Arena 5: Spell Valley

Best Decks for 1300-1600 Trophies

🎉 New Unlocks: Zap, Freeze, Wizard, Lightning - Critical spells that change how you approach combat!

Arena Overview

Spell Valley lives up to its name - you unlock game-changing spells that will be in your deck forever. Zap resets Inferno, stuns troops, and kills swarms. Freeze creates devastating surprise attacks. Wizard provides powerful splash damage. Spell timing and prediction become crucial skills.

Trophy Range
1300 - 1600
Cards Available
35 Cards
Difficulty
Intermediate
Key Skill
Spell Timing

Master Spell Mechanics

Spells are the difference between good and great players. Zap becomes essential for resets and stuns. Freeze enables game-winning surprise attacks. Lightning removes defensive buildings. Learning WHEN to spell is more important than which spell to use.

Best Decks for Arena 5

Balloon Freeze (Classic)

⚡ 3.8 Avg Elixir
Surprise Attack High Reward Popular

🎴 Deck Cards

BalloonBalloon
FreezeFreeze
GiantGiant
WizardWizard
MusketeerMusketeer
Mini P.E.K.K.AMini P.E.K.K.A
ZapZap
ArrowsArrows

Why This Deck Works

The Balloon + Freeze combo is DEVASTATING in Arena 5! Most players don't expect Freeze. When Balloon reaches tower and you Freeze their defenders, it's usually game over. This combo can take a full-HP tower in one push.

How to Play

  • Setup: Defend first. Save Freeze and Balloon for the perfect moment
  • The Combo: Send Giant, then Balloon behind. When defenders appear, Freeze them all
  • Freeze Timing: Wait until Balloon is over tower AND they've placed defenders. Freeze everything!
  • Spell Coverage: Zap for reset and swarms. Arrows for backup
  • Defense: Mini P.E.K.K.A kills tanks. Wizard + Musketeer handle everything else
  • One-Shot Potential: This deck can 3-crown in one successful push
Pro Tip: Freeze lasts 4 seconds at level 4. Time it when Balloon drops bomb - frozen troops can't stop the death damage!

Hog Rider Zap Cycle

⚡ 2.9 Avg Elixir
Fast Cycle Meta Skillful

🎴 Deck Cards

Hog RiderHog Rider
MusketeerMusketeer
ValkyrieValkyrie
CannonCannon
ZapZap
FireballFireball
ArchersArchers
Spear GoblinsSpear Goblins

Why This Deck Works

Adding Zap to Hog Cycle makes it even stronger! Zap resets Inferno Tower (which hard-counters Hog), kills swarms, and enables Hog to get extra hits. This is the evolution toward the legendary 2.6 Hog deck.

How to Play

  • Hog + Zap: Send Hog, then Zap when they place Skeleton Army or Minions
  • Prediction Zap: Advanced play - Zap where you expect them to place troops
  • Reset Mechanic: Zap resets Inferno Tower, Sparky, Prince charge. CRUCIAL skill
  • Fast Cycling: With 2.9 avg elixir, cycle back to Hog every 4-5 seconds
  • Defense: Cannon + Valkyrie stops most pushes. Cheap and effective
Pro Tip: Zap has 0.5 second stun. Use it when Inferno is fully locked - resets the damage ramp-up!

Giant Wizard Beatdown

⚡ 3.9 Avg Elixir
Beatdown Splash Heavy Beginner Friendly

🎴 Deck Cards

GiantGiant
WizardWizard
Baby DragonBaby Dragon
MusketeerMusketeer
Mini P.E.K.K.AMini P.E.K.K.A
LightningLightning
ZapZap
TombstoneTombstone

Why This Deck Works

Wizard behind Giant is the classic Arena 5 beatdown. Wizard's splash damage destroys swarms and support troops. Lightning removes defensive buildings and high-HP troops. Simple but extremely effective!

How to Play

  • Push Building: Giant in back, add Wizard + Baby Dragon. Triple splash damage!
  • Lightning Targets: Hit Inferno Tower + Musketeer + Tower. 3 targets = huge value
  • Protect Wizard: He's squishy. Keep him behind Giant or he dies instantly
  • Defense: Wizard clears swarms. Mini P.E.K.K.A kills tanks. Very straightforward
  • Zap Support: Finish off low-HP troops or reset Inferno
Pro Tip: Lightning does 864 damage but costs 6 elixir. Only use it when hitting 3 targets or taking out key defenders!

Spell Mastery Guide

Zap (2 Elixir) - The Most Important Spell

  • Reset Mechanic: Resets Inferno, Sparky, Prince, Battle Ram charge
  • Stun: 0.5 second stun delays attacks. Use on charging troops
  • Retargeting: Forces troops to retarget. Great for protecting towers
  • Kills: Skeletons, Bats, Spear Goblins at equal level
  • When to Use: Defensively to save towers, offensively to clear Hog counters

Freeze (4 Elixir) - High Risk, High Reward

  • Duration: 4-5 seconds based on level. Freezes EVERYTHING in radius
  • Best With: Balloon, Hog Rider, Graveyard - fast damage dealers
  • Timing: Wait for opponent to commit defenders, THEN Freeze
  • One-Shot Potential: Can win games in single push if timed right
  • Weakness: 4 elixir for no damage. If misused, you lose elixir advantage

Lightning (6 Elixir) - Building Destroyer

  • Multi-Target: Hits 3 highest HP targets in radius
  • Best Targets: Inferno Tower, Elixir Collector, Wizard, Witch
  • Elixir Trade: Need to hit 6+ elixir worth for positive trade
  • Tower Damage: 291 crown tower damage. Good for spell cycling
  • Usage: When opponent clusters troops or has defensive building

Wizard (5 Elixir) - Splash DPS

  • Counters: Swarms, Minion Horde, Skeleton Army, grouped troops
  • Weakness: Low HP, dies to Fireball. Expensive for support
  • Placement: Always behind tank. Never frontline or he dies
  • Defense: Excellent at clearing big pushes. High DPS + splash

Arena 5 Strategy Tips

When to Use Spells Offensively vs Defensively

  • Offensive Zap: When Hog is attacking and they place swarms
  • Defensive Zap: Reset Inferno targeting your tank, or stun enemy push
  • Offensive Freeze: Only when you have lethal or can take tower
  • Defensive Freeze: RARE - only in emergency to save tower in overtime
  • Lightning: 80% offensive (buildings), 20% defensive (clusters)

Spell Cycling for Tower Damage

If you can't break through their defense, spell cycle in overtime:

  • Lightning: 291 tower damage
  • Fireball: 229 tower damage
  • Rocket: 493 tower damage (from Arena 3)

Defend perfectly, then keep spelling their tower until it falls!

Next: Arena 6 (Builder's Workshop) →

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