Many players hit a wall around 550 trophies. This is normal—you're facing players who've unlocked Arena 3 cards and dropped back down. If this happens, focus on upgrading your main 8 cards, practice defensive placement, and watch replays of your losses to identify mistakes. You'll break through with patience and improvement.
Common Arena 2 Mistakes to Avoid
Mistake 1: Sending Balloon Alone Into Air Defense
Balloon is powerful, but flying it solo into Musketeer + Archers wastes 5 elixir.
Solution: Scout their air defense first. Support Balloon with Arrows for Minions or Knight on opposite lane to split attention. Never blindly send Balloon without a plan.
Mistake 2: Overvaluing Epics
New players see Balloon, Witch, or Giant Skeleton and build entire decks around multiple Epics. These cards are hard to level and create high-elixir-cost decks.
Solution: Use maximum one Epic as your win condition or key support card. Fill the rest with Commons and Rares that level up quickly.
Mistake 3: Ignoring Tombstone's Defensive Value
Tombstone seems weak compared to flashy offensive cards, so many players skip it.
Solution: Tombstone is arguably the best defensive building at this trophy range. It shuts down Hog Rider, Giant, Prince, and balloon for only 3 elixir. Include it in most decks.
Mistake 4: Poor Witch Placement
Placing Witch at the bridge or in front of tanks wastes her spawn potential.
Solution: Always place Witch behind your King Tower or behind your tank. Let her walk slowly, spawning Skeletons the entire time. Rushed Witch placement loses the match.
Mistake 5: Not Adapting to Air Meta
Running decks with only Archers as air defense gets destroyed by Balloon.
Solution: Include 2-3 air defense options. Musketeer + Archers minimum. Consider Minions as well. The Arena 2 meta features heavy air usage—adapt or lose.
Conclusion: Master the Bone Pit, Dominate Arena 3
Arena 2: Bone Pit is where you transition from button-mashing beginner to strategic player. The cards you unlock here—Balloon, Witch, Tombstone, Skeleton Army, and Giant Skeleton—will serve you through Arena 10 and beyond. More importantly, the strategies you develop (air defense, spawner value, split-lane pressure, spell discipline) become foundational to all future success.
Take your time in Arena 2. Don't rush to Arena 3 with under-leveled cards. Instead, master a deck archetype, upgrade your key cards to competitive levels, and develop the tactical skills that separate good players from great ones. Whether you choose the devastating Giant + Balloon beatdown, the controlling Witch deck, the fast-paced Tombstone cycle, the defensive Giant Skeleton strategy, or the aggressive Balloon cycle, find what suits your playstyle and perfect it.
Remember: the difference between 300 trophies and 600 trophies isn't luck or card levels alone—it's understanding when to attack, when to defend, when to spell, and when to hold back. Practice these principles, watch your replays, learn from losses, and you'll soon be crushing Arena 3. The Bone Pit tests your fundamentals. Pass this test, and the higher arenas become achievable.
Ready to Optimize Your Deck?
Use our AI Deck Creator to generate Arena 2-optimized decks using only cards you've unlocked. Or check out our elixir management guide to master the resource economy that wins matches at every trophy level.
Ready to Build Your Perfect Deck?
Use our AI-powered Deck Creator to generate optimized decks based on the strategies you just learned.
