Arena 7 Royal Arena Guide: Best Decks and Strategies (2000-2300 Trophies)
Complete Arena 7 (Royal Arena) guide for Clash Royale. Master 2000-2300 trophies with Royal Giant decks, Furnace strategies, and proven tactics to reach Arena 8 Frozen Peak.

Welcome to Arena 7: Royal Arena
You've reached Arena 7: Royal Arena, the prestigious 2000-2300 trophy range that separates casual players from serious competitors. Breaking 2000 trophies is a major milestone—you're now in the top tier of intermediate players and facing opponents with refined strategies, leveled cards, and deep game knowledge. This majestic royal-themed arena introduces powerful meta-defining cards that enable aggressive new strategies.
In this comprehensive guide, we'll cover everything needed to dominate Royal Arena: game-changing card unlocks including Royal Giant and Elite Barbarians, optimized deck archetypes for aggressive and defensive play, advanced strategies for outpacing opponents, detailed matchup analysis against competitive decks, and efficient progression tactics. Whether you barely scraped to 2000 or climbed confidently, this guide will help you master the 2000-2300 range and prepare for Frozen Peak.
Arena 7 Quick Facts
- Trophy Range: 2000-2300 trophies
- New Cards Unlocked: 5 powerful additions
- Difficulty Level: Advanced
- Next Arena: Arena 8 (Frozen Peak) at 2300 trophies
- Average Time to Complete: 14-28 days of active play
- Key Theme: Range attacks and aggressive bridge pressure
New Cards Unlocked in Arena 7
Arena 7 unlocks five strategically important cards that introduce long-range siege tactics and overwhelming bridge pressure. These cards enable aggressive playstyles that dominate the 2000-2300 meta.
Common Cards
- ▸Royal Giant (6 elixir): Long-range building-targeting Common troop with 6.5 tile range. Deploys at bridge and immediately shoots enemy towers from safe distance. Revolutionary win condition—Common rarity means easy leveling, making him dominant when over-leveled. Countered by buildings (Inferno Tower, Tesla), swarms (Skeleton Army), and Mini P.E.K.K.A. Requires minimal support—just spells to clear defenders. The defining win condition of Arena 7 that remains viable at all trophy levels when properly leveled. Creates unique gameplay focused on range advantage and defensive support.
- ▸Elite Barbarians (6 elixir): VERY FAST dual barbarians with high DPS. The ultimate bridge spam card—deploy at bridge for immediate devastating pressure. Two barbarians mean swarms struggle to surround them. Fast movement speed means they reach tower in seconds. Deals massive damage if unanswered (2000+ in 5 seconds). Weak to Valkyrie, Pekka, swarms with proper timing, and Bowler. Extremely level-dependent—over-leveled Elite Barbs are oppressive, under-leveled ones die instantly. Creates aggressive all-in gameplay focused on catching opponents without counters ready.
Rare Cards
- ▸Three Musketeers (9 elixir): Deploys three Musketeers simultaneously. 9 elixir makes it expensive, but splitting them across lanes (2 on one lane, 1 on opposite) creates unstoppable dual-lane pressure. Each Musketeer deals 200+ DPS. Weak to Fireball, Lightning, and Poison (all three die together if not split). Requires Elixir Collector to afford safely. When protected, Three Musketeers demolish towers in seconds. Defines split-push archetype that forces opponents to defend both lanes simultaneously—often impossible. High risk, high reward gameplay.
Epic Cards
- ▸Furnace (4 elixir): Spawner building generating Fire Spirits over 50 seconds. Each Fire Spirit deals splash damage and reaches enemy tower if uncontested, dealing 100+ chip damage. Placed at bridge creates aggressive pressure. Placed behind King Tower provides defensive distraction plus chip damage. Level-dependent—higher levels allow Fire Spirits to reach tower even against Princess Tower damage. Weak to Fireball, Poison, and Earthquake. Creates constant pressure opponents must address or lose towers to chip damage accumulation.
- ▸Rage (2 elixir): Spell increasing attack and movement speed of troops within radius by 35% for 8 seconds. Turns slow pushes into lightning-fast attacks. Balloon + Rage reaches tower in 2 seconds. Elite Barbarians + Rage deals 3000+ damage in 5 seconds. Situational but devastating when used correctly. Best in specific combos (LumberLoon, Ebarb Rage, Hog Rage). Requires precise timing—too early wastes effect, too late means troops already dead. Creates all-or-nothing aggressive plays.
