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How to Counter Hyperbait in Clash Royale: Two-Barrel Bait Counters, Spell Maths & Anti-Hyperbait Decks (October 2026)

Updated 2026-10-1223 min read

Quick answer: The most reliable way to counter Hyperbait is to give each barrel its own answer before the match starts — at Level 11, The Log for the three 202-HP Goblin Barrel Goblins, Arrows (369 damage) or a building for the two 330-HP Wall Breakers, an air-targeting card for the 532-HP Skeleton Barrel — and to clear every other bait card with one splash troop.

How to Counter Hyperbait in Clash Royale: Two-Barrel Bait Counters, Spell Maths & Anti-Hyperbait Decks (October 2026)

Hyperbait is Log Bait with a second barrel; TrophyCoach counts a deck as Hyperbait when it holds at least 5 of 10 bait cards, two of them barrel win conditions — Goblin Barrel (3 elixir), Skeleton Barrel (3) or Wall Breakers (2). Eight distinct lists among TrophyCoach's 1,200 tracked-deck rows (200 per band) fit that rule on October 12, 2026, at 2.625 to 3.375 average elixir, and five of them are tracked at 9,000+. None has a label of its own: five are classified Goblin Barrel Bait, one Mega Knight Bait, one Log Bait and one Skeleton King. Season 88's October 6 patch buffed two of the three barrels — Goblin Barrel's first hit went from 0.4 s to 0.3 s and Wall Breakers from 281 to 302 damage — while The Log (269 damage at Level 11) still cannot kill a 330-HP Wall Breaker or touch a flying Skeleton Barrel.

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Which cards counter Hyperbait's second barrel?

Hyperbait's second barrel is Wall Breakers or Skeleton Barrel, and Valkyrie (4 elixir), Electro Wizard (4), Mega Knight (7), Mini P.E.K.K.A (4) and Wizard (5) are the troops this guide recommends against it below 9,000 trophies; at 9,000+ the Wall Breakers table lists The Log, Zap, Golem, Zappies and Skeleton Dragons. The Goblin Barrel counter tables for all six bands, plus Skeleton Barrel at 8,000–9,000 and 9,000+, are in the Log Bait counter guide; this page prints only the two tables that guide does not.

Each table lists a selection of measured counters, most-played first (battles October 6–12, 2026; win-rate and impact figures withheld). Every deck with the barrel counts, Miner Wall Breakers and Skeleton Barrel Bait included, so a listing says nothing about how well a card counters the barrel: Mega Knight cannot hit a flying Skeleton Barrel, and its battles reflect the swarms it flattens around the barrels.

Which cards counter Wall Breakers?

#Counter cardBattles with counter
1Skeleton Army994
2Mini P.E.K.K.A816
3Valkyrie769
4Mega Knight520
5Electro Wizard413

Listed most-played first (by battles with the counter) on Wall Breakers results.

#Counter cardBattles with counter
1Skeleton Army2,114
2Wizard1,950
3Valkyrie1,721
4Mini P.E.K.K.A1,708
5Electro Wizard994

Listed most-played first (by battles with the counter) on Wall Breakers results.

#Counter cardBattles with counter
1Skeleton Army1,641
2Valkyrie1,426
3Electro Wizard947
4Princess822
5Skeleton Dragons253

Listed most-played first (by battles with the counter) on Wall Breakers results.

#Counter cardBattles with counter
1Wizard1,318
2Valkyrie1,305
3Mega Knight1,032
4Electro Wizard950
5Goblin Gang533

Listed most-played first (by battles with the counter) on Wall Breakers results.

#Counter cardBattles with counter
1Valkyrie1,621
2Wizard1,423
3Mega Knight1,229
4Mini P.E.K.K.A1,224
5Arrows1,154

Listed most-played first (by battles with the counter) on Wall Breakers results.

