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How to Counter Minion Giant in Clash Royale: Counters, Placements & Anti-Minion Giant Decks (October 2026)

Updated 2026-10-1323 min read

Quick answer: The most reliable way to counter Minion Giant is Electro Wizard behind your Princess Tower plus a centre building to pull it, with a 2-elixir Zap for the escort; Electro Wizard is the #1 measured counter card in 3 of 6 trophy bands.

How to Counter Minion Giant in Clash Royale: Counters, Placements & Anti-Minion Giant Decks (October 2026)

Minion Giant is a 4-elixir Rare flying troop that targets only buildings and attacks from range. It launched with Season 87 on September 7, 2026 and has been nerfed twice since: damage 189 → 168 (−11%) on September 16, and hit speed 1.5s → 1.7s (+13%) in the October 6, 2026 Season 88 patch. Together the two nerfs cut its damage per second (derived from the published damage and hit speed) from 126 to 98.8 (−22%). In the October 6–12 ranked sample it holds 1.89% to 3.06% popularity across the six trophy bands, peaking at 9,000+ (3.06%) and 7,000–8,000 (3.04%). A separate Minion Giant Cycle label takes another 1.33% of 9,000+ decks. Electro Wizard, Zap and Firecracker each rank among the top-10 measured counter cards in 5 of the 6 bands. The fastest build, the 2.6-elixir Minion Giant Cycle, needs only 10 elixir (14 seconds of double-elixir generation) to cycle back to Minion Giant and play it again.

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Which cards counter Minion Giant?

Minion Giant's measured counters fall into two groups: air-targeting cards that shoot it down (Electro Wizard, Wizard, Firecracker, Dart Goblin, Archers, Princess, Hunter, Tesla and others) and ground cards that cannot touch it but beat the deck around it (Mega Knight, Mini P.E.K.K.A, P.E.K.K.A, Valkyrie, Skeleton Army, Royal Giant, Giant). Each table ranks cards by how much Minion Giant's results drop when the opponent's deck holds that card. The ranks are observational, a deck-level association rather than proof that the card caused the result, and a rank does not mean the card kills Minion Giant: Mini P.E.K.K.A, #1 at 8,000–9,000, cannot target air and earns its rank by killing the escort and counterpushing. The Role column is an editorial note.

Under 5,000

RankCounter cardRoleBattles with counter
1Electro WizardHits air; stun resets its shot307
2Mega KnightGround-only; other-lane tank467
3WizardHits air; splash1,337
4Mini P.E.K.K.AGround-only; kills escort1,159
5Royal GiantGround-only; other-lane win condition135
6ValkyrieGround-only; kills escort1,163
7Goblin GangSpear Goblins hit air627
8Skeleton ArmyGround-only; kills escort1,159
9P.E.K.K.AGround-only; counterpush tank430
10FirecrackerHits air; splash, long range279

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

5,000–6,000

RankCounter cardRoleBattles with counter
1Electro WizardHits air; stun resets its shot476
2ZapSpell; stun, clears escort459
3FirecrackerHits air; splash, long range448
4Dart GoblinHits air; DPS, long range421
5P.E.K.K.AGround-only; counterpush tank255
6ArrowsSpell; clears escort601
7ArchersHits air; DPS, two bodies341
8Skeleton ArmyGround-only; kills escort990
9ValkyrieGround-only; kills escort853
10Mini P.E.K.K.AGround-only; kills escort890

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

6,000–7,000

RankCounter cardRoleBattles with counter
1ZapSpell; stun, clears escort625
2Electro WizardHits air; stun resets its shot879
3Dart GoblinHits air; DPS, long range753
4ArchersHits air; DPS, two bodies585
5FirecrackerHits air; splash, long range701
6Mega KnightGround-only; other-lane tank1,255
7PrincessHits air; splash, long range812
8WizardHits air; splash1,405
9ValkyrieGround-only; kills escort1,406
10ArrowsSpell; clears escort1,013

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

7,000–8,000

RankCounter cardRoleBattles with counter
1Electro WizardHits air; stun resets its shot1,044
2ZapSpell; stun, clears escort784
3Mega KnightGround-only; other-lane tank1,315
4Dart GoblinHits air; DPS, long range839
5P.E.K.K.AGround-only; counterpush tank385
6ValkyrieGround-only; kills escort1,594
7TeslaBuilding; pulls and shoots810
8WizardHits air; splash1,478
9FirecrackerHits air; splash, long range970
10ArchersHits air; DPS, two bodies546

