Best Arena 6 Deck for Clash Royale – Va-Ho-Witch Army (February 2026)
Dominate P.E.K.K.A’s Playhouse with the best Arena 6 deck for February 2026. Complete Va-Ho-Witch Army guide with card roles, strategies, and matchup tips for Clash Royale.
Stuck in P.E.K.K.A’s Playhouse and looking for a deck that actually works with the cards you have? Arena 6 in Clash Royale is where the difficulty curve steepens significantly. You’re facing Giants, P.E.K.K.As, Princes, and endless swarm spam from players who’ve mastered the early-game meta.
You don’t need legendary cards or maxed-out epics to climb. The Va-Ho-Witch Army deck has consistently ranked as the most practical and effective Arena 6 build for February 2026, and for good reason—it works with realistic card collections while perfectly countering the typical P.E.K.K.A’s Playhouse meta.
This comprehensive guide breaks down the complete deck list, card-by-card synergies, phase-by-phase gameplan, matchup strategies, and common mistakes to avoid. Whether you’re a free-to-play player grinding your way up or just stuck at this trophy range, this guide will give you everything you need to escape Arena 6.
Let’s break through P.E.K.K.A’s Playhouse!

Va-Ho-Witch Army: The Complete Deck List
Deck Name: Va-Ho-Witch Army
Average Elixir Cost: 3.6
Arena: 6 (P.E.K.K.A’s Playhouse)
The 8 Cards:
- Hog Rider (4 elixir) – Main win condition
- Valkyrie (4 elixir) – Ground tank and splash defender
- Witch (5 elixir) – Support unit with skeleton generation
- Baby Dragon (4 elixir) – Flying splash support
- Skeleton Army (3 elixir) – Tank killer and punish tool
- Minions (3 elixir) – Cheap air DPS
- Zap (2 elixir) – Small spell for swarms and resets
- Fireball (4 elixir) – Medium spell for supports and tower finishing
Why This Deck Dominates Arena 6:
Multiple up-to-date Arena 6 guides and meta analysis for 2026 consistently highlight Hog-Valk-Witch shells as the most practical build for P.E.K.K.A’s Playhouse. Unlike theoretical “perfect” decks that require cards you won’t unlock until Arena 9+, this deck uses realistic collections and directly counters the Giant/P.E.K.K.A/Prince/swarm spam meta you’ll face constantly.
Card-by-Card Breakdown: Roles and Synergies
Hog Rider – Your Win Condition
Primary Job: Deal direct tower damage and force defensive responses
Where It Shines:
- When opponents waste their main ground defense
- After they use their big spell on something else
- During counterpushes with surviving troops
Best Synergies:
- Hog + Valkyrie: Valk clears Skeleton Army and Goblin Gang so Hog connects with tower
- Hog + Witch: Witch’s skeletons distract Mini P.E.K.K.A and Prince
- Hog + Baby Dragon: Dragon handles air and ground swarms during the push
Key Strategy: Only commit to all-in Hog pushes when you’re confident they can’t punish you with a massive counterpush. Patience wins games.
Valkyrie – Defensive Core and Push Support
Main Roles:
- Counter ground swarms (Skeleton Army, Goblins, Barbarians)
- Tank in front of Witch/Baby Dragon on counterpushes
- Answer to Prince and Mini P.E.K.K.A with support
Defensive Uses:
- Drop in the middle to pull and splash multiple troops simultaneously
- Place early against Prince/Mini P.E.K.K.A pushes so she splashes both the tank and support troops
- Excellent kiting tool that buys time for tower damage
Offensive Uses:
- Frontline tank for Hog pushes
- Soak damage from mini-tanks while support troops clean up
- First card down in counterpushes after successful defenses
Pro Tip: Valkyrie’s 360-degree splash makes her invaluable against the swarm-heavy meta in Arena 6. She’s worth upgrading early.