#Counter cardBattles with counter
1The Log2,202
2Zap1,874
3Golem635
4Zappies490
5Skeleton Dragons240

Listed most-played first (by battles with the counter) on Wall Breakers results.

Which cards counter Skeleton Barrel below 8,000 trophies?

#Counter cardBattles with counter
1Valkyrie2,749
2Mini P.E.K.K.A2,703
3Mega Knight1,254
4Electro Wizard1,041
5Executioner160

Listed most-played first (by battles with the counter) on Skeleton Barrel results.

#Counter cardBattles with counter
1Wizard3,377
2Valkyrie2,965
3Mini P.E.K.K.A2,910
4Mega Knight2,267
5Electro Wizard1,691

Listed most-played first (by battles with the counter) on Skeleton Barrel results.

#Counter cardBattles with counter
1Skeleton Army2,800
2Wizard2,627
3Valkyrie2,539
4Firecracker1,252
5Zap966

Listed most-played first (by battles with the counter) on Skeleton Barrel results.

#Counter cardBattles with counter
1Valkyrie2,147
2Mini P.E.K.K.A1,957
3Mega Knight1,827
4Knight1,658
5Zap888

Listed most-played first (by battles with the counter) on Skeleton Barrel results.

Which answer handles which barrel?

Hyperbait's barrels need three different answers, and below 4 elixir only Arrows covers two of them. Damage and hitpoints are Level 11; Barbarian Barrel and Wall Breakers carry their October 6, 2026 values.

AnswerElixirGoblin Barrel (3 Goblins, 202 HP each)Wall Breakers (2 breakers, 330 HP each)Skeleton Barrel (flying, 532 HP)Bats and Skeletons (81 HP)
The Log (269)2KillsLeaves 61 HP eachCannot hit the barrel; kills the Skeletons once they landKills Skeletons; cannot hit Bats
Arrows (369)3KillsKillsLeaves 163 HPKills both
Zap (192)2Leaves 10 HP eachLeaves 138 HP eachLeaves 340 HPKills both
Barbarian Barrel (215)2KillsLeaves 115 HP eachCannot hitKills Skeletons; cannot hit Bats
Fireball (689)4KillsKillsKillsKills both
Tower Princess shot (109)—2 shots each4 shots each (327 after 3)5 shots1 shot

Hyperbait is built so that your cheapest spell is wrong for at least one barrel.

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Where do you meet Hyperbait?

Hyperbait is most varied at 9,000+, where five of the eight lists are tracked, all Valkyrie lists with Goblin Barrel; below 7,000 it is one list played a lot: Mega Knight Hyperbait is the #3 tracked deck under 5,000 and #2 at 5,000–6,000, and it is tracked in four bands up to 8,000. Hyperbait has no popularity figure of its own because no classifier label isolates it; the parent labels' popularity is in the Log Bait and Mega Knight guides.

Trophy bandHyperbait lists tracked (of 200)Which lists
Under 5,0001Mega Knight Hyperbait
5,000–6,0003Mega Knight Hyperbait; Wall Breakers Goblin Gang; Wall Breakers Knight Zap
6,000–7,0001Mega Knight Hyperbait
7,000–8,0002Mega Knight Hyperbait; Wall Breakers Cannon
8,000–9,0002Wall Breakers Goblin Gang; Skeleton King Hyperbait
9,000+5Wall Breakers Cannon; Wall Breakers Tesla; Wall Breakers Goblin Gang; Two-Barrel Cannon; Two-Barrel Inferno

What is Hyperbait and how is it different from Log Bait?

Hyperbait is a bait deck with more threats your small spell must answer than you have small spells: two barrel win conditions plus at least three other bait cards. Log Bait carries one barrel and one bait spell problem; Hyperbait carries two, so holding The Log for Goblin Barrel — the core habit from the Log Bait counter guide — no longer covers the win conditions.

Which cards make a deck Hyperbait?