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

8,000–9,000

RankCounter cardRoleBattles with counter
1Mini P.E.K.K.AGround-only; kills escort1,021
2FirecrackerHits air; splash, long range810
3Dart GoblinHits air; DPS, long range663
4ZapSpell; stun, clears escort569
5ValkyrieGround-only; kills escort1,256
6Mega KnightGround-only; other-lane tank1,054
7ArrowsSpell; clears escort965
8WizardHits air; splash965
9TeslaBuilding; pulls and shoots712
10TombstoneBuilding; pulls only194

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

9,000+

RankCounter cardRoleBattles with counter
1HunterHits air; burst, point-blank444
2GiantGround-only; other-lane win condition516
3ZapSpell; stun, clears escort1,969
4Inferno DragonHits air; ramping beam725
5Mini P.E.K.K.AGround-only; kills escort1,536
6Electro WizardHits air; stun resets its shot1,601
7ArrowsSpell; clears escort2,627
8Mother WitchHits air; DPS669
9ZappiesHits air; stun493
10Electro DragonHits air; chain stun445

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

What do the six counter tables have in common?

Electro Wizard is the most consistent counter across the six tables. It is top-10 in 5 of 6 bands and #1 at Under 5,000, 5,000–6,000 and 7,000–8,000. It drops only out of the 8,000–9,000 list, where Mini P.E.K.K.A leads. Zap (2 elixir) is top-10 in 5 bands and #1 at 6,000–7,000, and Firecracker (3 elixir) is top-10 in 5 bands. Wizard, Dart Goblin and Arrows each appear in 4 bands.

The 9,000+ table looks different from the other five. Hunter is #1 there, Giant #2 and Inferno Dragon #4, and six of its ten cards (Hunter, Giant, Inferno Dragon, Mother Witch, Zappies, Electro Dragon) appear in no other band. At the top of the ladder, burst defenders (Hunter point-blank, Inferno Dragon once its beam ramps) end the push before the escort matters, and Giant pressure on the other lane overloads a 4-elixir win condition. You can check any card pair the tables leave out in the Counter Lookup tool.

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Where do you meet Minion Giant?

Trophy bandArchetypePopularitySample
Under 5,000Minion Giant2.24%4,177
Under 5,000Minion Giant Cycle——
5,000–6,000Minion Giant1.89%3,246
5,000–6,000Minion Giant Cycle——
6,000–7,000Minion Giant2.90%4,856
6,000–7,000Minion Giant Cycle——
7,000–8,000Minion Giant3.04%5,031
7,000–8,000Minion Giant Cycle——
8,000–9,000Minion Giant2.39%4,032
8,000–9,000Minion Giant Cycle——
9,000+Minion Giant3.06%6,607
9,000+Minion Giant Cycle1.33%2,878

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

Minion Giant's popularity ranges from 1.89% at 5,000–6,000 to 3.06% at 9,000+, with the largest samples at 9,000+ (6,607) and 7,000–8,000 (5,031). The fast Minion Giant Cycle label reaches the 30 most-played archetypes only at 9,000+ (1.33%, sample 2,878). Current Minion Giant lists by band are in the Deck Finder, and the card's nerf history is on its balance-change page.

What is Minion Giant and why does it win?

Minion Giant is a 4-elixir Rare troop that flies, targets only buildings and Crown Towers, and attacks with a ranged toxin. Balloon also flies and targets buildings but bombs from directly overhead; Minion Giant stops short and fires from range. The August 31, 2026 TV Royale reveal also listed knockback immunity, as RoyaleAPI reported, so do not plan to push it back with Fireball. Its hitpoints, range and speed are not in Supercell's release notes or TrophyCoach's card data as of October 12, 2026, so no shots-to-kill figure is given here. The balance changes are exact:

  • Damage: 189 → 168 per hit (−11%), September 16, 2026.
  • Hit speed: 1.5s → 1.7s per hit (+13% slower), October 6, 2026.
  • Damage per second: 126.0 at launch → 112.0 after September 16 → 98.8 after October 6, a −22% cumulative cut.

