The best Clash Royale decks for Arena 4, 5 and 6

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Carlos Laforet Coll
@carloslaforetcoll

These decks are the perfect way to move from the lower arenas to the higher tiers, where the best players like to mingle.

You've gone through Arena One, Two, and Three, but now the decks that took you to the early stage are starting to dry up. These players are wise to hut spam or giant pushes and have decks designed to counter them.



In other words, you're stuck in the lower levels of arena four until some new deck ideas come along.

But when you go to build that deck, you notice a bunch of new cards that you previously ignored while crushing people with your all-in balloon deck, because if you're winning, who needs to look at other options? 

Some of these cards look amazing, but getting them to sync up with other cards in a way that's hard to counter is not an easy task, and at this level, you can't really have a deck that relies on just one playstyle. Going all-in with a push strategy is not going to work often enough to get those wins.

Luckily for you, we've dealt with all those pesky enemies in arena four, five, and six, and we live to tell the tale. 

It took a bit of work, but eventually we came out alive with some great decks to share with you. Keep in mind that the meta is always changing, so these decks may need some tweaking, but for the most part they will serve you well.



The Modified Deck of Lures: Hog Knight, Goblin Barrel, Knight, Minions, Skeleton Army, Inferno Tower, Rocket, Zap

If you've played Clash Royale at any level in the last few months, you've probably come across some variation of this deck, as everyone seems to be using it. The trick is to do it subtly. 

He is normally seen at a slightly higher level with Princesses and Goblin Gangs, allowing him to really stand out, but as these cards are not available to most in the lower arenas, some modifications are required.

The ideal way to play is to find out what magic cards (Arrows, Zap, Rocket, and so on) your opponent is using from the start, and then try to rip them out. 

While negative elixir trades are never ideal, for this deck, dropping a Skeleton Army or Minions to try and bait a spell like Arrows is what you want to do. 

Then, when the spell ends, you send a Goblin Barrel to your opponent's tower and watch the damage come. When time runs out, you should be able to send a Rocket to victory.

The Inferno Tower and Zap should be all you need to avoid any pushbacks and most of the troops here are solid enough to deal with most of the threats you'll see in this level. 

Be sure to use the Minions if you come across a deck of balloons, as their flying damage is limited. If you have Log then it's a great add-on in place of Zap.



The Giant Beatdown: Giant, Witch, Musketeer, Mini PEKKA, Minions, Tombstone, Arrows Rocket

The general idea here is a simple giant push strategy, with the Witch and Musketeer as support, as the Witch can deal damage in large crowds while the Musketeer has pretty high single target damage. 

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Set your giant going from behind your half and you should have enough elixir to have all three on the field, but make sure you only go all-in when your opponent is fighting.


Once you've mastered the timings for that three-character push, you can go up a level and try to time the push until your Tombstone ends. If you hit, you can have all three high-value cards and some extra skeletons for the push. It takes a while to master, but it becomes difficult to stop.

Defense is very limited here, so sometimes dropping the Tombstone in the other lane to slow down a counter is a solid idea. However, this is quite easy to counter and the best players will certainly do so. 

This is certainly a deck for Arena Four and for a while on Five, but when you get to Arena Six, maybe look for an alternative as we struggle to make it work there.

The Giant Beatdown requer um gigante na frenteThe Giant Beatdown requires a Giant out in front© Supercell© Supercell

The Golem's Tank: Mage, Golem, Barbarians, Minions, Tombstone, Arrows, Zap, Lightning

Once the giant deck above starts to slow down in Arena Six, this is the perfect trade-off as they play pretty similarly.

The Golem, which you can only get in Arena Six, effectively replaces the giant, but has much higher damage potential, meaning you need less backup to fight it. Your minions and barbarians are your backup damage dealers. , along with your mage, which can be played offensively or defensively. 

Catch some of them behind a Golem hitting the tower and you're almost certain to get them. Your spells, in addition to Lightning, which is better as an offensive late-game cleaning tool for the most part, are your primary defensive weapons, while Tombstone is best used to distract and absorb high-damage dealers that manage to get through. the river .

Buildings like Bomb and Inferno Towers are its weakness, but they're not that common in this support, and even if they are, you have Minions that can do solid work for both.

The Aggro Deck: Prince, Pig Knight, Mage, Baby Dragon, Skeleton Army, Minions Horde, Goblin Barrel, Zap

For aggressive players, this deck will be perfect as it depends on you constantly keeping your opponent in reverse. 

But if you like to take things a little slower, this might not be for you. The Aggro Deck offers plenty of attack options, with the Baby Dragon being a solid tank and the Hog Rider and Prince being fast damage options. 

Either you go all out with some of them constantly and expect to take more turrets than your opponent, or you simply counter-push the lane they don't.

Defense is where this deck fights. Skeleton Army and Minion Horde can work, but against high level Goblin Barrel decks, especially if they use Mirror, you can only fight with Zap. 

Some like to use arrows instead, but the mini stun on Zap makes it a little more useful most of the time. with the Prince, Knight Hog and Mage trio. 

However, some players really struggle to figure out how to play so well if they are used to big counters and small positive elixir trades.

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