Skip to main content
TrophyCoach
5000-9000+ trophies

How to Counter Champion Decks in Clash Royale: Golden Knight & Skeleton King Counters, Placements & Decks (October 2026)

Updated 2026-10-1322 min read

Quick answer: The most reliable way to counter Golden Knight and Skeleton King is Valkyrie, the only card in the top 5 counters of both Champions in every band from 5,000 to 9,000 trophies on TrophyCoach's counter table (October 6–12, 2026), backed by a held splash card for Skeleton King's summoned Skeletons and a cheap troop to absorb Golden Knight's single-use Dashing Dash.

How to Counter Champion Decks in Clash Royale: Golden Knight & Skeleton King Counters, Placements & Decks (October 2026)

Golden Knight and Skeleton King are both 4-elixir Champions, and they are the only two Champion archetypes in any trophy band's 30 most-played archetypes in the October 12, 2026 snapshot. Golden Knight decks hold 1.40%–1.62% popularity in every band from 6,000 trophies up; Skeleton King decks peak at 2.87% at 6,000–7,000 (sample 4,805). Golden Knight (1,799 HP at Level 11) hits one target for 168 every 0.9 seconds and carries a 1-elixir Dashing Dash; Skeleton King (2,298 HP) splashes for 204 every 1.6 seconds and spends 2 elixir to summon 6 to 16 Skeletons. Since August 3, 2026, each ability fires once per deployment. The Season 88 patch of October 6, 2026 reworked Golden Knight and left Skeleton King untouched. TrophyCoach's deck classifier names a deck after them only when nothing ranked higher fires:

  • Skeleton King: Skeleton King with no win condition the classifier checks first (Hog Rider, Golem, Giant, Electro Giant, Royal Giant, Balloon, Lava Hound, Graveyard, Miner, Mega Knight, Royal Hogs, Minion Giant, Ram Rider, Goblin Barrel, Goblin Drill, X-Bow, Mortar, Three Musketeers, or P.E.K.K.A with two bridge cards). The rule fires before Elixir Golem, Sparky and Prince, so "Elixir Golem Skeleton King" carries this label.
  • Golden Knight: Golden Knight with none of those, no Skeleton King, and no Elite Barbarians, Giant Skeleton, Elixir Golem, Sparky, P.E.K.K.A, Skeleton Barrel, Prince or Dark Prince. With Prince he is labelled "Prince" or "Double Prince".

Golden Knight in PEKKA Bridge Spam belongs to the Bridge Spam counter guide; Skeleton King in Miner or Golem decks to the Miner Control and Beatdown guides.

Live tool

Rate your deck against this meta

Get an instant AI grade, synergy score, and swap picks — build a deck below, or sign in to grade your current one. Free to start.

Which cards counter Golden Knight?

Golden Knight is most consistently countered by Valkyrie, Mega Knight and Mini P.E.K.K.A, each in the top 5 in four of the five measured bands (5,000–9,000). Electro Wizard ranks first at 5,000–7,000. The 9,000+ list is different: Skeleton Dragons, Giant, Zap, Firecracker and Dart Goblin.

Each table ranks cards by how much worse decks carrying Golden Knight (any archetype label) did when the opponent held them; "Battles with counter" counts those October 6–12, 2026 battles. Counter Lookup shows the live version.

Under 5,000

No counter pair passes the product gates at Under 5,000.

5,000–6,000

RankCounter cardBattles with counter
1Electro Wizard1,156
2Mega Knight1,541
3Firecracker899
4Valkyrie1,898
5Mini P.E.K.K.A1,874

Ranked by measured impact on Golden Knight results; impact figures are withheld while this trophy band is unpublished.

6,000–7,000

RankCounter cardBattles with counter
1Electro Wizard3,531
2Valkyrie5,225
3Zap2,291
4Mega Knight4,385
5Mini P.E.K.K.A5,176

Ranked by measured impact on Golden Knight results; impact figures are withheld while this trophy band is unpublished.

7,000–8,000

RankCounter cardBattles with counter
1Valkyrie6,173
2Mega Knight5,352
3Skeleton Army6,494
4Mini P.E.K.K.A5,610
5Electro Wizard4,325

Ranked by measured impact on Golden Knight results; impact figures are withheld while this trophy band is unpublished.

8,000–9,000

RankCounter cardBattles with counter
1Valkyrie5,767
2Mini P.E.K.K.A4,814
3Firecracker3,918
4Mega Knight4,975
5Knight4,505

Ranked by measured impact on Golden Knight results; impact figures are withheld while this trophy band is unpublished.