Hyperbait, as this guide defines it, is any 8-card list with 5 or more of these 10 bait cards, at least 2 of them barrels:

  • Barrel win conditions: Goblin Barrel, Skeleton Barrel, Wall Breakers (Skeleton Barrel and Wall Breakers target buildings only).
  • The classifier's other bait cards: Princess, Goblin Gang, Dart Goblin, Skeleton Army, Bats, Rascals, Goblin Hut.

The nine cards other than Skeleton Barrel are exactly the bait set TrophyCoach's archetype classifier counts; Skeleton Barrel is added because it is a barrel in four of the eight lists, and none of those four qualifies without it. The rule is deliberately strict: Classic Log Bait (3 bait cards, 1 barrel) and Skeleton Barrel Bait (4 bait cards) fall outside it, and so do 5-bait-card lists with a single barrel. Two-barrel lists with four bait cards play the same way; the answers below apply to them too.

Which Hyperbait lists are tracked in October 2026?

Hyperbait comes in eight tracked lists on October 12, 2026; elixir totals use each card's catalogue cost.

ListCardsLabelTotal / average elixir
Wall Breakers CannonGoblin Barrel, Wall Breakers, Princess, Dart Goblin, Skeleton Army, Valkyrie, Cannon, Ice SpiritGoblin Barrel Bait22 / 2.75
Wall Breakers TeslaGoblin Barrel, Wall Breakers, Princess, Dart Goblin, Skeleton Army, Valkyrie, Tesla, Ice SpiritGoblin Barrel Bait23 / 2.875
Wall Breakers Goblin GangGoblin Barrel, Wall Breakers, Princess, Dart Goblin, Goblin Gang, Valkyrie, Cannon, Ice SpiritGoblin Barrel Bait22 / 2.75
Wall Breakers Knight ZapGoblin Barrel, Wall Breakers, Princess, Dart Goblin, Skeleton Army, Knight, Goblins, ZapGoblin Barrel Bait21 / 2.625
Two-Barrel CannonGoblin Barrel, Skeleton Barrel, Princess, Dart Goblin, Skeleton Army, Valkyrie, Cannon, Ice SpiritGoblin Barrel Bait23 / 2.875
Two-Barrel InfernoGoblin Barrel, Skeleton Barrel, Princess, Dart Goblin, Skeleton Army, Valkyrie, Inferno Tower, The LogLog Bait26 / 3.25
Mega Knight HyperbaitMega Knight, Goblin Cage, Goblin Barrel, Skeleton Barrel, Goblin Gang, Dart Goblin, Bats, ZapMega Knight Bait27 / 3.375
Skeleton King HyperbaitSkeleton King, Skeleton Barrel, Wall Breakers, Skeleton Army, Rascals, Dart Goblin, Mother Witch, VinesSkeleton King27 / 3.375

Five of the eight carry no small spell at all and the other three carry one (Zap or The Log); five lean on Valkyrie as their one swarm-clearing troop. That is the shape to plan against: many cheap threats, one defender that clears swarms, and a building.

Why does a second barrel beat the one-spell defence?

A second barrel beats the one-spell defence because no 2-elixir spell answers both. The Log kills Barrel Goblins but leaves each Wall Breaker on 61 HP and cannot reach a flying Skeleton Barrel; Zap kills only Bats and Skeletons outright. Against Hyperbait you need a plan for each barrel, and the plan for the second is usually a troop or a building, not a spell.

How do you defend two barrels in one push?

Hyperbait's double-barrel push costs 5 elixir (Goblin Barrel + Wall Breakers) or 6 (Goblin Barrel + Skeleton Barrel), and you defend it by answering the barrel that hits first with your cheapest card and letting the second meet a troop or building already in place.

What do you do when Goblin Barrel and Wall Breakers come together?