Pro Tip: Royal Giant Level Advantage
Royal Giant's Common rarity is its greatest strength. While opponents struggle to level Epic and Legendary cards, you can overlevel Royal Giant to 11-12 through requests and chests. An over-leveled Royal Giant survives 1-2 extra tower shots and deals 20%+ more damage, creating massive advantages. At Arena 7, prioritize requesting Royal Giant constantly. A Level 11 Royal Giant at 2200 trophies crushes Level 8-9 troops easily. This level advantage compensates for skill gaps—overlevel your RG and watch your trophy count skyrocket.
Best Decks for Arena 7 (2000-2300 Trophies)
1. Royal Giant Lightning
Deck: Royal Giant, Lightning, Furnace, Mega Minion, Ice Spirit, Skeletons, Zap, The Log
Average Elixir: 3.6
The classic Royal Giant deck optimized for Arena 7. RG provides consistent ranged tower damage while Lightning eliminates defensive buildings and support troops. Furnace creates additional pressure. Fast cycling allows repeated RG attacks.
How to Play:
- Opening: Place Furnace behind King Tower to apply chip pressure and scout opponent's counters. Defend with Ice Spirit, Skeletons, and Mega Minion efficiently.
- Royal Giant Deployment: When you have 8+ elixir and Furnace is generating pressure, deploy Royal Giant at bridge. He walks forward and immediately starts shooting their tower from 6.5 tile range. Support with Zap or Log to clear swarms.
- Lightning Timing: When they drop Inferno Tower or cluster defenders (Musketeer + Wizard), immediately Lightning them. Your RG survives and continues shooting tower for 1000+ damage.
- Cycling Pressure: The 3.6 average means you can send RG every 18-20 seconds. Constant RG attacks overwhelm opponents—they can't defend perfectly every time. Accumulate 5-6 RG hits for victory.
- Defense: Mega Minion handles air threats. Ice Spirit and Skeletons cycle and defend swarms. Furnace spawns distract pushes. Minimal defense, maximum offense is the strategy.
Strengths: Consistent pressure, Lightning removes hard counters, Furnace adds chip damage, fast cycle, over-leveling potential.
Weaknesses: Expensive Lightning (6 elixir), vulnerable to fast cycle chip decks, requires RG level advantage to shine, weak to perfect building placement.
2. Elite Barbarians Rage
Deck: Elite Barbarians, Rage, Hog Rider, Valkyrie, Musketeer, Ice Spirit, Zap, Fireball
Average Elixir: 3.5
An ultra-aggressive bridge spam deck utilizing Elite Barbarians' speed and damage. Rage amplifies their already devastating offense. Catches opponents off-guard for instant tower destruction. High-risk, high-reward gameplay.
How to Play:
- The Rush: When opponent is low on elixir (after big spell or expensive troop), immediately deploy Elite Barbarians at bridge and Rage them. They reach tower in 1.5 seconds, dealing 2000+ damage before defense arrives. This surprise attack wins games.
- Bait Strategy: Use Hog Rider first to bait their Elite Barb counters (Valkyrie, P.E.K.K.A, swarms). Once they use counter, immediately send Elite Barbs + Rage knowing their hard counter is in cycle rotation.
- Spell Support: When they panic-drop Skeleton Army or Goblins, Zap them instantly. Elite Barbs survive and obliterate tower. Fireball clusters of defenders (Musketeer + Wizard).
- Defense: Valkyrie handles swarms. Musketeer kills air units. Ice Spirit stalls. This deck doesn't defend perfectly—it wins by dealing damage faster than opponent. Accept tower trades.
- Punish Timing: Elite Barbs + Rage (8 elixir total) is your finisher. Use it when opponent has 2-3 elixir and can't defend. One successful connection often three-crowns.
Strengths: Lightning-fast attacks, punishes mistakes brutally, three-crowns quickly, fun aggressive playstyle, level-dependent (overlevel for dominance).
Weaknesses: All-in strategy (if defended well you're behind), very level-dependent, vulnerable to perfect counters (Valkyrie, Pekka, Bowler), tilts opponents (expect BM).
