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Best Clash Royale Decks for 7000-8000 Trophies — Master 2 & 3 Guide
7000-8000 trophies

Best Clash Royale Decks for 7000-8000 Trophies — Master 2 & 3 Guide

Updated Feb 20268 min readclash royale7000 trophies8000 trophiesmaster 2master 3best decksmeta

Quick answer: At 7000–8000 trophies (Master 2 & 3), Graveyard Poison and Xbow 3.0 are the most consistent climbing decks this season. Graveyard rewards patient defense; Xbow punishes passive opponents. Both require Commons at Level 14+ to compete reliably.

Best Clash Royale Decks for 7000–8000 Trophies (Master 2 & Master 3) — Feb 2026

**Methodology:** Deck recommendations drawn from 300+ ladder replays at the 7000–8000 trophy range (snapshot: February 2026). Win rates and matchup guidance validated across 50+ live test games per archetype. Card recommendations assume near-max card levels appropriate for this range.

The 7000–8000 trophy bracket (Master 2 to Master 3) is one of the most punishing ranges in Clash Royale. Your opponents know their deck deeply, use spell value efficiently, and make almost no placement mistakes. Climbing here is not about finding a "broken" deck — it is about mastering one archetype and executing it with minimal errors.

This guide breaks down the top 4 performing decks for this range, why they work, and exactly how to play each one in February 2026.

Deck Comparison (at a glance)

DeckAvg ElixirWin conditionPrimary countersBest vs
Graveyard Poison3.8Graveyard spell + Poison comboFireball, Arrows + troop, RocketHog cycle, beatdown, bridge spam
Xbow 3.02.9X-Bow locked onto crown towerAir swarms, Earthquake + TornadoControl, cycle decks, Miner chip
Miner Wall Breakers3.1Split pressure: Miner + Wall Breakers chipLog + Zap, Swarms on Wall BreakersHeavy beatdown, slow control
Royal Hogs EQ3.1Royal Hogs + Earthquake split pushBuildings + air swarmsGiant beatdown, Golem, spawners

Graveyard Poison — Most Consistent at 7000-8000

The single most rewarding deck at this range is Graveyard Poison. It wins by deploying Graveyard spell on the crown tower while Poison prevents defensive troops from killing the spawned skeletons.

Deck list

  • Graveyard
  • Poison
  • Knight (Evolved or standard)
  • Tombstone
  • Skeleton Army
  • Baby Dragon
  • Tornado
  • Princess

Average elixir: 3.8

How to win

Your goal is to create a situation where Graveyard + Poison hits an uncontested tower. Spend the first two minutes defending everything and identifying which cards your opponent plays to counter Graveyard (typically Arrows, Fireball, or fast troops). Once you know their counter cycle, you time the Graveyard for the moment that counter is out of cycle.

Exact plays:

  1. Never commit Graveyard when opponent has Arrows or Fireball in hand. Defend twice, bait their spell on a Princess, then drop Graveyard.
  2. Tombstone placement: 3 tiles from river, centered — this kites Hog Rider, Giant, and most win conditions away from your tower.
  3. Poison timing: drop Poison immediately after Graveyard lands. The spell area covers the entire Graveyard radius.

Card level requirements

Card typeMinimumIdeal for 7000-8000
CommonsL14L15 (max)
RaresL12L13 (max)
EpicsL10L11 (max)
LegendariesL7L8 (max)

Matchup guidance

vs Hog 2.6 (slightly favored): Tombstone handles Hog, Baby Dragon covers Musketeer. Go Graveyard when they use Earthquake on your Tombstone — they gave you the window.

vs Xbow 3.0 (even): The hardest matchup. Tornado the Xbow to King Tower on first placement to activate it. Then defend efficiently and counter push with Graveyard when they're forced to defend.

vs Giant Beatdown (favored): Knight + Skeleton Army on the Giant. Tornado the support troops together. Then punish the opposite lane with Graveyard.


Xbow 3.0 — Best for Punishing Passive Play

Xbow 3.0 wins by locking an X-Bow onto the opponent's crown tower for 20 seconds of uncontested damage — roughly 4000 HP per full lock-on. The deck rewards patience and punishes opponents who try to out-cycle or ignore your building pressure.

Deck list

  • X-Bow
  • Tesla
  • The Log
  • Skeletons
  • Ice Spirit
  • Ice Golem
  • Arrows (or Barbarian Barrel)
  • Arrowhead (or second spell variant)

Average elixir: 2.9

How to win

Play defensively until you have 6+ elixir with X-Bow in hand. Place X-Bow at the river, center tile, when opponent's bridge-area troops are occupied or out of hand. Immediately place Tesla behind X-Bow for air coverage. Ice Golem in front absorbs counter-push troops.