Witch – Your Value Engine
Strengths:
- Constantly spawns skeletons that block Prince charges and stall tanks
- Excellent splash damage against Skeleton Army, Goblins, and Spear Goblins
- Provides both offensive and defensive value throughout the match
How to Use Properly:
- Always play her behind your King Tower, never at the bridge
- Stack value by defending with Witch, then counterpushing with Hog in front of her surviving skeletons
- Use her skeleton spawn to distract high-damage units while your tower chips them down
Weakness: Vulnerable to Fireball, Poison, and Lightning, especially with level disadvantages. Protect her by forcing opponents to use their spells on other threats first (like Baby Dragon or grouped troops).
Baby Dragon – Splash and Air Control
Primary Jobs:
- Clear grouped troops (Minion Horde, Goblin Gang, Skeleton Army)
- Air defense against Balloon and flying support units
- Splash damage during both offense and defense
Placement Tips:
Defensive: Place in the center of your side so it can cover both lanes if needed
Offensive: Position behind Valkyrie or Hog to clear swarms in the push path
Why It’s Essential: Baby Dragon is one reason this deck is so forgiving for newer players. It covers mistakes against spam decks and provides reliable splash damage that’s hard to counter in Arena 6.
Skeleton Army – Hard Punish and Tank Killer
Best Against:
- Giant, P.E.K.K.A, Mini P.E.K.K.A, Knight, Prince (when they don’t have spells in cycle)
- Any single-target high-damage unit without splash support
How to Use Properly:
- Drop late and directly on top of the tank so opponents have less time to react with spells
- Do not spam Skarmy at the bridge unless:
- Opponent is at very low elixir, OR
- You’re finishing a near-dead tower
Critical Risk: Dies instantly to Zap, Log, Arrows, Valkyrie, Baby Dragon, and Bomber. Learn what your opponent has in their deck before relying on Skarmy as your only tank answer.
Advanced Tip: Against Prince, place Skarmy slightly late so Prince is in range of all skeletons, maximizing damage before they get splashed.
Minions – Cheap Flexible DPS
Use Cases:
- Clean up surviving support troops (Musketeer, Wizard, Witch)
- Extra DPS against tanks when Skarmy is a bad play (e.g., they always have Valkyrie ready)
- Primary air defense against Balloon or Baby Dragon
- Cheap cycling option when you need specific cards
Pro Placement Tip: Place Minions away from your tower so a single splash unit doesn’t hit both tower and Minions together. This small detail saves massive damage.

Zap – Cheap Control Spell
Core Functions:
- Reset Prince, Sparky, and Inferno Tower/Dragon charges
- Instantly eliminate Bats, Spear Goblins, Skeletons, and Goblins
- Provide crucial stuns during Hog pushes
Common Winning Patterns:
- Hog hits tower → opponent defends with Skarmy → Zap instantly so Hog stays locked on tower
- Prince charging at your tower → Zap just before impact to reset charge and buy time
- Inferno Tower/Dragon targeting your tank → Zap to reset damage ramp-up
The Extra Hit: Zap’s brief stun often gives Hog Rider one extra hit on the tower. That single extra hit wins many close games.
Fireball – Main Damage Spell
Priority Targets:
- Musketeer, Wizard, Witch, Three Musketeers
- Heavy support troop clusters
- Defensive buildings + troops together (e.g., Musketeer + Cannon + Tower)
Endgame Role: Once the enemy tower drops below ~700 HP, you can switch to Fireball + Zap spell cycling while playing full defense.
Value Principle: Always try to hit at least troop + tower unless you’re finishing the tower. A Fireball that only hits a tank is usually poor value.
Complete Gameplan by Match Phases
Early Game (0:00 – 2:00): Scout and Survive
Goal: Learn their deck composition and take safe chip damage
Safe Starting Plays:
- Witch behind King Tower
- Baby Dragon at the back
- Minions at the back to cycle cards
What to Avoid:
- Skarmy at the bridge (gets spelled immediately)
- Full all-in Hog pushes on the first play (too risky without information)
Scouting Checklist:
- Do they have a building (Cannon, Bomb Tower, Inferno Tower)?
- Which spell combo (Zap/Log/Arrows/Fireball)?
- Do they rely on swarms or tanks?
- What’s their Hog Rider counter?
Strategy: Play reactively, defend efficiently, and only counterpush with Hog when you have surplus troops surviving from defense.