3. Three Musketeers Split Push
Deck: Three Musketeers, Elixir Collector, Battle Ram, Minion Horde, Ice Golem, Zap, Fireball, Ice Spirit
Average Elixir: 3.8
The ultimate split-push deck. Pump for elixir advantage, then deploy Three Musketeers and split them across lanes. Dual-lane pressure overwhelms opponents who must defend both lanes simultaneously—nearly impossible.
How to Play:
- Pump Phase: Place Elixir Collector behind King Tower in first minute. Get 1-2 Collectors running. Your goal: build +6-8 elixir advantage to afford the 9-elixir Three Musketeers safely.
- Three Musketeer Deployment: When you have 12+ elixir with Collector advantage, place Three Musketeers behind King Tower. Immediately split them at the river (2 Musketeers one lane, 1 Musketeer opposite lane).
- Supporting Pressure: Add Ice Golem in front of the 2-Musketeer lane to tank. Deploy Battle Ram on 1-Musketeer lane for additional pressure. Now both lanes have dangerous threats dealing massive DPS.
- Spell Protection: When they drop swarms (Skeleton Army, Minion Horde), immediately Zap them. If they cluster defenders, Fireball them. Your Musketeers survive and take towers.
- Defense: Minion Horde provides burst air defense. Ice Golem tanks and kites. Ice Spirit stalls. Minimal defense—this deck wins by overwhelming offense.
Strengths: Unstoppable split-lane pressure, economic advantage through pumps, difficult to defend both lanes, teaches advanced strategy.
Weaknesses: Extremely vulnerable to Fireball/Lightning/Poison on clustered Musketeers, weak early game, expensive deck requires perfect elixir management, loses to aggressive rush.
4. Furnace Control
Deck: Furnace, Hog Rider, Knight, Musketeer, Ice Spirit, Skeletons, Fireball, Zap
Average Elixir: 3.1
A chip-damage control deck using Furnace for constant Fire Spirit pressure and Hog Rider for direct attacks. Fast cycle allows continuous Furnace placement and repeated Hog attacks. Wins through accumulated chip damage.
How to Play:
- Furnace Pressure: Place Furnace behind King Tower every cycle. Fire Spirits constantly chip tower (100-200 damage each wave). Over a match, this adds 800-1200 free damage.
- Hog Attacks: Send Hog Rider when opponent is distracted by Fire Spirits or low on elixir. The 3.1 average allows Hog every 15 seconds with proper cycling.
- Cycling: Use Skeletons and Ice Spirit to cycle back to Furnace and Hog Rider. Never sit on elixir. Constant pressure never gives opponent breathing room.
- Defense: Knight tanks incoming pushes. Musketeer kills air and ranged threats. Ice Spirit and Skeletons handle swarms. Furnace Fire Spirits provide additional defensive value.
- Spell Usage: Fireball defensive buildings or clustered troops. Zap swarms defending your Hog. Win through combined chip: Furnace + Hog + Fireball = 2000+ damage.
Strengths: Constant pressure, fast cycle, cheap deck, teaches chip damage strategy, level-dependent Furnace (overlevel for tower-reaching Fire Spirits).
Weaknesses: Slow to three-crown, vulnerable to heavy spell users (Fireball kills Furnace), requires precise cycling, weak to perfect building defense.
5. Royal Giant Furnace Beatdown
Deck: Royal Giant, Furnace, Mega Minion, Electro Wizard, Ice Spirit, Skeletons, Zap, Fireball
Average Elixir: 3.5
Combining Royal Giant's range with Furnace's chip pressure creates overwhelming offense. Electro Wizard provides defensive value and reset mechanics. Balanced between aggression and control.
How to Play:
- Dual Pressure: Place Furnace behind King Tower, then deploy Royal Giant at bridge. Opponent must defend RG while Fire Spirits chip their tower. Combined pressure overwhelms single-lane defense.
- Royal Giant Support: When RG is shooting tower, use Zap and Fireball to clear defenders. RG's range means he stays safe while dealing damage. Protect him from Inferno Tower with Electro Wizard's reset.
- Electro Wizard Value: Deploy Electro Wizard on Inferno Tower, Sparky, or charging Prince to reset them. His spawn Zap effect provides instant value. Defensive Electro Wizard then supports your RG counter-push.