Supercell's October 6 notes called Minion Giant "too punishing for a flying win condition". It still wins for three reasons:

  1. Ground-heavy decks cannot touch it. Mini P.E.K.K.A, Valkyrie, Knight, Mega Knight and Skeleton Army walk right under it.
  2. It ignores your troops. Your defenders never draw its fire, so the toxin always lands on the tower unless you place a building.
  3. It costs 4 elixir and cycles fast. In the 2.6 build, playing Minion Giant again costs 10 elixir: 6 for the four cheapest cards that cycle it back, plus 4 for Minion Giant. That is 28 seconds of elixir generation in single elixir or 14 in double.

Which Minion Giant decks will you face?

Minion Giant decks come in two shapes. A deck with Minion Giant, at least three cycle cards (Skeletons, Ice Spirit, Electro Spirit, Bats, Cannon, Tesla and similar) and an average of 3.0 elixir or less is Minion Giant Cycle. Everything else is Minion Giant. Every Minion Giant list in TrophyCoach's tracked-deck set on October 12, 2026 sits at 9,000+. All of them carry Fireball, Poison or Lightning, and nearly all carry Skeletons.

DeckEight cardsAvg ElixirClassifier label
Minion Giant 2.6 CycleMinion Giant, Musketeer, Cannon, Fireball, The Log, Ice Spirit, Skeletons, Ice Golem2.6Minion Giant Cycle
Rune Giant Little Prince CycleMinion Giant, Rune Giant, Little Prince, Cannon, Bats, Skeletons, Barbarian Barrel, Poison2.9Minion Giant Cycle
Princess HunterMinion Giant, Princess, Knight, Hunter, Skeletons, Ice Spirit, Barbarian Barrel, Fireball2.8Minion Giant
Ice Wizard Tesla LightningMinion Giant, Archers, Ice Wizard, Tesla, Knight, Skeletons, Barbarian Barrel, Lightning3.3Minion Giant
Goblinstein Goblin HutMinion Giant, Goblinstein, Royal Ghost, Musketeer, Goblin Hut, Skeletons, Barbarian Barrel, Fireball3.4Minion Giant

The 2.6 build is the classic Hog 2.6 shell with Minion Giant in the Hog Rider slot. The cycle-tracking habits from how to counter Hog Cycle carry over, but a Cannon placed for Hog cannot shoot a flier.

How do you place air defense against Minion Giant?

Minion Giant defense has three layers: a building to pull it, an air-targeting troop to kill it, and a cheap spell for the escort. Minion Giant's attack range is not in Supercell's release notes, so no exact tile number can be computed for it. The placements below follow from how building-targeting fliers behave.

Where should a building go to pull Minion Giant?

A building pulls Minion Giant because it targets nothing else. Place the building in the centre of your side, deep enough that both Princess Towers still cover the spot where Minion Giant stops to fire. Because Minion Giant attacks from range, it stops short of the building rather than flying onto it, so a building placed close to the river leaves it hovering outside your towers' reach. Tesla (4 elixir) is the best puller, because it hits air and hides underground when no enemy is in range. Cannon (3) and Tombstone (3) pull just as well but cannot shoot back. Tesla is top-10 at 7,000–8,000 and 8,000–9,000, and Tombstone at 8,000–9,000.

How do you place Electro Wizard against Minion Giant?

Electro Wizard has two placements, and both keep it away from the bridge. Pre-placed behind the tower on the attacked side as Minion Giant crosses the river, it is safe from melee escorts such as Knight and Skeletons, which must walk past the tower to reach it. Placed reactively beside the tower once Minion Giant has stopped to fire, its deploy zap lands on Minion Giant and cancels the next shot. Either way, each hit stuns and resets Minion Giant's 1.7-second attack. A Fireball answer is an even 4-for-4 trade at worst.

How do you protect your air defenders from Fireball, Poison and Lightning?

One of Fireball, Poison or Lightning is in every tracked Minion Giant list, and the plan is to delete your air defense with it. Fireball's Crown Tower damage fell 172 → 159 (−8%) on September 8, 2026, but a Fireball that leaves Musketeer or Wizard low beside the tower, finished by the escort or a Log, still swings the push. Do not stack two air defenders on the same tile. Split them: one behind the tower, one in the centre near your building.

When should you use Zap or Arrows on a Minion Giant push?

Zap (2 elixir) and Arrows (3 elixir) are top-10 counters in 5 bands and 4 bands respectively because they kill the cheap escort, not Minion Giant. Hold the spell until the escort clumps. Zap's 0.5-second stun also resets Minion Giant's attack, and against Minion Giant Cycle that 2-elixir trade buys a full shot of tower time. Never spend Arrows on Minion Giant alone.