9,000+

RankCounter cardBattles with counter
1Skeleton Dragons445
2Giant783
3Zap3,057
4Firecracker1,762
5Dart Goblin1,996

Ranked by measured impact on Golden Knight results; impact figures are withheld while this trophy band is unpublished.

What does each Golden Knight counter do?

The table matches each measured card to Golden Knight's stats; it describes the cards, not a cause.

Counter cardElixirJob against Golden Knight (Level 11)
Valkyrie41,907 HP; kills him in 7 hits (266 each) while he needs 12
Mini P.E.K.K.A4Kills him in 3 hits (755 × 3 = 2,265 against 1,799 HP)
Mega Knight73,993 HP tank; splash clears his support
Electro Wizard4Stuns reset his 0.9-second hit and stop Battle Ram and Bandit charges
Firecracker, Dart Goblin3Ranged damage he can't reach while busy with a tank
Skeleton Dragons4Air splash; Golden Knight targets ground only

Electro Wizard is one of Season 88's boosted cards, so it plays at Level 16 this season (1,141 HP).

Playing one of these decks?

Deck Doctor grades any deck in seconds — synergy, meta fit, and the swaps that fix its weak spots. See your grade before you sign up.

Where do you meet Golden Knight?

Golden Knight decks sit outside the top 30 below 6,000 and hold a flat 1.40%–1.62% from there to 9,000+.

Trophy bandArchetypePopularitySample
Under 5,000Golden Knight——
5,000–6,000Golden Knight——
6,000–7,000Golden Knight1.46%2,443
7,000–8,000Golden Knight1.62%2,666
8,000–9,000Golden Knight1.57%2,647
9,000+Golden Knight1.40%2,991

— = not among that band's 30 most-played archetypes in the latest snapshot (not zero; meta_trends stores the top 30 only).

What is Golden Knight and why does he win?

Golden Knight is a 4-elixir Champion with 1,799 HP at Level 11 who targets ground troops and buildings at melee range. His 168 damage every 0.9 seconds makes him a mini-tank that also shreds Skeletons and Goblins. His ability, Dashing Dash, costs 1 elixir: he dashes to an enemy up to 5 tiles away and chains on to further nearby enemies, hitting each one.

Golden Knight wins three ways: bridge pressure beside Battle Ram, Bandit or Royal Ghost; defending a Hog Rider or Bandit and walking on to your tower; and one dash through clustered Archers or Spear Goblins.

Golden Knight and his dash total 5 elixir. Since August 3, 2026, every Hero and Champion ability except Boss Bandit's is single-use (see single-use abilities explained), so the dash is one shot per deployment. A cheap troop that eats it removes his best tool for that deployment.

How do you defend Golden Knight?

Golden Knight is defended in two steps: make him spend the dash on something cheap, then kill him with one heavy hitter.

How do you bait the Dashing Dash?

Dashing Dash is wasted when it hits a cheap troop standing apart from your real defenders. Drop Skeletons or Ice Spirit in his path, and hold Mini P.E.K.K.A or Valkyrie back until he commits. Keep defenders more than 5 tiles apart (dash range since October 6, 2026): the dash chains from enemy to enemy, up to 10 dashes, so three ranged troops bunched together lose all three. He cannot be damaged mid-chain, so save stuns and spells until it ends. Skeleton Army (3 elixir, 15 Skeletons, rank 3 at 7,000–8,000) is strong once the dash is spent, because his single-target swing kills one Skeleton per 0.9 seconds.

Which troops win the duel against Golden Knight?

Mini P.E.K.K.A wins the duel cleanly: three 755-damage hits kill Golden Knight; he needs nine 168-damage hits for its 1,390 HP. Valkyrie wins narrowly (7 hits against his 12), and Knight's 202 damage gets there in 9 hits, a close trade your tower decides. Mega Knight's 3,993 HP simply outlasts him. Fireball (689) covers under 40% of his 1,799 HP, so spell his support instead.

Golden Knight placements follow one sequence. When he crosses the bridge, drop the bait troop in his lane just past the river, so it is the only target if he dashes. Hold the duellist until the dash is spent, then place it in the centre, one lane in from his path, so he turns into it within reach of both Princess Towers. Ranged support goes behind the duellist and away from the bait, so the chain is less likely to reach it. Air cards are the other option: Golden Knight cannot hit Minions, Mega Minion, Baby Dragon or Skeleton Dragons.

