Arena 1: Goblin Stadium

Best Decks for 0-300 Trophies

Arena Overview

Goblin Stadium is where every Clash Royale journey begins. This training arena introduces you to the basic mechanics of the game with a limited but effective card pool. Focus on learning fundamental strategies like elixir management, troop placement, and tower defense.

Trophy Range
0 - 300
Cards Available
15 Cards
Difficulty
Beginner
Key Unlocks
Starter Cards

Getting Started in Arena 1

Arena 1 is designed for new players to learn the basics. With only starter cards available, focus on mastering simple but effective combinations. Don't worry about complex strategies yet - understanding troop counters and proper card placement will carry you through this arena quickly.

Best Decks for Arena 1

Beginner-friendly decks optimized for 0-300 trophies

Giant Beatdown (Beginner)

⚡ 3.5 Avg Elixir
Beginner Friendly Beatdown Easy to Use

🎴 Deck Cards

Giant Giant
Archers Archers
Knight Knight
Mini P.E.K.K.A Mini P.E.K.K.A
Arrows Arrows
Fireball Fireball
Musketeer Musketeer
Spear Goblins Spear Goblins

Why This Deck Works

This is the quintessential beginner deck for Arena 1. Giant acts as your tank, absorbing tower damage while support troops (Archers, Musketeer) deal damage from behind. It teaches fundamental beatdown strategy - using a tank to protect your damage dealers.

How to Play

  • Opening: Place Giant at the back when you have full elixir (10). This gives you time to build elixir while Giant walks to the bridge
  • Support Troops: Place Musketeer or Archers behind Giant once it crosses the bridge. They'll shoot from safety
  • Defense: Use Knight or Mini P.E.K.K.A to defend against enemy pushes, then counter-push with Giant
  • Spells: Use Arrows for swarm units (Skeleton Army, Minion Horde). Fireball for clustered troops or to finish low-HP towers
  • Pro Tip: Never waste all your elixir on offense. Save at least 3-4 elixir to defend
Upgrade Priority: Focus on upgrading Giant first, then Musketeer and Mini P.E.K.K.A. These are your core offensive and defensive cards.

Common Matchups

vs Skeleton Army: Save Arrows to clear them when they surround your Giant

vs Air Troops: Musketeer and Archers handle air threats. Position them well

vs Baby Dragon: Mini P.E.K.K.A can quickly take it down, or use Musketeer from distance

Prince Rush (Aggressive)

⚡ 3.6 Avg Elixir
Aggro Beginner Friendly Fast

🎴 Deck Cards

Prince Prince
Baby Dragon Baby Dragon
Musketeer Musketeer
Knight Knight
Arrows Arrows
Archers Archers
Skeleton Army Skeleton Army
Spear Goblins Spear Goblins

Why This Deck Works

Prince is a devastating win condition in Arena 1. Most new players don't know how to counter a charging Prince effectively. This deck maximizes his potential with good support and defensive options.

How to Play

  • Prince Charges: Place Prince at the bridge when opponent is low on elixir. His charge damage can take down a tower quickly
  • Air Support: Baby Dragon clears swarm units that could stop Prince's charge
  • Defense: Skeleton Army melts tanks. Knight handles single-target threats. Musketeer for air
  • Surprise Attacks: Wait for opponent to use elixir on offense, then rush opposite lane with Prince
  • Arrows Timing: Use Arrows when opponent places Skeleton Army to stop your Prince
Pro Tip: Prince's charge is broken if any troop blocks him. Predict Skeleton Army placements and use Arrows preemptively!

Balanced Starter (Defensive)

⚡ 3.4 Avg Elixir
Control Beginner Friendly Versatile

🎴 Deck Cards

Musketeer Musketeer
Knight Knight
Archers Archers
Mini P.E.K.K.A Mini P.E.K.K.A
Skeleton Army Skeleton Army
Arrows Arrows
Fireball Fireball
Baby Dragon Baby Dragon

Why This Deck Works

This deck teaches proper defense-into-counterattack gameplay. It has answers for every situation and doesn't rely on one card to win. Perfect for learning game fundamentals.

How to Play

  • Defensive Style: Wait for opponent to make the first move. Defend efficiently using minimal elixir
  • Counter-Push: After defending, your troops will march toward opponent's tower. Support them with additional units
  • Versatile Defense: Knight for tanks, Musketeer for air, Skeleton Army for high-DPS threats, Mini P.E.K.K.A for tanks
  • Spell Value: Use Fireball on Musketeer + tower, or Arrows on swarms threatening your tower
  • Baby Dragon: Great for clearing cheap troops and providing area damage
Pro Tip: This deck is about positive elixir trades. If you spend 3 elixir to defend their 5 elixir push, you're winning!

Arena 1 Strategy Tips

Essential Lessons for Beginners

  • Elixir Management: Never drop to 0 elixir. Always keep enough to defend. Wasting elixir = losing games
  • Don't Overcommit: New players often drop all cards at once. Spread out your attacks
  • Learn Counters: Skeleton Army counters Prince. Arrows counter Skeleton Army. Musketeer counters Baby Dragon. Rock-paper-scissors!
  • Tower Focus: Don't split pushes yet. Focus on taking down ONE tower first
  • Watch Elixir Bar: Attack when opponent is low (0-3 elixir). They can't defend properly

Common Beginner Mistakes

  • Placing troops at bridge: Only do this for surprise attacks. Usually, place troops behind towers to build pushes
  • Ignoring defense: You can't win if your towers fall first. Defense first, offense second
  • Using spells on troops only: It's OK to Fireball a tower for chip damage if nothing else
  • Not upgrading cards: Level advantage is HUGE. Upgrade your 8-card deck, don't spread resources
Golden Rule: Master one deck completely rather than constantly switching. Understanding your deck's strengths and weaknesses is more important than having the "perfect" deck.

Key Cards Available in Arena 1

Arena 1 provides access to fundamental cards that remain relevant throughout your Clash Royale journey:

Win Conditions

Giant: Your first true tank. Learn to support him properly

Prince: High damage dealer. Deadly when his charge connects

Support Troops

Musketeer: Best all-around support card. Targets air and ground

Archers: Cheap, versatile ranged support

Baby Dragon: Splash damage and tanky. Great for clearing swarms

Defense

Knight: Best ground mini-tank. High HP, good damage

Mini P.E.K.K.A: Tank killer. Shreds Giants and Princes

Skeleton Army: Ultimate distraction card. Can stop big pushes alone

Spells

Arrows: Your anti-swarm tool. Fast and cheap

Fireball: Medium spell. Good damage to towers and troops

Progressing to Arena 2

Quick Progression Tips

  • Complete Challenges: Daily challenges give gold and cards. Don't miss them!
  • Join a Clan: Request cards every 7 hours. This dramatically speeds up progression
  • Open Chests: Always have a chest unlocking. Start silver chests before bed
  • Practice Makes Perfect: You should reach Arena 2 within 1-2 hours of play
  • Don't Worry About Trophies: Losing is part of learning. Focus on improving, not trophy count
Next: Arena 2 (Bone Pit) →

Related Guides