How do you defend the Minion Giant and Minion Giant Cycle versions?

Minion Giant Cycle (at least three cycle cards, 3.0 elixir or less) wants 4-for-4 trades and a second Minion Giant before your answers return. The other Minion Giant builds pair it with a second threat.

How do you defend Minion Giant Cycle?

Minion Giant Cycle wins by tempo. Answer each Minion Giant with the smallest defense that kills it: one air-targeting troop plus your towers, with Zap saved for the Skeletons or Bats. The Rune Giant Little Prince list loops it for 12 elixir (Skeletons 1, Bats 2, Barbarian Barrel 2, and Cannon or Little Prince 3), which is 16.8 seconds of double elixir. When their Cannon or Tesla goes down on defense, it cannot return for four more plays: attack the other lane then.

How do you defend the other Minion Giant builds?

Minion Giant builds outside the Cycle label (2.8–3.4 elixir in the tracked lists) carry a second threat, and each needs one specific answer:

  • Princess Hunter: remove Princess first with Arrows, or The Log if she stands at the bridge. Her splash kills Archers or Goblin Gang before they touch Minion Giant, and Hunter shreds any ground defender that walks up close.
  • Ice Wizard Tesla Lightning: Lightning strikes the three highest-hitpoint targets in its radius, so keep your air defender away from both your Princess Tower and your pull building.
  • Goblinstein Goblin Hut: Goblinstein is a 5-elixir ground Champion that walks in front of Minion Giant. Meet it at the bridge with your ground counter (Mini P.E.K.K.A, Valkyrie), keep the air defender on Minion Giant, and clear the Goblin Hut's Spear Goblins with Zap or Arrows.

How do you punish Minion Giant on offense?

Minion Giant decks are light (2.6–3.4 average elixir), so when they commit a 4-elixir Minion Giant plus escort from a normal elixir bank, little is left to defend the other lane. Mega Knight is top-10 in 4 bands, P.E.K.K.A in 3, and Royal Giant and Giant each in one band, none of them able to hit air.

When should you counterpush instead of defending?

Counterpush when Minion Giant arrives with no tank in front. Defend it with the minimum, one air troop plus a building, and send your win condition at the opposite tower before their elixir recovers. A P.E.K.K.A or Mega Knight in the other lane forces out the Skeletons, Knight and Barbarian Barrel they need as escort. The Evo Cannon barrage that many cycle decks use to stop that kind of tank lost damage on October 6 (281 → 261, −7%).

Which win conditions punish Minion Giant?

Heavy ground tanks are the win conditions that show up most in the Minion Giant counter tables, and its decks defend mostly with cheap, single-target cards. Giant is #2 at 9,000+, where Giant Beatdown also has a favourable record; Royal Giant ranks #5 under 5,000, but its decks still have an unfavourable record there. Mega Knight and P.E.K.K.A appear in 4 and 3 bands. Goblin Barrel also gained a faster first hit in Season 88 (0.4s → 0.3s, −25%), and Goblin Barrel Bait has a favourable record at 8,000+. Minion Giant lists answer Goblin Barrel with the same Barbarian Barrel and Fireball they need against your air defenders, so a well-timed Barrel forces them to choose. The Deck Doctor checks whether your deck has two air-targeting answers and a punishing win condition.

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Which decks beat Minion Giant?

Electro Giant, Mega Knight Bait, Goblin Barrel Bait and PEKKA Bridge Spam are four tracked archetypes with favourable head-to-head records against Minion Giant in at least one band; at 9,000+ the favourable list is much broader. Each list is an 8-card deck from TrophyCoach's October 12, 2026 tracked decks. Verdicts are TrophyCoach's October 12–13, 2026 archetype head-to-head results per band; percentages are withheld while the bands are unpublished, so the verdict words are the claim.