How do you beat Battle Ram Golden Knight?

Battle Ram Golden Knight is the most-tracked Golden Knight list at 9,000+ (rank 19): Golden Knight, Battle Ram, Bandit, Royal Ghost, Ronin, Electro Wizard, Furnace and Arrows (30 ÷ 8 = 3.75 elixir). Answer Battle Ram with a building, keep ranged splash for Bandit and Royal Ghost, and save Mini P.E.K.K.A or Valkyrie for Golden Knight. The Bridge Spam counter guide covers the same core with P.E.K.K.A in place of Ronin.

How do you beat Golden Knight control and cycle lists?

Golden Knight control (8,000–9,000) pairs him with Valkyrie, Bowler, Fisherman, Musketeer, Witch, Electro Dragon and Poison (34 ÷ 8 = 4.25 elixir). Its real defensive threat is Electro Dragon, whose chain hits your whole push; punish each 5-elixir Bowler or Witch in the other lane. Golden Knight cycle (6,000–7,000) runs Knight, Archers, Bomber, Spear Goblins, Mega Minion, Ice Wizard and Firecracker (23 ÷ 8 = 2.875 elixir). Arrows or Firecracker clears most of its small ranged backline.

Which cards counter Skeleton King?

Skeleton King is most consistently countered by Valkyrie, the only card in the top 5 in all five measured bands (5,000 to 9,000+). Firecracker makes four (5,000–9,000); Mega Knight and Wizard make three. At 9,000+ Executioner and Tornado lead. Every card in the five Skeleton King tables except Knight, Mini P.E.K.K.A and Dart Goblin deals splash damage.

The tables count decks carrying Skeleton King under any label, ranked as above.

Under 5,000

No counter pair passes the product gates at Under 5,000.

5,000–6,000

RankCounter cardBattles with counter
1Electro Wizard1,007
2Valkyrie1,703
3Mega Knight1,359
4Firecracker775
5Wizard1,859

Ranked by measured impact on Skeleton King results; impact figures are withheld while this trophy band is unpublished.

6,000–7,000

RankCounter cardBattles with counter
1Firecracker1,659
2Valkyrie3,433
3Mega Knight2,774
4Zap1,426
5Arrows2,298

Ranked by measured impact on Skeleton King results; impact figures are withheld while this trophy band is unpublished.

7,000–8,000

RankCounter cardBattles with counter
1Valkyrie2,587
2Firecracker1,593
3Electro Wizard1,833
4Dart Goblin1,221
5Wizard2,644

Ranked by measured impact on Skeleton King results; impact figures are withheld while this trophy band is unpublished.

8,000–9,000

RankCounter cardBattles with counter
1Knight1,643
2Valkyrie2,134
3Firecracker1,447
4Mega Knight1,786
5Mini P.E.K.K.A1,700

Ranked by measured impact on Skeleton King results; impact figures are withheld while this trophy band is unpublished.

9,000+

RankCounter cardBattles with counter
1Executioner347
2Tornado932
3Wizard635
4Dark Prince439
5Valkyrie1,035

Ranked by measured impact on Skeleton King results; impact figures are withheld while this trophy band is unpublished.

Where do you meet Skeleton King?

Skeleton King decks are commonest at 6,000–7,000 (2.87%, sample 4,805), fall to 1.35% at 9,000+, and sit outside the top 30 under 5,000.

Trophy bandArchetypePopularitySample
Under 5,000Skeleton King——
5,000–6,000Skeleton King1.26%2,145
6,000–7,000Skeleton King2.87%4,805
7,000–8,000Skeleton King2.20%3,622
8,000–9,000Skeleton King1.86%3,126
9,000+Skeleton King1.35%2,886

— = not among that band's 30 most-played archetypes in the latest snapshot (not zero; meta_trends stores the top 30 only).

Playing one of these decks?

Deck Doctor grades any deck in seconds — synergy, meta fit, and the swaps that fix its weak spots. See your grade before you sign up.

What is Skeleton King and why does he win?

Skeleton King is a 4-elixir Champion with 2,298 HP at Level 11 who hits ground troops and buildings with 204 splash damage every 1.6 seconds. He collects a soul from every troop, yours or the opponent's, that dies anywhere in the Arena while he is deployed, up to 10. Cloned troops and his own summoned Skeletons don't count. His 2-elixir ability, Soul Summoning, spawns 6 Skeletons plus 1 per soul, up to 16, within 4 tiles of him.