- Cycling: Use Ice Spirit and Skeletons to cycle back to RG and Furnace. The 3.5 average allows frequent deployments, creating constant multi-threat pressure.
- Defense: Mega Minion kills air threats. Electro Wizard handles Inferno and provides splash. Ice Spirit and Skeletons cycle and kite. Minimal defense, maximum offense.
Strengths: Dual win conditions (RG + Furnace), reset mechanics counter Inferno, balanced gameplay, teaches multi-threat pressure.
Weaknesses: Level-dependent (RG and Furnace need overleveling), weak to perfect cycle defense, vulnerable to spell-heavy decks.
Key Strategies for Arena 7 Success
1. Mastering Royal Giant Placement and Timing
Royal Giant's unique range mechanics require specific strategies:
- Bridge Deployment: Always place Royal Giant directly at the bridge, not behind your tower. His 6.5 tile range means he starts shooting immediately from bridge position. Deploying him back wastes his range advantage.
- Angle Placement: Place RG slightly toward the Princess Tower you're targeting (not center). This ensures he locks onto tower, not nearby buildings or troops.
- Punish Timing: Deploy RG when opponent just used expensive card (Golem, Three Musketeers, Lightning) and has low elixir. They can't defend properly, guaranteeing 800+ RG damage.
- Support Timing: Don't spam support troops with RG. Wait to see their counter (Inferno Tower? Skeleton Army?), then spell that specific counter. Preemptive support wastes elixir.
- Target Switching: If they place building to distract RG, use support troops (Mega Minion) to destroy building while RG retargets tower. Lightning also works but expensive.
2. Elite Barbarians All-In Timing
Elite Barbs require perfect timing to succeed:
- Elixir Counting: Only deploy Elite Barbs when opponent has 3-4 elixir maximum. If they have 6+, they can Valkyrie or Pekka your Elite Barbs for easy defense. Watch their elixir constantly.
- Rage Timing: Drop Rage spell AFTER Elite Barbs cross the bridge, not before. Pre-Rage wastes duration. Post-bridge Rage ensures full effect during their tower assault.
- Bait First: Send Hog Rider or Battle Ram to bait their Elite Barb counters (Valkyrie, Bowler, Pekka). Once used, immediately send Elite Barbs + Rage opposite lane. No counter available = tower destroyed.
- Opposite Lane: If opponent builds massive push one lane, send Elite Barbs + Rage opposite lane. They must choose: defend Elite Barbs and lose their push, or commit to push and lose tower in 5 seconds.
- Level Advantage: Elite Barbs are extremely level-dependent. Only use them if they're equal or higher level than opponent's cards. Under-leveled Elite Barbs die to tower + Knight.
3. Three Musketeers Split Push Mechanics
Executing perfect Three Musketeer splits wins games:
- Placement: Place Three Musketeers behind King Tower (not at bridge). This gives time to build supporting elixir and split them at river.
- Split Timing: As Musketeers approach river, quickly deploy troops on each lane to split them. Two Musketeers automatically go one direction, one Musketeer goes opposite. Practice this timing in training mode.
- Support Assignment: Send Ice Golem or Battle Ram on the 2-Musketeer lane to tank. Send Minion Horde or Ice Spirit on 1-Musketeer lane for additional pressure. Both lanes now have dangerous threats.
- Spell Baiting: Opponent will Fireball your Musketeers. Once split, they can only Fireball one lane (max 2 Musketeers killed). The other lane's Musketeer survives and deals damage. This is why splitting is crucial.
- Pump Requirement: Never deploy Three Musketeers without 12+ elixir available. You need elixir for support troops and spells. Pump first, Three Musketeers second.
4. Furnace Level Breakpoints and Placement
Furnace effectiveness depends entirely on levels:
- Level Importance: At equal levels, Fire Spirits die to Princess Tower before reaching. At +1 level advantage, Fire Spirits reach tower dealing 100+ chip. This level breakpoint is everything—overlevel your Furnace.
- Placement Options: Behind King Tower for safe chip pressure. At bridge for aggressive all-in pressure (risky but effective when ahead). Center for defensive distraction.
- Timing: Place first Furnace within 30 seconds. Second Furnace when first expires. Constant Furnace presence forces opponents to always address Fire Spirits.
- Against Spells: Opponents will Fireball or Poison your Furnace. This is often neutral trade (their 4 for your 4), but you already generated value. Keep placing Furnaces—they can't spell them all profitably.