Goblin Barrel plus Wall Breakers in one lane is the push the four Wall Breakers lists are built around. Wall Breakers are placed at the bridge and run very fast, so you must answer them in the same second as the Barrel:

  1. Arrows if you hold them. One 369-damage cast kills both breakers and all three Goblins for 3 elixir against their 5 when both sit inside its 3.5-tile radius, in front of the tower as the Barrel lands. If they arrive apart, Arrow the breakers and Log the Goblins.
  2. Otherwise, a building for the breakers and The Log for the Barrel. Wall Breakers target the nearest building, so a Cannon or Tesla on the 4-3 spot pulls them off the tower; your Log then rolls through the Goblins.
  3. Don't Log the breakers while a Barrel is coming. The Log leaves both alive at 61 HP, so your tower must still hit each of them before they connect, and the Log is gone when the Goblins land.

Two breakers that connect deal 604 damage (302 each at Level 11 since October 6, 2026).

What do you do when Goblin Barrel and Skeleton Barrel come together?

Goblin Barrel plus Skeleton Barrel is a split-height push: the Goblins land on the ground, the Skeleton Barrel flies. The Log answers the Goblins, and the Skeleton Barrel needs air-targeting damage before it pops — Tesla, Inferno Tower, Musketeer, Electro Wizard, Firecracker or your tower. A popped barrel drops Skeletons (81 HP each at Level 11) on the tower; Valkyrie or Zap clears them together, and one Tower Princess shot (109) kills each. The Two-Barrel lists run Skeleton Army behind the barrels, so keep your splash troop for that follow-up rather than for the Skeletons.

What happens when the barrels split lanes?

Hyperbait splits the barrels to force two answers; answer one lane cheaply and let the tower trade in the other. A lone Goblin Barrel is the bigger threat (three Goblins at once); a lone Skeleton Barrel is the smaller one if your tower can shoot it for most of its 532 HP. Log the Goblin Barrel, let the tower take the Skeleton Barrel, and finish its Skeletons with the next card you were going to play anyway. A lone pair of Wall Breakers is the exception: they hit for 604 if ignored, so give them the building or the troop.

How do you count two barrels in the cycle?

Hyperbait's barrels each come back to hand after four other plays. Right after a double-barrel push both sit at the back of the queue, so neither returns until the opponent plays three more cards: that is when you spend your small spell on Princess or Dart Goblin, or attack the other lane.

How do you defend each Hyperbait list?

Hyperbait's eight lists split into four families: Wall Breakers lists, Two-Barrel lists, Mega Knight Hyperbait and Skeleton King Hyperbait.

How do you beat the Wall Breakers lists?

The Wall Breakers lists (2.625–2.875 elixir) are the purest Hyperbait: four 3-elixir bait cards, 2-elixir breakers and little defence beyond Valkyrie and a Cannon or Tesla. Log the Goblin Barrel; the breakers want Arrows or a building. The Knight Zap list replaces Valkyrie with Knight and Goblins, so Princess is its only splash — a Skeleton Army or Goblin Gang counter-push forces their only Zap.

How do you beat the Two-Barrel lists?

The Two-Barrel lists swap Wall Breakers for Skeleton Barrel and play at 9,000+. Your answer should hit air: a Cannon pulls the Skeleton Barrel but cannot shoot it, so carry Tesla, Inferno Tower or an air-targeting troop. The Inferno version is Log Bait with a second barrel: split your pushes so Inferno Tower can lock only one lane.

How do you beat Mega Knight Hyperbait?

Mega Knight Hyperbait is the Hyperbait list tracked in the most bands (four): Goblin Barrel, Skeleton Barrel, Goblin Gang, Dart Goblin and Bats around a 7-elixir Mega Knight and a Goblin Cage. The bait-side rule is to spend each spell on two threats: Arrows on Goblin Barrel plus Goblin Gang, Zap on Bats plus Skeleton Barrel Skeletons. Its Zap is its only small spell, so after it is used your Skeleton Army or Goblin Gang stops Mega Knight for 3 elixir. Mega Knight placements are in the Mega Knight counter guide.