DeckEight cardsAvg ElixirAnswers to Minion GiantVerdict vs Minion Giant
Electro GiantElectro Giant, Electro Wizard, Zappies, Tesla, Electro Dragon, Sparky, Zap, Electro Spirit4.1Electro Wizard, Zappies, Tesla, Electro Dragon, ZapRoughly even at 5,000–6,000; slightly favourable at 6,000–7,000 and 8,000–9,000; favourable at 7,000–8,000; unfavourable at 9,000+
Mega Knight BaitMega Knight, Goblin Barrel, Skeleton Barrel, Dart Goblin, Goblin Gang, Goblin Cage, Bats, Zap3.4Dart Goblin, Goblin Gang, Bats, Zap, Goblin Cage (pull)Slightly unfavourable under 5,000 and at 6,000–7,000; unfavourable at 5,000–6,000; roughly even at 7,000–8,000; favourable at 8,000–9,000; slightly favourable at 9,000+
Goblin Barrel BaitGoblin Barrel, Princess, Dart Goblin, Valkyrie, Skeleton Army, Wall Breakers, Ice Spirit, Cannon2.8Princess, Dart Goblin, Cannon (pull)Unfavourable under 6,000; slightly unfavourable at 6,000–7,000; roughly even at 7,000–8,000; favourable at 8,000–9,000; slightly favourable at 9,000+; hard vs Minion Giant Cycle at 9,000+
PEKKA Bridge SpamP.E.K.K.A, Battle Ram, Bandit, Royal Ghost, Electro Wizard, Magic Archer, Fireball, Zap3.9Electro Wizard, Magic Archer, ZapSlightly favourable at 9,000+ (vs both versions); slightly unfavourable at 7,000–8,000

The Electro Giant list stacks five measured counters into one deck; Mega Knight Bait pairs cheap air-targeters with a Mega Knight for the other lane, which pays off from 8,000. For these decks from the other side, see how to counter Log Bait, how to counter Mega Knight and how to counter Bridge Spam.

Which decks struggle against Minion Giant?

X-Bow Siege, Hog 2.6, the Miner decks and Royal Hogs have unfavourable to hard records against Minion Giant below 9,000 trophies. X-Bow is a building, so Minion Giant ignores the defense around it and shoots the siege engine from range. Hog 2.6 relies on a Cannon that cannot hit air and a single Musketeer that a Fireball plus the escort can remove. Under 5,000, no archetype with a measured head-to-head has a favourable record against Minion Giant; Mega Knight comes closest, at roughly even, and Mega Knight Bait is slightly unfavourable. If you play one, swap a ground-only card for Electro Wizard, Firecracker or Dart Goblin first.

What changed for Minion Giant in Season 88?

Minion Giant took its second nerf in a row in the October 6, 2026 Season 88 balance patch. Cards on both sides of the matchup also moved in September.

CardChangeOldNew% ChangeDate
Minion GiantDamage189168−11%Sep 16, 2026
Minion GiantHit speed1.5s1.7s+13% (slower)Oct 6, 2026
Barbarian BarrelDamage232215−8%Oct 6, 2026
SkeletonsSpawn spread—Tighter—Oct 6, 2026
Cannon (Evo)Barrage damage281261−7%Oct 6, 2026
Goblin BarrelFirst hit speed0.4s0.3s−25% (faster)Oct 6, 2026
FireballCrown Tower damage172159−8%Sep 8, 2026
Ice GolemHitpoints1,3151,228−7%Sep 8, 2026
WizardDamage281304+8%Sep 8, 2026
ZappiesHit speed2.2s2.3s+5% (slower)Sep 8, 2026

How much did the October 6 nerf cut Minion Giant's damage per second?

Impact: significant. Minion Giant's damage per second fell from 126.0 to 98.8 (−22%) across two nerfs. Its hit speed slowed from 1.5s to 1.7s (+13%) on October 6, 2026, 20 days after the September 16 damage cut (189 → 168, −11%). Each Electro Wizard or Zap reset now costs it a longer 1.7-second attack.

Which support-card changes affect the matchup?

Impact: small. Barbarian Barrel's damage fell 232 → 215 (−8%) and Skeletons got a tighter spawn spread on October 6. Tighter Skeletons are easier to clear with one Zap or Arrows. Ice Golem, the 2.6 build's mini-tank, lost hitpoints 1,315 → 1,228 (−7%) on September 8 in exchange for a longer slow (2.0s → 2.5s, +25%). Fireball's Crown Tower damage fell 172 → 159 (−8%) the same day.

Which counter cards changed?

Impact: small. Wizard's damage rose 281 → 304 (+8%) on September 8, 2026, and Wizard is a top-10 counter in 4 bands. Zappies slowed 2.2s → 2.3s (+5%) but still rank #9 at 9,000+. On offense, Goblin Barrel's first hit got faster (0.4s → 0.3s) on October 6, a direct boost to the bait decks that punish Minion Giant. The full patch is in the Season 88 Shocktober guide and the September 2026 balance changes.