Mid Game (2:00 – 1:00, Before Double Elixir): Establish Advantage
Goal: Take the first serious tower lead
Adapting to Their Hog Counter:
If they use Skarmy/Goblins/Minion Horde:
Support your Hog with Valkyrie, Baby Dragon, or have Zap ready
If they use a building:
Consider Fireball + Hog combos when you can hit building + tower together
Focus Points:
- Defend cheaply using high-value troops (Valkyrie, Witch, Baby Dragon)
- Add Hog in front of your surviving defensive troops for devastating counterpushes
- Aim to get at least one solid Hog connection plus chip damage before double elixir
Elixir Management: Try to maintain at least 3 elixir when they have their win condition in cycle. Going to 0 elixir often means losing your tower.
Late Game (1:00 – Overtime): Lock Victory
Goal: Secure the tower without throwing the game
Double Elixir Advantages:
- Stacked pushes possible: Valkyrie + Witch + Baby Dragon + Hog in front
- Faster spell cycle when tower HP is low
- More elixir to defend and counter simultaneously
Two Main Win Routes:
1. Aggressive Counterpushes
Defend successfully, then immediately bridge Hog to stack overwhelming pressure
2. Spell Cycle + Safe Defense
If their tower is at 600-700 HP, consider switching to Fireball + Zap cycling instead of forcing risky Hog pushes
Critical Rule: Always keep 3-4 elixir ready for defense, especially against Hog Rider, Balloon, or bridge spam. Overcommitting on offense in double elixir loses games instantly.
Matchup Guide: Common Arena 6 Deck Types
vs Giant Beatdown
Typical Support: Witch, Musketeer, Mini P.E.K.K.A, Bomber, swarms
Defensive Strategy:
When they drop Giant at the back:
- Mirror the lane with Witch or Valkyrie at your back to prepare defense
- Build elixir advantage while their Giant walks
At the bridge/near your tower:
- Use Valkyrie to handle ground support behind Giant
- Deploy Baby Dragon for swarm and extra splash
- Drop Skeleton Army on Giant after their spell is used or out of cycle
Offensive Counter:
After defending, you’ll often have Valkyrie + Witch/Baby Dragon alive. Immediately place Hog in front at the bridge. This can take a tower if they’re low on elixir.
vs P.E.K.K.A / Mini P.E.K.K.A
Defensive Plan:
Against lone P.E.K.K.A/Mini P.E.K.K.A:
- Skeleton Army on top if they don’t have Zap/Arrows ready
- Otherwise, Valkyrie + Minions or Witch + Minions
With support troops:
- Place Valkyrie so she hits both support and tank together
- Baby Dragon from a safe angle to splash everything
- Minions for additional DPS once spells are baited
Offensive Strategy:
Do not push Hog directly into a fully-healthy P.E.K.K.A near their tower—it gives them a free counterpush. Wait until P.E.K.K.A is used on defense, then attack the opposite lane with Hog so they can’t stack a massive push behind P.E.K.K.A.
vs Swarm Spam (Witch, Skarmy, Goblin Gang, Minion Horde)
Defensive Tools:
Your entire deck counters swarms—Baby Dragon, Witch, Valkyrie, Fireball, Zap
Strategy:
- Don’t panic-spam cards into their swarms
- Let your splash units do the work
- Save elixir and counterpush hard
Offensive Approach:
Hog + Valkyrie or Hog + Baby Dragon usually breaks through swarm defenses. Keep Zap specifically ready for Skarmy on your Hog.
vs Balloon
Balloon becomes more common in mid-Arena 6 and higher.
Defensive Plan:
Primary answers: Minions + Baby Dragon
- Minions alone kill Balloon quickly if level difference isn’t huge
- If they support with Freeze or Fireball, spread your air troops (Minions one side, Baby Dragon from middle)
- In emergencies, Fireball the Balloon but prefer troops first
Offensive Counter: Pressure the opposite lane with Hog after a big Balloon investment. Many Balloon players are weak on ground defense.
