Deck Guide
Best Clash Royale Decks for Arena 10 (Hog Mountain)
Hog Mountain, 3,000–3,400 trophies. Same Hog cycle. The Log is still one arena away.
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Short Answer
The best Arena 10 decks for Hog Mountain (3,000–3,400 trophies) start with Hog Rider, Musketeer, Cannon, Ice Golem, Skeletons, Ice Spirit, Fireball, and Barbarian Barrel. That is the Frozen Peak Hog cycle with the small spell you can own. The Log unlocks at 3,400. If one spell is stopping every Hog, the second list adds Goblin Barrel and Inferno Tower. If you will not cycle, the Giant Lightning list from Arena 8 is still legal.
How These Lists Were Chosen
I'm Colin Liu. Hog Cycle is the deck I play above this range. I did not level a fresh alt through 3,000 this month, and this page does not invent a win rate for one. The limit is the unlock table, plus the three cards RoyaleTracker named on October 27, 2026.
That page says the best Arena 10 deck uses Hog Rider, Goblin Barrel, and Inferno Tower, at a 3.3 average. It does not print the other five. I am not going to invent them and then attach 3.3 to the invention. The 3.0 list below is mine. Their published average is heavier, so their other five are not these five.
What Changes at Arena 10
Hog Mountain runs from 3,000 to 3,400. Arena 3 already opened one Evolution slot. Arena 5 already opened one Hero slot. This arena adds the Wild slot, which can hold a second Evolution or a second Hero. It does not open Legendary cards. Miner, Princess, Mega Knight, and The Log start at Electro Valley.
- New cards, still not the climb list. Liquipedia unlocks Elite Barbarians, Minion Horde, Tesla, Furnace, Zappies, Golem, Hunter, and X-Bow here. Golem and X-Bow are win conditions. Elite Barbarians are not. They just unlocked, so gold still goes into Hog.
- The Log is still illegal. Barbarian Barrel, already yours from Jungle Arena, stays in that slot until 3,400.
- Log Bait is not an Arena 10 deck. Princess is a Legendary. A bait list that needs her is an Arena 11 list.
- The Wild slot only helps a card already in the eight. A Hero you do not play is an empty slot with a portrait on it.
The Decks at a Glance
| # | Deck | Avg Elixir | Legendary | Play it when |
|---|---|---|---|---|
| 1 | Hog Cycle | 2.6 | None | You will cycle. This is the climb list. |
| 2 | Hog and Goblin Barrel | 3.0 | None | One small spell is stopping every Hog. |
| 3 | Giant Lightning | 3.3 | None | You will not cycle. One slow push. |
No win-rate column. I do not have an Arena 10 sample, and the public row does not show a full eight.
1. Hog Cycle with Barbarian Barrel
-
4 Hog Rider -
4 Musketeer -
3 Cannon -
2 Ice Golem -
1 Skeletons -
1 Ice Spirit -
4 Fireball -
2 Barbarian Barrel
21 elixir, 2.6 average.
Hog Rider is the win condition. This is the Arena 8 list with Barbarian Barrel in Giant Snowball's slot. The barrel kills a swarm and leaves a barbarian. Snowball only knocked things back. Cannon still pulls the tank. Ice Golem still kites. Fireball still has to hit two things, or one thing and the tower. That rule is when a spell is worth it.
You do not need the Wild slot to make this work. If you fill it, Skeletons or Cannon belong there, because those cards are already in the eight. Do not spend the slot on a card you then have to rebuild the deck around.
2. Hog, Goblin Barrel, Inferno Tower
-
4 Hog Rider -
3 Goblin Barrel -
5 Inferno Tower -
4 Musketeer -
2 Ice Golem -
4 Fireball -
1 Skeletons -
1 Ice Spirit
24 elixir, 3.0 average. The tracked shell is 3.3, so its other five cards are heavier than these.
Goblin Barrel is a second win condition. Hog in one lane, barrel in the other, after you have seen their Arrows or Zap. Inferno Tower is for Giant, Golem, and P.E.K.K.A. It resets if they Zap it, so the tower is not a plan by itself. Musketeer still has to shoot Balloon and Minion Giant.