How do you beat Skeleton King Hyperbait?

Skeleton King Hyperbait (8,000–9,000) pairs a 4-elixir Champion with Skeleton Barrel, Wall Breakers, Skeleton Army and Rascals, and it has no small spell — the 3-elixir Vines is its only spell. Clear Skeleton Army and Skeleton Barrel's drop with Zap, The Log or Valkyrie, and keep Arrows for the Wall Breakers. Skeleton King (2,298 HP at Level 11) and the 5-elixir Rascals are its tanks; a counter-push in the other lane while they walk forces Mother Witch or Vines onto defence. The Champion counter guide covers Skeleton King himself and its Skeleton Barrel bait lists.

How do you place your answers against Hyperbait?

Hyperbait placements come down to three spots: the landing zone for Goblin Barrel, the centre for a building, and the bridge for Wall Breakers.

  • Goblin Barrel: time The Log so it rolls through the landing spot as the Goblins pop out, starting the roll a little behind that spot; too early and it passes before they appear. The Log rolls 10.1 tiles, and since October 6 the Goblins swing 0.3 s after landing, so a late Log costs a hit.
  • Building: place Cannon, Tesla or Inferno Tower on the 4-3 spot the Hog Cycle counter guide uses against Hog Rider, on the side they attack. Wall Breakers and Skeleton Barrel both target buildings, so a building there pulls them off the Princess Tower. Cannon only shoots ground: it pulls a Skeleton Barrel but cannot pop it, so the barrel bursts on the Cannon and its Skeletons need a second answer, while Tesla and Inferno Tower pull and shoot it.
  • Wall Breakers at the bridge: a troop only stops them by killing them, because they ignore troops and run past. Valkyrie's 266-damage spin does not one-shot a 330-HP breaker; it needs one Tower Princess shot (109) on top, so place her in front of the tower, or use Arrows.
  • Skeleton Barrel: play the air-targeting troop in front of the tower so it shoots the barrel on approach.

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How do you punish Hyperbait on offense?

Hyperbait is punished by attacking the moment it spends its defence, because most lists hold only two defensive cards: Valkyrie and a building, or Mega Knight and Goblin Cage.

  • Push after a double-barrel push. They just spent 5 or 6 elixir on offence and both barrels sit at the back of the queue.
  • Make Valkyrie defend first. A tank in one lane draws Valkyrie, and a second card in the other lane then meets only Princess and a building.
  • Spend big spells on two cards. Fireball (689) kills Princess and Dart Goblin (261 HP each) together.

Which decks beat Hyperbait?

Hyperbait has no archetype label, so any deck recommendation here is an editorial judgment from card interactions: Trophy Road matchup results are withheld, and only the 9,000+ verdicts below are TrophyCoach's measured archetype-matchup results for the labels Hyperbait lists are filed under, Goblin Barrel Bait (five of the eight lists) and Mega Knight Bait (Mega Knight Hyperbait). Each row shows one tracked list of the archetype.

No tracked deck answers every barrel cheaply. At 9,000+, where five of the eight Hyperbait lists are tracked, all three decks below sit behind both labels. Deck choice narrows the gap; barrel-by-barrel play decides the match.

Deck (archetype)CardsAverage elixirWhy it works9,000+ vs Goblin Barrel Bait9,000+ vs Mega Knight Bait
Electro GiantElectro Giant, Sparky, Electro Wizard, Zappies, Tesla, Electro Spirit, Zap, Electro Dragon4.125Six cards kill a Bat or Skeleton per hit; Tesla shoots the Skeleton BarrelHardUnfavourable
Hog CycleHog Rider, Executioner, Valkyrie, Goblins, Ice Spirit, Rocket, Tornado, The Log3.375Executioner and Valkyrie clear Goblins; The Log answers Goblin BarrelSlightly unfavourableSlightly unfavourable
Mega KnightMega Knight, Elixir Golem, Bomber, Electro Wizard, Firecracker, Arrows, Inferno Tower, Freeze3.875Arrows, Inferno Tower, Bomber and Firecracker cover every barrelUnfavourableUnfavourable

Why does Electro Giant suit the Goblin Barrel lists?