Rotation, Elixir Management & Micro Tips
Good Opening Hands
If you see:
- Witch, Baby Dragon, Minions, Valkyrie → Start slow from the back
- Hog + Zap and nothing else safe → Can send solo Hog for early info, but watch elixir carefully
Elixir Management Rules
- Never go below 3 elixir when opponent has a win condition in cycle (Hog, Balloon, Giant)
- If you spend 5+ elixir on offense, you should have either:
- A good read that they’re low on elixir, OR
- Solid defensive cards in hand to survive the counterpush
Micro Examples
Defending Prince:
Place Skarmy slightly late so Prince is in range of all skeletons, then Zap if needed
Dealing with Musketeer/Wizard behind tank:
Fireball them and hit tower if possible, OR drop Valkyrie on support first, then clean tank with Skarmy/Minions
Maximizing Hog damage:
If they defend with low-HP swarms, Zap immediately—don’t wait for the swarm to fully surround Hog

Common Mistakes That Cost Games
1. Witch at the Bridge for “Pressure”
She gets eliminated quickly and never recoups the 5 elixir investment. Always play her from the back unless finishing a low-HP tower.
2. Mindlessly Skarmy into Splash
If they have Valkyrie, Baby Dragon, Bomber, or Wizard ready, your Skarmy becomes 3 free elixir for them. Learn their deck before committing.
3. Overcommitting with Hog in Single Elixir
Pushing with Hog + Valk + Witch + Minions at 1:50 can leave you at 0 elixir against a full counterpush and lose the tower instantly.
4. Ignoring Opposite Lane Pushes
Overfocusing on your own push while forgetting their Hog/Balloon/Giant on the other side. Always glance at both lanes.
5. Bad Fireballs
Fireballing just a tank is usually poor value. Always aim for troop + tower or multiple troops together.
Substitutions for Missing Cards
If You Lack Baby Dragon
Possible Replacements: Bomber or a second tank like Mini P.E.K.K.A
Trade-offs:
- You lose reliable air splash
- Must be more careful against air swarms
- Upgrade Minions and spells (Zap/Fireball) to compensate
If You Lack Witch
Possible Replacements: Musketeer (ranged DPS) or Wizard (heavier splash)
With Wizard:
- Stronger against swarms but more vulnerable to Fireball
With Musketeer:
- Better against Balloon and air threats
- Worse against wide ground swarms compared to Witch
If You Lack Valkyrie
Possible Replacements: Knight (budget option) or Mini P.E.K.K.A (more single-target DPS)
Trade-offs:
- Must rely harder on spells and Baby Dragon against swarms
- Knight provides less area control but costs less elixir
These swaps maintain the core strategy: defend efficiently, then counterpush with Hog Rider.
Upgrade Priority for F2P Players
With limited gold and wild cards, focus upgrades in this order:
Priority 1: Hog Rider
Your win condition. Higher level = more hits on tower = more wins.
Priority 2: Valkyrie
Core defender against the entire Arena 6 meta. Levels matter significantly.
Priority 3: Zap
Cheap universal spell. Overleveling Zap to one-shot common troops is huge value.
Priority 4: Fireball
Essential for finishing towers and eliminating key support troops.
Priority 5: Witch / Baby Dragon
Both scale well. Start with whichever you use more often.
Note: Skeleton Army and Minions matter too, but they’re commons and usually level naturally through chest openings.
Alternative: True P.E.K.K.A Deck for Arena 6
Want to actually use P.E.K.K.A in P.E.K.K.A’s Playhouse? Here’s a beginner-friendly version:
Deck List:
- P.E.K.K.A
- Hog Rider
- Baby Dragon
- Valkyrie
- Witch
- Skeleton Army
- Zap
- Fireball
Gameplan:
- Use P.E.K.K.A primarily on defense against Giants, tanks, and big pushes
- Once P.E.K.K.A + support survive your defense, add Hog in front for a massive counterpush
- This creates unstoppable pressure when executed properly
Warning: This deck is heavier (higher average elixir) and slower. Mistakes get punished harder than with Va-Ho-Witch Army, which is why meta guides still recommend the Hog-Valk-Witch variant as the best for efficient climbing through P.E.K.K.A’s Playhouse.
