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[Download] Clash Royale: The Best Deck Builds for Arena 4, 5 & 6

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We all know that it’s no problem to win low arenas with a simple deck in Clash Royale. But what about the higher ones, where you’ll stumble over battle-seasoned players that will crush the soul out of you?

Those players will have decks prepared to counter you in different ways, so you should be wise enough to also prepare a deck.

But how can you build a deck when you see that there are a lot of cards that you haven’t gotten them by now, since you didn’t need them?

We’ve dealt with the foes from Arena 4, 5 and 6 and created some decks that will help you make it out alive from those battles. As the meta is in a continuous change, remember that you have to tweak the decks from time to time. Here are some of the best decks for winning Clash Royale – Arena 4, 5 & 6.

The Tweaked Bait Deck: Hog Rider, Goblin Barrel, Knight, Minions, Skeleton Army, Inferno Tower, Rocket, Zap

This deck has been continuously used throughout battles, with some high level players that also used Princesses and Goblin Gangs for a better winning rate. But if you’re fresh out of the lower Arenas and up to higher spots, you won’t have those cards, so we must do some modifications.

How to play this deck:

  1. Pay attention to what spells your opponent is playing at the beginning – Arrows, Zap, Rocket etc. and bait them out with a Skeleton Army or Minions.
  2. After the spells go down, you can send a Goblin Barrel to your opponent’s tower and then finish him with a Rocket.
  3. As a defensive technique, your Inferno Tower and Zap will protect you from pushes.

Tip: If your opponent is using a Balloon deck, then you must use Minions and The Log should replace Zap for better results.

The Giant Deck: Giant, Witch, Musketeer, Mini P.E.K.K.A., Minions, Tombstone, Arrows Rocket

This deck has a simple strategy: it uses the Giant as a main damage dealer and the Witch and Musketeer are his back-ups. The Witch will deal splash damage to crowds and the Musketeer will be best used for a single target.

How to play this deck:

  1. The Giant must go from the back of your half. There should be enough elixir for these three units.
  2. Time the all-in strategy when your enemy is struggling. Use these units after the Tombstone will expire and add some skeletons to complete the push.
  3. If you need to defend your base, place the Tombstone to slow down if you are being pushed.

Tip: This deck is better in Arena Four and starting to Arena Five for a while, but in Arena six, it will be heavily countered.

The Golem Tank Deck: Wizard, Golem, Barbarians, Minions, Tombstone, Arrows, Zap, Lightning

When your Giant deck will no longer show results in Arena 6, you can switch to this one, using The Golem that you will only get in this Arena and that will successfully replace your Giant.

How to play this deck:

  1. Use your Minions and Barbarians for backup and for dealing more damage and use your Wizard either for defensive or offensive actions.
  2. Except for the Lightning, all other spells are your defensive weapons and the Tombstone will help you distract the high damage that you’d take if enemies crossed the river.

Tip: You can easily take down towers with the Golem and the Minions, Barbarians and the Wizard as backups.

The Aggro Deck: Prince, Hog Rider, Wizard, Baby Dragon, Skeleton Army, Minion Horde, Goblin Barrel, Zap

If you like a more aggressive approach and keep your opponent at a disadvantage, this is the deck for you.

How to play this deck:

  1. Use the Baby Dragon as a tank and deal rapid damage with the Hog Rider and the Prince.
  2. Defensive is lower, as the deck feels like a race to who will be the winner. You can defend yourself with the Skeleton Army and the Minion Horde, but they will not be much effective against Goblin Barrel decks.
  3. You can defend yourself with Zap or Arrows too.

Tip: As long as you don’t change the main three components that make this deck effective: Prince, Hog Rider and Wizard, you will win the Arena, provided you are used to big counters.

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