Electro Giant gives you an answer to every small threat. Its list carries three of Season 88's four boosted cards — Electro Giant, Electro Wizard and Electro Spirit, all at Level 16 this season — and six cards that kill a Level 11 Bat or Skeleton (81 HP) per hit: Electro Wizard, Electro Spirit, Zap, Zappies, Tesla and Electro Dragon. Electro Spirit deals 159 at Level 16 and chains between targets; Tesla shoots the Skeleton Barrel. Its weakness is the 7-elixir Electro Giant: a Hyperbait player who pushes the other lane while you build behind it gets free chip, and at 9,000+ the measured result is hard.

Why is Hog Cycle a workable pick against Hyperbait?

Hog Cycle answers the bait with cheap cards. Executioner hits air and ground in a line, and Valkyrie and The Log handle Goblins. Its weakness is that the list has no building to pull Wall Breakers.

Why does Mega Knight trail Mega Knight Hyperbait?

Mega Knight decks carry an answer for every barrel, but a 7-elixir Mega Knight is slow against cheap bait cards. The tracked Elixir Golem list holds Arrows for Goblin Barrel plus Wall Breakers, Inferno Tower for Skeleton Barrel, and Bomber and Firecracker for swarms — so against Mega Knight Hyperbait lean on those answers rather than on your own Mega Knight. Electro Wizard is one of Season 88's boosted cards, so it plays at Level 16 this season: 1,141 HP and 188 damage per bolt, enough to kill Bats and Skeletons in one hit at any level up to 16 (130 HP) but not a 202-HP (Level 11) Barrel Goblin.

What changed for Hyperbait in Season 88?

Hyperbait's barrels got stronger in Season 88 (October 5 – November 2, 2026): the October 6 patch buffed Goblin Barrel and Wall Breakers and nerfed Barbarian Barrel, one of the cheap Goblin Barrel answers. Skeleton Barrel, Princess, Dart Goblin, Goblin Gang, Bats, Skeleton Army, Valkyrie, Mega Knight and Skeleton King were not changed.

CardChangeOldNew% Change
Goblin BarrelFirst hit speed0.4 s0.3 s-25%
Wall BreakersDamage281302+7%
Barbarian BarrelDamage232215-8%
Cannon (Evolution)Barrage damage281261-7%

Did Wall Breakers get buffed in October 2026?

Impact: significant. Wall Breakers rose from 281 to 302 damage per breaker (+7%), so a connecting pair now deals 604. They are still 330 HP, so The Log (269) and Barbarian Barrel (215) still fail to kill them and Arrows (369) still does. The buff reverses part of the August 3, 2026 nerf, which cut them from 350 to 281.

Did Goblin Barrel get buffed in October 2026?

Impact: significant. Goblin Barrel's Goblins now hit 0.3 s after landing instead of 0.4 s (-25%). Against Hyperbait it matters most when you are busy with the second barrel: a Log thrown after you place a building for the Wall Breakers is now more likely to arrive one hit late.

Which Season 88 changes help the defender?

Impact: small. Barbarian Barrel at 215 still kills every 202-HP Barrel Goblin, and Electro Wizard, Electro Spirit and Electro Giant play at Level 16 this season. Earlier, September 8 raised Wizard from 281 to 304 damage and August 3 cut Evolved Goblin Barrel decoy damage from 89 to 66.

What are the most common mistakes against Hyperbait?

Hyperbait punishes five mistakes.

Mistake 1 — Spending Arrows on a lone Goblin Barrel. The Log does that job for 2; if Arrows go there and Wall Breakers follow, your hand may hold nothing that kills two 330-HP breakers before they deal 604.