True meta P.E.K.K.A bridge-spam decks (P.E.K.K.A, Bandit, Battle Ram, Electro Wizard) aren’t realistically available until much higher arenas.
FAQ: Arena 6 Deck Strategy
Q: Why is Va-Ho-Witch Army better than other Arena 6 decks?
A: Va-Ho-Witch Army works with cards you actually have at Arena 6, unlike theoretical “perfect” decks requiring legendaries or epics you won’t unlock for months. It counters the most common Arena 6 archetypes (Giant beatdown, P.E.K.K.A, swarm spam) while maintaining a manageable 3.6 average elixir cost. The deck has multiple win conditions—direct Hog damage, spell cycle, and overwhelming counterpushes—giving you flexibility in different matchups. Most importantly, it’s forgiving for newer players because Baby Dragon, Valkyrie, and Witch all provide splash damage that covers positioning mistakes against swarm-heavy opponents.
Q: How do I deal with buildings like Cannon or Inferno Tower?
A: Against defensive buildings, you have several options. For Cannon: Use Fireball if you can hit Cannon + tower together for positive elixir value, or send Hog on the opposite side to avoid the building pull entirely. For Inferno Tower: Zap resets the damage ramp-up, buying crucial seconds for your Hog or tank. You can also use prediction Fireball if you know they always place Inferno in the same spot. The key is forcing them to use their building defensively, then attacking when it’s out of cycle (buildings have longer deployment times than troops). In double elixir, you can afford to Fireball their building and still have elixir for a second Hog push.
Q: What should I do if my cards are underleveled compared to opponents?
A: Focus on defensive play and positive elixir trades. Even with level disadvantages, you can win by defending efficiently (spending less elixir than your opponent) and accumulating small advantages. Prioritize upgrading your win condition (Hog Rider) and most-used defensive cards (Valkyrie, Zap). Avoid face-trading damage—if both towers drop equally, the higher-level player wins. Instead, defend perfectly and capitalize on their mistakes with counterpushes. Request commons through your clan consistently (Skeleton Army, Minions, Zap) since these level up faster. Finally, consider dropping trophies slightly to face more evenly-matched opponents while you upgrade—climbing with underleveled cards is unnecessarily frustrating.
Q: Should I always counterpush immediately after defending?
A: Not always—context matters. Counterpush immediately when: You have surviving troops with significant HP (Valkyrie at 70%+ health, Baby Dragon barely touched), your opponent is low on elixir (they just spent 8+ elixir), or you recognize they don’t have good answers in cycle. Don’t counterpush when: Your surviving troops are nearly dead (adding Hog wastes 4 elixir), you’re low on elixir yourself (leaves you vulnerable to opposite lane pressure), or they clearly have their counter ready (you see them hovering Skarmy or building placement). Sometimes the smart play is letting your defensive troops die while you bank elixir for a fresh, properly-supported push when you have better hand control.
The Va-Ho-Witch Army deck has earned its reputation as the best Arena 6 build for February 2026 through proven results across the player base. It’s practical, accessible, and directly counters the meta you’ll face in P.E.K.K.A’s Playhouse.
The key to success isn’t just having the right deck—it’s understanding why each card is included, when to use them, and how they synergize together. This guide has given you the complete blueprint: card roles, phase-by-phase strategies, matchup plans, and common pitfalls to avoid.
Start by mastering the basics: defend efficiently, don’t overcommit on offense, and always keep enough elixir for emergencies. As you gain experience, you’ll recognize patterns—when opponents are low on elixir, which cards they’re likely to play next, and exactly when to commit to game-winning pushes.
Remember that climbing isn’t about winning every game—it’s about maintaining a positive win rate over time. Some matches are unwinnable due to bad matchups or significant level disadvantages, and that’s okay. Focus on improving your play, learning from losses, and consistently executing the strategies outlined in this guide.
Keep practicing, stay patient, and you’ll break through P.E.K.K.A’s Playhouse before you know it. For more Clash Royale deck guides and strategies, check out our complete Arena 6 decks guide covering alternative builds and advanced tactics.
Now get out there and ride that Hog to victory!