- Defensive Value: Furnace Fire Spirits provide defensive distraction against pushes. They splash swarms and delay attacks, giving you time to deploy proper defenders.
💡 Pro Tip: The "level advantage meta" begins in Arena 7. Royal Giant and Elite Barbarians at +1 or +2 levels above opponent's cards become nearly unstoppable. Focus all requests, gold, and upgrades on these two cards. A Level 12 Royal Giant at 2200 trophies wins 70%+ of matches simply through stat advantage. Overlevel ruthlessly—it's the most efficient path to Arena 8 and beyond.
Common Opponents and How to Beat Them
Vs. Royal Giant Mirror Matches
Counter Strategy: Whoever has higher-level RG wins. Defend their RG with swarms (Skeleton Army, Barbarians) or buildings (Inferno Tower, Tesla). Send your RG immediately after defending theirs—counter-attack while they rebuild elixir. The player who defends more efficiently while landing more RG hits wins. Don't spell their RG—waste of elixir. Use troops.
Key Tip: In RG mirrors, level advantage decides everything. A Level 11 RG beats Level 10 RG consistently. Overlevel your RG above all else.
Vs. Elite Barbarians Rush
Counter Strategy: Keep Valkyrie, Pekka, Mini Pekka, or Bowler in hand always. These hard-counter Elite Barbs. Place them center when Elite Barbs cross bridge—they kill both Elite Barbs before tower damage. Alternatively, surround with Skeleton Army (bait their Zap first). Buildings (Cannon, Tombstone) also distract Elite Barbs effectively.
Key Tip: Never be caught without Elite Barb counter. If you waste your Valkyrie on other troops and they Elite Barb rush, you lose tower instantly. Discipline wins.
Vs. Three Musketeers Pump Decks
Counter Strategy: Fireball, Lightning, or Poison their Three Musketeers when clustered (before split). This kills all three for huge value. Against split Musketeers, rush the 1-Musketeer lane hard—trade towers if necessary. Your 2v1 lane advantage should win the race. Alternatively, spell their Collectors aggressively so they can't afford Three Musketeers safely.
Key Tip: If you can't spell Three Musketeers pre-split, immediately rush opposite lane when they deploy them. Force them to defend instead of supporting their Musketeers.
Vs. Golem Beatdown
Counter Strategy: Inferno Tower melts Golem. Lightning or Electro Wizard if they Lightning your Inferno. Rush opposite lane when they drop Golem at back—deal 1500+ damage before they can defend. Accept tower trades—your defense is stronger, so you win races. Kill support troops (Night Witch, Baby Dragon) before they become problems.
Key Tip: Against Golem, attack opposite lane immediately when they commit. Don't defend and let them build massive push—pressure forces split elixir.
Vs. Hog Cycle Decks
Counter Strategy: Buildings (Cannon, Tombstone, Furnace) fully counter Hog Rider when placed center. Against fast cycle, you need buildings in every rotation—keep one ready always. Their cycle speed means they attack every 12-15 seconds, so outcycle them or place building perfectly each time. Elite Barb rush punishes Hog Cycle—they lack defensive buildings.
Key Tip: In Hog matchups, perfect building placement (4 tiles from river, centered) results in 0 tower damage. Practice until automatic.
Progression Tips: Moving to Arena 8
Upgrade Priority for Arena 7
- Royal Giant: Priority #1. Request every opportunity. Get to Level 11-12. Overlevel above everything else. This card carries you to 3000+ when maxed.
- Elite Barbarians: Priority #2 if using them. Level 11-12 Elite Barbs are oppressive at 2000-2300 trophies.
- Furnace: Priority #3. Must be +1 level above opponent towers to reach with Fire Spirits. Level 8-9 minimum.
- Zap/Log: Level 10-11. Spell interactions depend on levels. Higher Zap kills higher Goblins.
- Support Troops: Musketeer, Mega Minion to 8-9. These survive longer and deal more damage at higher levels.
Dealing with the 2250 Trophy Wall
Many players struggle at 2250 trophies (50 from Arena 8). Solutions:
- Level Check: Ensure your main 8 cards are at competitive levels (Commons 9-10, Rares 7-8, Epics 4-5). Under-leveled cards lose at this range.