Do not play both threats into the same spell. If you cannot name which card is the tower plan this game, go back to the 2.6 list. Two win conditions only work when the second one does a job the first cannot.
3. Giant Lightning, If You Will Not Cycle
-
5 Giant -
4 Baby Dragon -
4 Mini P.E.K.K.A -
3 Mega Minion -
6 Lightning -
2 Zap -
1 Ice Spirit -
1 Skeletons
26 elixir, 3.3 average. Same eight as the Arena 8 page. All of them are legal here.
Giant is the win condition. Lightning removes the Inferno Tower or the Musketeer standing on him, not a swarm. The pilot is already written on the Arena 8 page. Nothing about Hog Mountain makes this list stronger. It is here because a player who will not cycle should not be handed a 2.6 deck and told to learn it in one session.
Upgrade Priority
- Hog Rider first. On the Giant list, Giant first. The card that hits the tower is the card that is under-leveled when you lose.
- The spell that has a threshold second. Fireball on the cycle lists. Lightning on the Giant list. A spell that leaves a Musketeer alive is a spell you paid for twice.
- The building third. Cannon or Inferno Tower. A building one level down does not finish the tank it pulled.
- Ice Spirit and Skeletons last. They still cycle at the level you already have.
Wild Slot
Hog Mountain adds the Wild slot on top of the Evolution slot from Arena 3 and the Hero slot from Arena 5. Put it on a card in the eight you already chose. For the Hog lists that is Skeletons or Cannon. For Giant Lightning that is a card already in that eight, not a new win condition. Leaving the slot empty is better than swapping decks so the portrait matches.
Five Mistakes Keeping You on Hog Mountain
- Queuing The Log. You do not own it until 3,400. The deck with a grey card in it is not the deck.
- Copying three card names as an eight. Hog, Barrel, and Inferno Tower are a shell. The average on that row is 3.3. A 2.6 fill is a different deck.
- Spending the Wild slot outside the eight. You then have nine cards and no plan.
- Fireballing one troop. Same leak as every other arena. Cannon was the answer.
- Hogging into a building you have not seen leave their hand. Count the cycle first. That count is how to count elixir.
How to Leave Hog Mountain
Stay on the 2.6 list until 3,400. Gold goes into Hog, Fireball, and Barbarian Barrel. The trophy gate holds 3,000 once you reach Hog Mountain. At 3,400, The Log can replace Barbarian Barrel. It does not replace Hog.
FAQ
What are the best decks for Arena 10?
Hog Cycle with Barbarian Barrel. Hog, Goblin Barrel, and Inferno Tower if one spell stops the Hog. Giant Lightning if you will not cycle. Hog Mountain is 3,000–3,400 trophies.
Can I use The Log here?
No. Legendaries unlock at Arena 11, which starts at 3,400. Barbarian Barrel is the small spell on the climb list.
What does Hog Mountain unlock?
The Wild slot, on top of the Evolution slot from Arena 3 and the Hero slot from Arena 5. It can hold another Evolution or another Hero. The new cards are Elite Barbarians, Minion Horde, Tesla, Furnace, Zappies, Golem, Hunter, and X-Bow. Not a Legendary.
Should I copy a 3.3 Hog and Barrel list?
Only if you can see all eight cards. The public row names Hog, Goblin Barrel, and Inferno Tower. The other five are not on that row.
Related Guides
- Arena 9 — the bracket you just left, at 2,600.
- Arena 8 — the same Hog list with Giant Snowball, and the Giant Lightning pilot.
- Hog Rider — the win condition in the first two lists.
- Win Conditions — when a second tower card is actually a plan.
Written by Colin Liu. Arena bounds and the Wild slot: Clash Royale Wiki, Arenas. Hog, Goblin Barrel, and Inferno Tower as the Arena 10 shell: RoyaleTracker, read October 27, 2026. This page is not affiliated with Supercell. See the Fan Content Policy.