Skeleton King wins by snowballing a defence: every small troop that dies while he is on the field adds a Skeleton to the next summon, and his splash kills them quickly. A defended push turns into a 16-Skeleton counter-push behind a 2,298-HP tank. He and his ability cost 6 elixir in total, and the ability is single-use since August 3, 2026.

How do you defend Skeleton King?

Skeleton King is defended by letting as few troops as possible die while he is on the field, killing the summoned Skeletons with splash, and then killing him with a tank killer.

How do you stop Soul Summoning?

Soul Summoning is only as large as the souls he has banked, so don't play swarm cards while he is on the field. Each Skeleton Army or Bats unit (81 HP) that dies is a soul, and his 204 splash kills them in one hit. Defend him with single, durable units instead. When the summon comes, answer the Skeletons (81 HP each at Level 11) with Zap (192), The Log (269), Arrows (369) or a splash troop already on the board. Tornado (154) at 9,000+ also pulls them into Executioner or Wizard.

Which troops tank and kill Skeleton King?

Valkyrie is the one card ranked in all five bands: she survives his splash and her own 266-damage spin kills both him and his Skeletons, taking 9 hits for his 2,298 HP. Mini P.E.K.K.A falls 33 HP short in 3 hits (2,265) and needs a fourth. Mega Knight's splash clears the summon; Knight, rank 1 at 8,000–9,000, tanks him cheaply. Put ranged splash (Firecracker, Wizard, Executioner, Electro Wizard) behind the tank, beyond his 1.2-tile reach. Meet him with the tank in the centre of your side rather than at your tower: the summon lands within 4 tiles of him, so a fight in the middle keeps the Skeletons inside both Princess Towers' range.

How do you beat Elixir Golem Skeleton King?

Elixir Golem Skeleton King is the most-tracked Skeleton King build, in four bands from 6,000 to 9,000+ (rank 15 at 8,000–9,000): Skeleton King, Elixir Golem, Skeleton Army, Night Witch, Executioner, Goblin Curse, Void and Rage. Elixir Golem splits into Golemites and Blobs that give you elixir when they die, and every piece is a troop, so each one is a soul wherever it dies. Timing is the lever: break Elixir Golem before Skeleton King is down, or keep splash ready for a near-full summon. The Beatdown counter guide covers Elixir Golem itself. Save a spell for the Rage push.

How do you beat Skeleton King bait with Skeleton Barrel?

Skeleton King bait is a 2.5-elixir swarm list (rank 17 at 7,000–8,000): Skeleton King, Skeleton Barrel, Skeleton Army, Dart Goblin, Suspicious Bush, Vines, Fire Spirit and Ice Spirit (20 ÷ 8). Hold The Log or Arrows for Skeleton Army and Skeleton Barrel, and use Firecracker or Valkyrie against Skeleton King. Each Skeleton you clear is a soul for him, so expect a near-maximum summon and keep a second splash answer for it. The Log Bait and Hyperbait counter guides cover the same spell-baiting logic.

How do you beat Battle Ram Skeleton King?

Battle Ram Skeleton King (8,000–9,000) runs Battle Ram, Mini P.E.K.K.A, Dark Prince, Bowler, Magic Archer, Firecracker and Arrows with him (31 ÷ 8 = 3.875 elixir). Battle Ram and its two Barbarians are up to three souls whatever answers it, so keep splash ready for the summon rather than adding more troops.

How do you punish Champion decks on offense?

Champion decks are punished once the ability is spent:

  1. Counter-push the duel winner. A surviving Valkyrie or Mini P.E.K.K.A is a free push into the lane he came from.
  2. Hit the other lane after a 6-elixir Skeleton King push. Skeleton King plus Soul Summoning costs 6; a Hog Rider or Battle Ram in the opposite lane makes them pay again.

Which decks beat Golden Knight and Skeleton King?

Mega Knight and Electro Giant decks have the best measured results against both Champions. In TrophyCoach's archetype head-to-head results (October 12–13, 2026), Mega Knight, Mega Knight Bait and Electro Giant are favourable or slightly favourable against the Golden Knight label in every band from 6,000 to 9,000, and favourable against Skeleton King from 5,000 to 9,000 except one roughly even Mega Knight Bait band. Nothing has a measured result under 5,000. Verdicts are label-level; percentages stay withheld.

