good arena 4 deck

Good arena 4 deck

Hello my friends, good arena 4 deck, today I am going to introduce with you an Arena 4 deck — the Prince Squad. I did a small test with this deck yesterday on my level 4 account and I successfully pushed from Arena 4 to Arena 5 with 8 consecutive victories. This Deck is rather defensive.

The Giant Beatdown requires a Giant out in front. Skip to Content. These decks are the perfect way to move from the lower arenas up to the higher echelons where the top players like to mingle. By Mike Stubbs. Summary 1.

Good arena 4 deck

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It takes a bit of time to master, but becomes difficult to stop. Deck Building.

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Here you will get the clash royale best arena 4 decks which are in P. A Playhouse. I am picking some good decks which will help you to win every battle in arena 4. In arena 4 new great cards get to unlock, so you have more options to battle. These cards are fire spirit, skeleton dragon, inferno, wizard, giant skeleton, Pekka, and miner. Average Elixir Cost: 3. Pekka with a goblin barrel is a deadly combination with the highest winning rates in clash royale. A giant skeleton can be used as a tank, and the deadly effects on this card are so significant that it gives good damage to a tower and troops. Epics are better than common and rares in the early stages. If your opponent also has a goblin barrel, use arrows on them.

Good arena 4 deck

You finally reached arena 4. Are you curious about the possible combos you can make with the newly unlocked cards? I gathered a list of the top 10 decks that are just too powerful to play without. Fear not, the list has a wide variety of cards. It is not sorted in a particular order either, so you can choose the one that fits your card levels. Bait the zap and send your goblin barrel.

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Some like to use Arrows instead, but the mini stun on Zap makes it a little more useful most of the time. The general idea here is a simple Giant push strat, with the Witch and Musketeer for back-up, as the Witch can deal splash damage to large crowds while the Musketeer has pretty high single-target damage. Your spells, apart from Lightning which is better as an offensive clearing tool late in the game a lot of the time, are your main defensive weapons, while the Tombstone is best used to distract and absorb high-damage doers that make it across the river. Defence is very limited here, so sometimes dropping the Tombstone in the other lane to slow down a counter push is a solid idea. When you can tell your opponent depletes their Elixir, your Deck has most of the tools to sabotage any assault, and when you have generated this elixir advantage, when you know your opponent has no elixir to stop the Prince, send him. It may not kill everyone but it is more than a good distraction, that buys time for your towers and the Inferno Tower to finish off enemies. His damage output is stupid. The Golem, which you can only get in Arena Six, effectively replaces the Giant, but has a much higher damage potential, meaning you need less backup to combat it. Come on people it exists. World All Rights Reserved. Okay thank you very much for reading guys! While negative elixir trades are never ideal, for this deck dropping a Skeleton Army or Minions to try and bait out a spell such as Arrows is what you want to do. You can also use him on defense to kill bulky troops with ease.

Here is a listing and descriptions for some of the best decks that can be made from using Arena 4 cards in the P. All of the decks listed will contain cards that must be unlocked by reaching Arena 4.

They can be used defensively to take on about all the troops with some help, as well as offensively as sponges to take hits while your ranged goblins do most of the damage. The general idea here is a simple Giant push strat, with the Witch and Musketeer for back-up, as the Witch can deal splash damage to large crowds while the Musketeer has pretty high single-target damage. This is certainly a deck for Arena Four and for a while in Five, but once you hit Arena Six then maybe look for an alternative as we struggled to make this work there. The ideal way of playing this is to figure out what spell cards Arrows, Zap, Rocket and so on your opponent is using early on, and then try to bait it out. While negative elixir trades are never ideal, for this deck dropping a Skeleton Army or Minions to try and bait out a spell such as Arrows is what you want to do. This Deck is rather defensive. For the aggressive players out there this deck will be perfect, as it relies on you constantly keeping your opponent on the back foot. Best Giant Decks for All Arenas. Play it right, expect no more than what this card can do, and it will generate insane amounts of Elixir Advantage. But if you like to take things a little slower then this might not be for you. Summary 1.

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