The best decks for Arena 4, 5 and 6

So you got your way Arena one, two and three, but now the decks that got you through the early stage are starting to dry out. These players are wise about hut spam or giant pushes and have decks designed to counter them. In other words, you’re stuck in the low levels of Arena 4 until you come up with new ideas for decks.But when you build this deck you notice a lot new cards You ignored that before when you crushed people with your all-in balloon deck – because if you win, who’s going to have to look at other options? Some of these cards look fantastic, but synergizing them in ways that are difficult to counter is not an easy task, and at this level you can’t have a deck that relies on just one style of play. Going all-in with a push strategy just isn’t going to work often enough to get those wins.

Fortunately for you, we’ve already dealt with all of those pesky enemies in arena four, five, and six and lived to tell the story. It took quite a bit of work, but at some point we made it out alive with some great decks to share with you. Keep in mind that the meta is constantly changing, so these decks may need a bit of tinkering, but for the most part, you’re going to be right.

The modified bait deck: Hog Rider, Goblin Barrel, Knight, Minions, Skeleton Army, Inferno Tower, Rocket, Zap

If you’ve played against Clash Royale at any level in the past few months, you’ve likely come across a variation on this deck as it is apparently used by everyone. The trick is to do this with finesse. It is usually seen at a slightly higher level as princesses and goblin gangs make it really excellent, but since these maps are not available for most in the lower arenas, some modifications are required.

The ideal way to play this is to find out which Spell Cards (arrows, zap, missile, etc.) your opponent is using early on, and then try to bait them. While negative elixir trades are never ideal, if this deck drops a Skeleton Army or Minions, that’s what you’ll want to do in an attempt to obliterate a spell like Arrows. Once the spell has expired, you send over a goblin barrel to your opponent’s tower and watch the damage come in. When time is running out, you should be able to send out a missile for victory.

The Inferno Tower and Zap should be all you need to hold off bumps, and most of the troops here are solid at dealing with most of the threats you will see at this level. Make sure to use the minions if you come across a balloon deck as your flight damage will be limited. If you have The Log, this is a great addition to use instead of Zap.

The Giant Beatdown: Giant, Witch, Musketeer, Mini PEKKA, Minions, Gravestone, Arrow Rocket

The general idea here is a simple giant push strategy with the witch and the musketeer as a backup, since the witch can splash damage to large crowds while the musketeer has fairly high single target damage. Put your giant in half from behind and you should have enough elixir to have all three on the field, but make sure you only go all-in if your opponent is in trouble.

Once you have mastered the timing for that three-character push, you can go up a notch and try timing the push as your tombstone expires. If you get it right, you can have all three valuable cards and some extra skeletons available for the push. It takes a little to master, but it becomes difficult to stop.

Defense is very limited here, so sometimes it’s a good idea to drop the tombstone onto the other lane to slow a counter-attack. This is pretty easy to counter, however, and better players will surely do it. This is certainly a deck for Arena Four, and for a while in Five, but by the time you hit Arena Six you might be looking for an alternative as we tried hard to get that work working there.

The Giant Beatdown requires a giant in front of it

© Supercell

The golemanzer: magician, golem, barbarian, henchman, tombstone, arrows, zap, lightning

Once the giant deck at the top of Arena 6 slows down, this is the perfect switch as they play pretty similar. The golem, which you can only get in Arena Six, effectively replaces the giant, but it has a much higher damage potential, which means you will need less assistance to fight it.

Your henchmen and barbarians, together with your wizard, are your replacement damage dealers, which can be played offensively or defensively. Get a few of these behind a golem hitting the tower and you can be almost sure to take it. Your spells, aside from Lightning, which is often better suited as an offensive clearing tool late in the game, are your main weapons of defense, while the tombstone is best used to distract and absorb high damage players who make it across the river.

Buildings like Bomb and Inferno Towers are your weaknesses, but they’re not all that common in this group, and even if they do, you have Minions both of which can do a solid job.

The aggro deck: prince, pig rider, wizard, baby dragon, skeleton army, minion horde, goblin barrel, zap

For the aggressive players out there, this deck is perfect as it relies on keeping your opponent on your backfoot all the time. But if you want to take it a little slower, this may not be for you.

The aggro deck gives you many attack options, with the baby dragon being a solid tank and the hog rider and prince being quick damage options. They either go out with a few all the time, hoping to conquer more towers than your opponent, or just push the trail they don’t have against.

In defense, this deck fights. The Skeleton Army and the Minion Horde can work, but high-level Goblin barrel decks, especially those using Mirror, can only be battled with Zap. Some like to use arrows instead, but the mini stun on Zap makes it a little more useful most of the time.

This is solid and pretty easy to edit around this bracket in most arenas, provided you don’t play too much with the Prince, Hog Rider, and Wizard trio. However, some players have great difficulty figuring out how to play as well when they are used to big counters and small positive elixir trades.

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