Deck (tracked list)Avg elixirvs Golden Knightvs Skeleton King
Electro Giant (Electro Wizard, Electro Spirit, Electro Dragon, Sparky, Zappies, Tesla, Zap)4.125Favourable at 6,000–9,000Favourable at 5,000–9,000
E-Giant Tornado (Bowler, Baby Dragon, Knight, Lightning, Goblin Hut, Tornado, Barbarian Barrel)4.25Favourable at 9,000+Favourable at 9,000+
Mega Knight (Valkyrie, Mini P.E.K.K.A, Wizard, Musketeer, Archers, Bomber, Goblin Barrel)4.0Favourable at 6,000–8,000; slightly favourable at 8,000–9,000Favourable at 5,000–9,000
Mega Knight Bait (Goblin Barrel, Skeleton Barrel, Goblin Gang, Dart Goblin, Bats, Zap, Goblin Cage)3.375Slightly favourable at 6,000–7,000; favourable at 7,000–9,000Favourable at 5,000–7,000 and 8,000–9,000; roughly even at 7,000–8,000
Hog Cycle (Valkyrie, Mini P.E.K.K.A, Dart Goblin, Witch, Minions, Guards, Lightning)4.0Favourable at 5,000–6,000 and 8,000–9,000; slightly favourable at 6,000–8,000; slightly unfavourable at 9,000+Favourable at 5,000–9,000; roughly even at 9,000+
Goblin Barrel Bait (Valkyrie, Skeleton Army, Princess, Dart Goblin, Cannon, Wall Breakers, Ice Spirit)2.75Favourable at 5,000–6,000; slightly favourable at 6,000–7,000 and 8,000–9,000; roughly even at 7,000–8,000; slightly unfavourable at 9,000+Favourable at 5,000–6,000 and 8,000–9,000; roughly even at 6,000–7,000 and 9,000+; slightly favourable at 7,000–8,000

Why do Electro Giant decks do so well against Champions?

Electro Giant decks' results fit their card mix (editorial reading). Electro Giant, Electro Wizard and Electro Spirit are each one of Season 88's boosted cards, so each plays at Level 16 this season. Stuns reset Golden Knight's fast hit, and Zap (192) and Electro Wizard (118 at Level 11, 188 at Level 16) each kill 81-HP Skeletons. The Electro Giant counter guide covers the other side.

Why do Mega Knight decks do so well against Champions?

Mega Knight decks' results fit a 3,993-HP splash tank that jumps onto clustered Skeletons. The tracked list (7,000–8,000, rank 8) adds Valkyrie and Mini P.E.K.K.A. The Mega Knight counter guide covers the other side.

Which decks struggle against Golden Knight and Skeleton King?

Miner Control is hard against Golden Knight at 6,000–9,000 and against Skeleton King at 6,000–8,000. Hog 2.6 is slightly unfavourable then hard against Golden Knight (7,000–8,000, 8,000–9,000), and unfavourable then hard against Skeleton King (6,000–8,000, 8,000–9,000). Royal Hogs is slightly unfavourable to hard against Golden Knight from 6,000 to 9,000 (hard at 7,000–8,000) but slightly favourable at 9,000+; against Skeleton King it is slightly unfavourable at 5,000–6,000, unfavourable at 6,000–7,000, hard at 7,000–8,000, roughly even at 8,000–9,000 and unfavourable at 9,000+. Keep Hog Cycle and Hog 2.6 apart: the verdicts in the table belong to the Hog Cycle label, not to 2.6.

What about Archer Queen, Mighty Miner, Monk, Little Prince and Goblinstein?

The other Champions rarely lead a deck: none of the five appears among the 30 most-played archetypes in any band of the October 12, 2026 snapshot, and only Goblinstein has a single archetype head-to-head row. Each gets one editorial rule and no measured table.

ChampionElixirLevel 11 statsAbility (single-use)Rule against it
Archer Queen51,000 HP, range 51 elixir: invisibility and faster shots for 3.5 sBait the cloak, then reach her with a fast troop; she has 1,000 HP
Mighty Miner42,250 HP, ramping damage1 elixir: bomb and switch laneReset his ramp with Zap or Electro Wizard; base damage 43 since Aug 3, 2026 two-shots Skeletons
Monk52,214 HP1 elixir: 65% damage reduction, reflects projectilesWait out the deflect before spelling; cast time 0.93 → 0.7 s on Oct 6, 2026
Little Prince3698 HP, range 5.53 elixir: Guardienne chargesDraw out the 3-elixir Guardienne, then kill the 698-HP Prince
Goblinstein5Two units2 elixir: timed abilityDefend it like a slow tank; ability lasts 3.5 s (was 4) since Sep 16, 2026

Goblinstein is one of Season 88's boosted cards, so it plays at Level 16 this season. Archer Queen with Golden Knight is labelled "Golden Knight" and is covered above. Boss Bandit has no archetype label, so it never names a deck.

