Control · Average elixir 3.4 · 4-card cycle 9 · Last updated:
🏟️ Every card in this deck is unlocked by Arena 11 (Electro Valley). Best Arena 11 decks →
Mega Knight is a heavy melee troop that deals splash damage when he lands and when he jumps. He can shut down swarms and bridge pressure on his own on defense, then counterpush with Miner and Skeleton Barrel.
Based on 8,479 decks played in the last 4,372 Ranked battles of the top 200 players in the world (data from November 9, 2026):
“Mega Knight / P.E.K.K.A” decks make up 1% of top players’ decks and win 38% of their battles. No deck close to the classic Mega Knight Miner list is among the 80 most played Ranked decks right now. That doesn’t make it a bad deck: top players simply prefer other decks at the moment. It’s still a good pick on Trophy Road and in friendly battles.
Average elixir 3.8 · 4-card cycle 10
42 battles · win rate 50% · Changes from the classic list: adds Barbarians, Tombstone, Goblin Curse, Lava Hound, Phoenix, Flying Machine; drops Mega Knight, Skeleton Barrel, Bats, Inferno Dragon, Spear Goblins, Fireball.
Share of top players’ decks that include each card:
This section is updated weekly. The full list, refreshed every day: All meta decks →
Use Mega Knight on defense first, not on offense. When enemy troops cross to your side, drop Mega Knight right on them; his landing damage clears swarms instantly.
As a surviving Mega Knight walks to the tower, send Miner behind him or at the tower. Skeleton Barrel can bait out your opponent's small spells.
Bats, Inferno Dragon and Spear Goblins complete your defense against air and tanks. Zap and Fireball are your support spells.
Based on its cards’ roles, these are the deck’s weak spots:
Matchups are estimated from card roles and well-known counters; player skill and card levels change the result a lot.
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