Exact plays:

  1. X-Bow placement: always at the river, center column. Never off-center — it must lock onto the crown tower directly.
  2. When opponent attacks opposite lane: defend with cheap cards only (Skeletons, Ice Spirit), then place X-Bow as the ultimate counter-push.
  3. Against air counters (Minion Horde, Mega Minion): Tesla behind X-Bow handles most, Log/Arrows finishes swarms.

Why Xbow scales well at 7000+

At lower trophies, opponents often rush X-Bow carelessly and take tower chip in return. Above 7000, opponents are more patient — which makes X-Bow's lock-on cycles even more threatening, because they waste elixir defending rather than pushing.


Miner Wall Breakers — Best for Consistent Chip Damage

Miner Wall Breakers wins through relentless chip damage: Miner tanks at the crown tower while Wall Breakers hit from the opposite lane, forcing opponents to split their defensive attention.

Deck list

  • Miner
  • Wall Breakers
  • Goblin Barrel
  • Princess
  • Inferno Tower
  • Skeletons
  • The Log
  • Arrows

Average elixir: 3.1

How to win

The core combo is Miner on the low-HP corner of the crown tower, followed immediately by Wall Breakers sent to the opposite lane. For 4 + 2 = 6 elixir, you force your opponent to spend at least 6-8 elixir to defend both threats.

Exact plays:

  1. Miner placement: always the front corner of the lower-HP tower. This limits the tower's ability to target the Miner while it tanks.
  2. Wall Breakers: they target the nearest building on their path. Deploy them aimed at the opposite lane building/tower.
  3. Goblin Barrel: use as a secondary chip pressure when opponent uses their small spell on Miner. Send Barrel to the same tower they're already defending.

Royal Hogs Earthquake — Best vs Beatdown and Spawner Decks

Royal Hogs Earthquake applies split-lane pressure while Earthquake removes any defensive building your opponent places. It is the best option at 7000-8000 when you face heavy Golem, Giant, or spawner-style opponents.

Deck list

  • Royal Hogs
  • Earthquake
  • Musketeer
  • Skeletons
  • Ice Golem
  • Barbarian Barrel
  • The Log
  • Tornado

Average elixir: 3.1

How to win

Royal Hogs split to both lanes on bridge deployment. When opponent places a Tombstone, Furnace, or building to stop them, drop Earthquake to destroy it. The combo costs 5 + 3 = 8 elixir but guarantees tower damage against building-heavy opponents.

Exact plays:

  1. Against beatdown: defend the big push with Musketeer + Tornado, then send Royal Hogs to the opposite lane immediately.
  2. Earthquake timing: hold it until the opponent places a building reaction to your Hogs, then drop instantly.
  3. In double elixir: send Royal Hogs every other cycle — they cannot defend both lanes and build a Golem push simultaneously.

Card Level Guide for 7000-8000

Reaching Master 2 and 3 without near-max cards is extremely difficult. The baseline:

Card typeMinimum to competeComfortable
CommonsLevel 14Level 15
RaresLevel 12Level 13
EpicsLevel 10Level 11
LegendariesLevel 7Level 8
ChampionsLevel 9Level 10

If your cards are below these levels, focus on upgrading your main deck before trying to climb. Every level in Clash Royale increases HP and damage by ~3-4%, which compounds into near-50% HP differences across 3-4 levels.


Frequently Asked Questions

What are the best decks for 7000-8000 trophies in Clash Royale?

Graveyard Poison and Xbow 3.0 are the two most consistent decks at 7000-8000 trophies in February 2026. Graveyard Poison rewards defensive mastery and patience; Xbow rewards cycle efficiency and building placement. Miner Wall Breakers and Royal Hogs Earthquake are strong alternatives if you face heavy beatdown or spawner compositions.

What card levels do I need for 7000-8000 trophies?

You need Commons at Level 14 minimum (Level 15 ideal), Rares at Level 12-13, Epics at Level 10-11, and Legendaries at Level 7-8 to compete comfortably at 7000-8000 trophies. Below these levels, the tower HP and troop damage gaps put you at a consistent disadvantage even with superior strategy.

What is the difference between Master 2 and Master 3?

Master 2 spans 7000-7500 trophies and Master 3 spans 7500-8000 trophies in Clash Royale's current season ladder. Both use the same competitive card pool, but Master 3 opponents tend to have more deck mastery and cycle efficiency. The trophy reset at season end affects both leagues similarly.

How do I climb from 7000 to 8000 trophies?

Pick one of the four recommended decks and play 20+ games before evaluating. Track your two most common loss conditions (usually: got Graveyard'd with spell in cycle, or Xbow locked on tower without an air counter). Adjust placements and spell timing based on those two losses before considering a deck change.

Is Graveyard Poison good for a beginner at 7000 trophies?

Graveyard Poison is moderately difficult for beginners because it requires reading your opponent's spell cycle carefully before committing the Graveyard. If you are new to the 7000 range, Miner Wall Breakers is slightly more forgiving since the win condition is cheaper (6 elixir combo vs 8 for Graveyard + Poison) and the feedback loop is faster.

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