Mistake 2 — Logging Wall Breakers. The Log deals 269 and each breaker has 330 HP, so both survive at 61; any your tower misses connects for 302.

Mistake 3 — Trying to spell a flying Skeleton Barrel. The Log and Barbarian Barrel cannot hit it and Zap leaves it on 340 of 532 HP; shoot it with an air-targeting card.

Mistake 4 — Spending your splash troop on Skeleton Barrel's Skeletons. The Two-Barrel lists run Skeleton Army (15 Skeletons, 3 elixir) behind the barrels; clear the barrel's drop with Zap or tower shots and keep Valkyrie for the Army.

Mistake 5 — Answering a 5-elixir split push with 7 elixir. Valkyrie (4) in one lane plus Arrows (3) in the other loses the trade; a building (3) for the breakers and The Log (2) for the Goblins matches their 5.

Which guides cover the rest of the bait matchup?

Frequently Asked Questions

What is Hyperbait in Clash Royale?

Hyperbait is a bait deck with two barrels; by TrophyCoach's rule, at least 5 of 10 bait cards, including two of Goblin Barrel, Skeleton Barrel and Wall Breakers. Eight tracked lists fit on October 12, 2026, averaging 2.625 to 3.375 elixir.

Is Hyperbait the same as Log Bait?

Hyperbait is not the same as Log Bait: Classic Log Bait carries one barrel (Goblin Barrel) and 3 bait cards, while Hyperbait carries two barrels and 5 or more. TrophyCoach's classifier files most Hyperbait lists under Goblin Barrel Bait.

What is the best spell against Hyperbait?

Arrows is the best single spell against Hyperbait: at Level 11 its 369 damage kills Barrel Goblins (202 HP), Wall Breakers (330 HP), Bats and Skeletons in one 3-elixir cast, which no 2-elixir spell does. It does not pop a 532-HP Skeleton Barrel.

Does The Log kill Wall Breakers?

The Log does not kill Wall Breakers at equal level: it deals 269 damage against 330 HP, leaving each breaker on 61. Since October 6, 2026 each surviving breaker hits your tower for 302.

How do you stop Skeleton Barrel in Hyperbait?

Skeleton Barrel flies and has 532 HP at Level 11, so stop it with an air-targeting building or troop such as Tesla, Inferno Tower or Electro Wizard. Electro Wizard costs 4 elixir and shoots air; the Skeleton Barrel table lists 1,691 battles with him at 5,000–6,000.

Did Hyperbait get buffed in Season 88?

Hyperbait was buffed in the October 6, 2026 Season 88 patch: Goblin Barrel's first hit dropped from 0.4 s to 0.3 s, and Wall Breakers rose from 281 to 302 damage. Skeleton Barrel was unchanged.

Is Mega Knight Hyperbait still played in October 2026?

Mega Knight Hyperbait is still tracked in four bands, from under 5,000 to 7,000–8,000 trophies, on October 12, 2026. It runs Goblin Barrel, Skeleton Barrel, Goblin Gang, Dart Goblin and Bats around Mega Knight at 3.375 average elixir.

**Methodology:** Counter tables come from TrophyCoach's `win_condition_counters` aggregation (Wall Breakers in six bands, Skeleton Barrel in four; a selection listed most-played first by battles with the counter) over battles played October 6–12, 2026, gated at 100 or more battles on each side of every pair; win rates and impact figures are withheld because these bands are unpublished. Hyperbait lists are the 8 distinct lists among 1,200 tracked-deck rows (200 per band, October 12, 2026) meeting the rule above; labels come from the production classifier, elixir totals from the card catalogue. Card stats are Level 11 unless stated, with changes from Supercell's release notes (August 3, September 8, October 6, 2026). 9,000+ deck verdicts are TrophyCoach's archetype-matchup results; lower-band results are withheld.

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.