What changed for Golden Knight and Skeleton King in Season 88?

Golden Knight was reworked in the October 6, 2026 balance patch; Skeleton King has no change in the balance registry since Season 83. Supercell figures, Level 11:

CardChangeOldNew% Change
Golden KnightDamage (rework)161168+5%
Golden KnightDash range5.5 tiles5 tiles−9%
Royal GhostHitpoints1,2101,152−5%
MonkAbility cast time0.93 s0.7 s−25%
Barbarian BarrelDamage232215−8%

Impact: small. Golden Knight trades half a tile of dash reach for 7 more damage per hit, so the duel counts above use 168.

Impact: small. Royal Ghost, in Battle Ram Golden Knight, loses 58 HP, so Firecracker and Electro Wizard clear it a little faster.

Impact: small. Monk and Barbarian Barrel matter only for the Monk row and the E-Giant Tornado list above.

Impact: significant. Electro Wizard, Electro Giant and Electro Spirit are Season 88 boosted cards (Level 16, see above): the top-ranked Golden Knight counter at 5,000–7,000 and the core of the Electro Giant decks with the best measured results.

What are the most common mistakes against Champion decks?

Mistake 1 — Defending Golden Knight with bunched troops. Three Archers or Spear Goblins side by side give the 1-elixir dash three targets. Fix: spread them, or let a single cheap troop take the dash first.

Mistake 2 — Throwing Skeleton Army at Skeleton King. His 204 splash kills 81-HP Skeletons in one swing, and each death adds a soul toward a 16-Skeleton summon. Fix: use Valkyrie, Knight or Mini P.E.K.K.A in front of a splash card.

Mistake 3 — Spelling the Champion instead of the support. Fireball's 689 damage is under 40% of Golden Knight's 1,799 HP and 30% of Skeleton King's 2,298. Fix: spell Electro Wizard, Night Witch or the summoned Skeletons.

Mistake 4 — Spending the tank killer before the ability. Mini P.E.K.K.A dropped in front of a fresh Golden Knight takes the dash and the push survives. Fix: offer a 1- or 2-elixir troop as the only dash target, and commit once the dash is spent.

Mistake 5 — Forgetting that the Elixir Golem split feeds souls. Every Golemite and Blob that dies while Skeleton King is deployed is a soul. Fix: kill Elixir Golem before he arrives, or keep splash ready for an up-to-16-Skeleton summon.

Frequently Asked Questions

Did Golden Knight get nerfed in October 2026?

Golden Knight was reworked, not plainly nerfed, on October 6, 2026: damage rose from 161 to 168 and his dash range fell from 5.5 to 5 tiles.

What is the best card to counter Skeleton King?

Valkyrie ranks in the top 5 Skeleton King counters in all five measured trophy bands (October 6–12, 2026). At Level 11 she needs 9 spins for his 2,298 HP and kills his summoned Skeletons as she goes.

Can Mini P.E.K.K.A beat Golden Knight?

Mini P.E.K.K.A beats Golden Knight one-on-one: three 755-damage hits kill his 1,799 HP at Level 11, while he needs nine hits. Bait his dash first so it lands on a cheaper troop.

How many Skeletons does Skeleton King summon?

Skeleton King summons 6 Skeletons plus 1 per soul collected, up to 16, for 2 elixir. Since August 3, 2026 the ability works once per deployment.

Does Skeleton Army counter Golden Knight?

Skeleton Army ranks 3rd against Golden Knight at 7,000–8,000, once his dash is spent. Against Skeleton King it is a mistake, because his 204 splash kills 81-HP Skeletons in one hit.

Golden Knight decks hold 1.40%–1.62% popularity in all four bands from 6,000 trophies up in the October 12, 2026 snapshot. Skeleton King decks peak higher, at 2.87% at 6,000–7,000.

**Methodology:** Counter rankings come from TrophyCoach's win_condition_counters table (October 6–12, 2026): Golden Knight or Skeleton King decks with and without each opposing card, 100+ battles per side, ranked by withheld impact. Popularity, label-level deck verdicts and tracked lists are from October 12, 2026. Stats are Level 11 unless stated; balance figures are Supercell's.

This material is unofficial and is not endorsed by Supercell. For more information see Supercell's Fan Content Policy: www.supercell.com/fan-content-policy.