- Deck Focus: Don't switch decks constantly. Master ONE deck completely. Learn every matchup, every timing, every placement.
- Watch Replays: Every loss, identify the exact play that cost you the match. Misplaced building? Wasted spell? Bad timing? Fix it.
- Mental Discipline: Take 15-minute breaks after 2 losses. Trophy tilting costs 200-300 trophies. Play when focused and calm.
- Join Tournament: Practice in tournaments (capped levels). This develops skill without level advantages affecting results.
When You're Ready for Arena 8
Push to Arena 8 (2300 trophies) when:
- Commons at Level 9-10, Rares at Level 7-8, Epics at Level 4-5
- Win rate 65%+ at 2250 trophies consistently
- Mastered your chosen archetype (RG, Elite Barbs, Three Musketeers, etc.)
- Can execute perfect defensive building placement under pressure
- Understand timing windows (when opponent low on elixir, post-big-spell, etc.)
- Developed mental discipline (no tilting after losses)
Common Arena 7 Mistakes to Avoid
Mistake 1: Deploying RG Without Support
Sending Royal Giant alone into Inferno Tower or perfect counters wastes 6 elixir.
Solution: Scout their counters first with small attacks. Once identified, send RG with spell ready to counter their defense (Lightning for Inferno, Zap for swarms).
Mistake 2: Elite Barbs Into Hard Counters
Sending Elite Barbs when opponent has Valkyrie, Pekka, or Bowler ready wastes 6 elixir and gives them counter-push.
Solution: Bait their Elite Barb counter first. Send Hog or Battle Ram to force Valkyrie usage, then Elite Barbs + Rage when counter is in cycle rotation.
Mistake 3: Not Splitting Three Musketeers
Keeping Three Musketeers together allows opponent to Fireball all three for massive value.
Solution: Always split Three Musketeers at river (2 one lane, 1 opposite). This forces opponent to choose which lane to spell, guaranteeing at least one Musketeer survives.
Mistake 4: Under-Leveled Cards
Using Level 8 RG against Level 10 towers and Level 9 defenders loses every trade.
Solution: Only use Royal Giant, Elite Barbs, and Furnace when they're equal or higher level than opponent average. Under-leveled cards are traps at this range.
Mistake 5: Wasting Spells Early
Using Lightning on lone Musketeer or Zap on single Goblin wastes crucial spells needed later.
Solution: Save Lightning for Inferno Tower + support troops (2+ targets). Save Zap for crucial moments (Elite Barb rush, RG support). Spell discipline wins matches.
Conclusion: Master the Royal Arena, Conquer Frozen Peak
Arena 7: Royal Arena introduces aggressive meta-defining cards that remain viable at all trophy levels. Royal Giant, Elite Barbarians, Three Musketeers, Furnace, and Rage enable diverse strategies from ranged siege to lightning-fast bridge spam to overwhelming split-push. More importantly, Arena 7 teaches the crucial concept of level advantage—overlevel your key cards and win through stat superiority combined with solid strategy.
Don't rush through Arena 7. Master your chosen aggressive strategy here. Whether you choose the consistent Royal Giant Lightning, the explosive Elite Barbarians Rage, the overwhelming Three Musketeers Split Push, the chip-focused Furnace Control, or the balanced Royal Giant Furnace Beatdown, perfect your archetype completely. Focus upgrade resources ruthlessly on your main 8 cards, especially your win condition. Practice timing until automatic, learn matchups deeply, and develop the aggressive mindset that defines competitive play.
The Royal Arena tests your ability to capitalize on windows of opportunity, execute aggressive strategies decisively, and leverage level advantages effectively. Win here by combining superior card levels with refined timing and strategic execution. When you can consistently punish opponents' mistakes, land devastating Elite Barb rushes, and maintain constant Royal Giant pressure, you're ready for Arena 8 and the frozen challenges ahead. The path to Legendary Arena requires mastering aggression—start here in the Royal Arena.
Ready to Build Your Aggressive Deck?
Use our AI Deck Creator to generate optimized Royal Giant and Elite Barbarians decks for Arena 7. Or explore our Bridge Spam Guide to master aggressive pressure tactics that work from 2000 to 8000 trophies.
Ready to Build Your Perfect Deck?
Use our AI-powered Deck Creator to generate optimized decks based on the strategies you just learned.