What are the most common mistakes against Minion Giant?

Mistake 1 — Defending with ground-only cards. Mini P.E.K.K.A, Valkyrie and Mega Knight are top-10 counters in 4, 5 and 4 bands, but none can hit Minion Giant. Use them on the escort and keep at least two air-targeting cards in the deck.

Mistake 2 — Stacking air defenders next to the tower. Every Minion Giant list in the October 12 tracked set carries Fireball, Poison or Lightning. Split your defenders.

Mistake 3 — Placing the pull building at the bridge. A forward building leaves Minion Giant firing from outside your towers' reach. Place it centrally and deep.

Mistake 4 — Dropping Inferno into Electro Spirit or Zap. Electro Spirit appears in 5 of the 14 tracked Minion Giant lists, and it resets an Inferno beam. Bait the reset first, or rely on Electro Wizard.

Mistake 5 — Not punishing the other lane. A 4-elixir Minion Giant plus 1-elixir Skeletons leaves the opponent short. Waiting gives the 2.6 build the 14 seconds of double elixir it needs to cycle back; attack the opposite tower instead.

Frequently Asked Questions

Did Minion Giant get nerfed in October 2026?

Minion Giant was nerfed on October 6, 2026: its hit speed slowed from 1.5s to 1.7s (+13%). It was the card's second nerf in a row, after its damage fell from 189 to 168 (−11%) on September 16, 2026.

Is Minion Giant still good after the October 2026 nerf?

Minion Giant is still a live ladder deck. In the October 6–12 window it held 3.06% popularity at 9,000+ and 3.04% at 7,000–8,000, even though its damage per second has fallen 22% since launch (126.0 → 98.8).

What is the best card to counter Minion Giant?

Electro Wizard is the best single card against Minion Giant. It is the #1 measured counter in 3 of 6 trophy bands and top-10 in 5, and each of its stuns resets Minion Giant's 1.7-second attack. Zap (2 elixir) and Firecracker (3 elixir) are the next most consistent, each top-10 in 5 bands.

Can Mini P.E.K.K.A counter Minion Giant?

Mini P.E.K.K.A cannot attack Minion Giant, because Minion Giant flies and Mini P.E.K.K.A targets ground only. Its #1 rank at 8,000–9,000 (1,021 battles) reflects decks that use it to kill the Knight, Skeletons and Little Prince escort and punish the other lane. Pair it with at least two air-targeting cards.

Does a building counter Minion Giant?

Minion Giant targets only buildings, so any building pulls it. A 4-elixir Tesla both pulls and shoots it, which is why Tesla is a top-10 counter at 7,000–8,000 and 8,000–9,000. A 3-elixir Cannon or Tombstone pulls it but cannot shoot back, so pair it with an air-targeting troop.

How do you beat Minion Giant under 5,000 trophies?

Minion Giant's under-5,000 counter list is led by Electro Wizard (307 battles) and Wizard (1,337 battles), both air-targeting. Mega Knight (#2) is a ground-only card that punishes the other lane, and Mega Knight decks are roughly even there. No common archetype there has a favourable record, so add one or two air-targeting cards to your deck.

How much elixir is the Minion Giant 2.6 Cycle deck?

The Minion Giant 2.6 Cycle deck averages 2.6 elixir (21 elixir across 8 cards): Minion Giant, Musketeer, Cannon, Fireball, The Log, Ice Spirit, Skeletons and Ice Golem. Cycling back to Minion Giant and playing it costs 10 elixir (6 for the four cheapest cards, 4 for Minion Giant), which is 28 seconds of elixir in single and 14 in double.

**Methodology:** Counter ranks and "Battles with counter" come from TrophyCoach's `win_condition_counters` table (ranked battles, October 6–12, 2026; 100+ battles on both arms; win rates withheld while bands are unpublished); Popularity and Sample from the `meta_trends` snapshot for the same window. Both tables are reproduced unchanged from `scripts/counter-guide-data.mjs`; the Role column is editorial. Card changes are from Supercell's September 8 and 16 and October 6, 2026 balance notes. Deck lists are TrophyCoach tracked decks (October 12, 2026); average elixir uses official card costs; verdicts come from archetype head-to-head records with percentages 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.