If you’re stuck trading wins and losses in the 5000–6000 range, it’s usually not your mechanics—it’s your deck choice and gameplan into common mid-ladder threats. This guide focuses on best decks for 5000-6000 trophies this week built around Hog pressure and simple beatdown fundamentals, so you can win more games with repeatable, low-risk lines.
The 5000–6000 meta this week (what you’ll face most)
In the current 5000-6000 meta, you should expect a lot of:
- Mega Knight + bait units (Goblin Gang/Skarmy)
- Valkyrie + Wizard/Witch support
- Inferno Tower/Inferno Dragon as a panic answer to tanks
- Random heavy spells (Fireball + Arrows) and bridge spam punish
That’s why the decks below lean on Goblin Cage, Arrows, and straightforward pushes that don’t require perfect cycle tracking.
Action item: Queue 5 ladder matches and write down the top 3 cards you see most—use that list for the swap section later.
Best decks for 5000–6000 trophies this week: Hog Rider Deck (Hog Beatdown Control)
This is a “Hog beatdown” style: you defend cleanly, then convert defense into a Hog push with leftover troops. It’s not full 2.6 cycle—you win with solid defense + counterpush.
Deck list (avg elixir ~3.5)
- Hog Rider
- Goblin Cage
- Musketeer
- Valkyrie
- Skeletons
- Fireball
- Arrows
- Ice Spirit
Your main win condition plan
- Single elixir: Hog at the bridge only when you can support with Ice Spirit/Skeletons or you know their building is out of hand.
- Double elixir: defend with Goblin Cage + Valkyrie, then add Hog in front of surviving Brawler/Musketeer.
Core interactions you should aim for
- Goblin Cage pulls Hog/Ram Rider and also absorbs Mega Knight jumps. Place it 4 tiles from the river, centered.
- Arrows deletes Skarmy/Goblin Gang and clips Dart Goblin/Princess. Use it to guarantee Hog hits.
- Fireball is for medium troops (Wizard, Witch, Musketeer) and for finishing tower in the last 30–60 seconds.
Example “safe” sequences (use these often)
- If nothing is happening: Skeletons in the back → react.
- If they drop a tank in back: Goblin Cage ready + Musketeer spaced, then counterpush with Hog when you’re up 3–5 elixir.
- If they spam at bridge: Valkyrie on top + Ice Spirit, then Hog opposite lane if you defended for cheap.
Action item: Play this hog rider deck for 10 games and track one stat: how many times your Hog gets 2+ hits. Your goal is 5/10 games minimum.
Giant Beatdown deck for 5000–6000 (simple ladder crusher)
Not every matchup lets Hog breathe. Having a second option helps you climb when you keep seeing buildings and swarm. This Giant beatdown list is forgiving and strong into messy mid ladder decks.
Deck list (avg elixir ~4.0)
- Giant
- Goblin Cage
- Musketeer
- Mini P.E.K.K.A
- Bats
- Arrows
- Fireball
- Zap
How you win with Giant beatdown
- Single elixir: defend first. Don’t drop Giant at the bridge unless you’re up elixir.
- Double elixir: Giant in back → Cage/Musketeer to stabilize → add Mini P.E.K.K.A at the bridge only if they overcommit.
Why this works in the 5000–6000 meta
- Mini P.E.K.K.A deletes Mega Knight and tanks fast.
- Arrows solves the common “swarm + splash support” problem (Skarmy, Minion Horde, Goblins).
- Goblin Cage gives you a defensive anchor that becomes counterpush pressure.
Action item: In your next 5 Giant games, only start Giant in back when your elixir hits 10 and you have both spells in rotation. Keep it strict.
Card swaps for mid ladder decks (keep your core, fix your matchup)
If your ladder pocket meta is weird, don’t rebuild the entire list. Swap 1 card at a time.
If you face too much Inferno (Tower/Dragon)
- Hog deck: Arrows → Earthquake (if you have it) or Fireball → Rocket (only if you’re comfortable)
- Giant deck: Zap stays; consider Bats → Electro Spirit if available
If you face Mega Knight + Wizard/Witch nonstop
- Hog deck: Skeletons → Guards (more stable) or Musketeer → Archer Queen (if owned)
- Giant deck: Bats → Mega Minion (less spell-vulnerable)
If bait is everywhere
- Keep Arrows in both decks
- Hog deck: Ice Spirit → Log (if owned) for better control
Action item: Make exactly one swap based on what you recorded earlier, then play 8 matches before changing anything again.
What to do next (your 30-minute plan)
- Choose one from the best decks for 5000-6000 trophies this week and stick to it for 20 games.
- Write down: your 3 most common losses (e.g., “Inferno + building,” “Mega Knight counterpush,” “bait”).
- Apply one swap from the section above.
- Practice two placements in friendly battles:
- Goblin Cage centered (anti-Hog + anti-Mega Knight)
- Valkyrie on-top defense vs bridge spam
Action item: Lock your deck for 48 hours. Consistency beats constant switching in the 5000–6000 trophy range.
Closing: keep climbing in the 5000–6000 meta
These mid ladder decks are built to be stable, not flashy. If you play tight defense, convert with counterpush, and make one smart swap for your local 5000-6000 meta, you’ll climb.
Related resources:
- Hog Rider deck matchups and placements
- Giant beatdown timing (single vs double elixir)
- How to use Goblin Cage as your universal defense

