Deck 10: Baby Hound
Who's a good boy?
Take advantage of Clash Royale’s air units with the Baby Hound deck. This deck has four powerful flying units. This is a perfect choice of deck for someone who is flexible and enjoys keeping their opponent on their toes. It combines a slow build up offense with the option to deploy a sneak attack. In addition, the defending units and spells are adaptable as you can use them for offensive support when you see fit.
What’s Great about this Deck
- Uses the Lava Hound, Inferno Tower, Miner, Zap, Mega Minion, and Minion Horde spell you unlock in Arena 4.
- Run a fun and dynamic offense by mixing the lengthy offensive strategy using the Lava Hound or quick sneak attacks with the Miner and Mini P.E.K.K.A.. This leaves your opponent frazzled, never knowing if they need to save up elixir for the Lava Hound or deploy immediately for Mini P.E.K.K.A. and Miner combo.
- Occasionally you will come across an opponent who is ill equipped for air attacks and, having no way to defend, you will destroy their three towers with ease.
How the Baby Hound Deck is Played
- With this deck, your main offensive strategy revolves around the Lava Hound.
- The Lava Hound is expensive, taking seven elixir to deploy, so it is vital that when you have saved up the right amount of elixir, you start your Lava Hound back by your tower. This gives you enough time to build your elixir supply back up so you can drop your supporting units when the Lava Hound crosses into enemy territory.
- The fundamental supporting unit in this deck is the Baby Dragon. When the enemy tower archer locks onto the Lava Hound, that is when you want to deploy your Baby Dragon. The Lava Hound has a lot of HP, so it will easily survive long enough to reach the tower. The Baby Dragon is there to defend the Lava Hound from enemy units.
- You can use the Mini P.E.K.K.A. and the Miner for defense and a sneak attack. If you notice that your opponent is low on elixir it is the perfect time to launch your Mini P.E.K.K.A. and Miner. The Mini P.E.K.K.A. is quick, and the Miner digs under the ground and pops up wherever you want, including right next to the enemy tower.
- You can use Zap, the Mega Minion, and the Inferno Tower primarily for defense, but you can also use them (minus the Inferno Tower) for supporting offensive units when you see fit.
Cards
- Lava Hound
- Inferno Tower
- Baby Dragon
- Mini P.E.K.K.A.
- Miner
- Minion Horde
- Zap
- Mega Minion
Deck 9: Common Enemy
Either you're with us or you're against us.
There are 13 arenas in Clash Royale, so if you are in arena 4 you still have a long way to go. Each arena unlocks more cards that you can put into your decks, giving you more variety and more opportunities to be creative. There are quite a few cards available to you in arena 4, but you will find yourself using many of the same combinations over and over again. This deck has no Epics or Legendaries.
What’s Great about this Deck
- Made up entirely of common cards.
- Easy to level up cards.
- Versatile deck.
How The Common Enemy Deck is Played
- The only dedicated offensive card in this deck is the Giant. The Giant is a unit that only targets enemy buildings. This means that he won’t attack enemy units. It is great to have him in your deck because he can’t get distracted by enemy troops. However, provide support because he also can’t defend himself from enemy troops. Luckily for him, he has a high HP so he can withstand a lot of damage.
- You can either deploy your Giant right at the bridge or at the back of the board. Deploying the Giant right at the bridge means your opponent has less time to put together a defense. Putting the Giant at the back of the board means that you have more time to build up elixir while he meanders to enemy territory. This makes providing backup much easier.
- The Bomber is the only troop unit that does splash damage. This makes him very effective against the Skeleton Army and Goblins. Many opponents will try to counter your Giant with a mass attack like the Skeleton Army. Sending in the Bomber after the Giant will provide good support.
- You will also need to provide air support for your Giant. Minion Horde can be especially dangerous if you do not take them out. This deck provides many options for dealing with an air attack. You can either use Arrows or Fireball, or you can send in troops that can attack air units like Archers or the Musketeer.
- Defensively, you can use all your units, even the Giant. If there is a big rush of enemy troops, you can drop the Giant down to distract them and pull their focus away from your tower. Goblins and the Bomber also make great defensive units.
Cards
- Goblins
- Arrows
- Fireball
- Bomber
- Archers
- Knight
- Musketeer
- Giant
Deck 8: Lightning Goblins
The undead don't fear death. Why would they?
Benjamin Franklin would be proud of this deck because of its incorporation of electricity. You can unlock both the Zap and Lightning spells in Arena 4. Both these spells harness the powers of the heavens. Use Zap to stun your enemies and use Lightning to straight up demolish them. .
What’s Great about this Deck
- Uses Zap and Lightning, which you unlock in Arena 4.
- Most of the cards are low cost allowing for a more quick styled gameplay.
- Contains most of the Goblin cards available in Arena 4.
How the Lightning Goblins Deck is Played
- Your main offensive attack will incorporate the Goblin Barrel, Knight, and Wall Breaker.
- Send in the Knight first and wait until the tower locks onto him. Then send in your Goblin Barrel (aimed at the enemy tower) and Wall Breaker. The Wall Breaker only targets enemy buildings. Using the Knight as a meat shield will give your Wall Breaker the best chance to make it to the tower. It will also give your Goblins more time to do damage.
- You can use the Lightning spell on defense against big units like P.E.K.K.A., Giant, or Giant Skeleton. However, in this deck, using it on offense if preferable. Whittling down the enemy towers bit by bit can be extremely effective.
- You use the rest of the cards as supportive units on defense and offense.
Cards
- Goblin Barrel
- Goblins
- Spear Goblins
- Knight
- Lighting
- Zap
- Hunter
- Wall Breaker
Deck 7: Bombs Away
It's like a bomb waiting to go off.
The Giant Skeleton can be a hard card to incorporate into a deck. It is one of the more expensive cards and draws serious attention. The key is to use that to your advantage. As tempting as it might be to send this behemoth in on offense, he is best used on defense or as a distraction.
What’s Great about this Deck
- Uses Zap, which you unlock in Arena 4.
- Uses the Hog Rider and Goblin Barrel combination attack.
- Utilizes the Giant Skeleton.
How the Bombs Away Deck is Played
- The Hog Rider and Goblin Barrel are the center of this deck’s offense. The Hog Rider is like the Giant in that it only targets enemy buildings. You can shoot the Goblin Barrel anywhere on the board, including right to the enemy tower.
- Save up your elixir and when you have at least 7 deploy the Hog Rider right at the bridge. Immediately throw the Goblin Barrel towards the same tower. You will have enough elixir remaining to use Zap to defend your attacking units.
- You can also attack both of the side towers at the same time. Send you Hog Rider to one tower and shoot your Goblin Barrel at the other. This will split your opponent’s attention and hopefully give you an edge.
- Keep sending in this combination of units and observe how your opponent is responding. Later in the game when you have established your pattern you can send in additional troops in the offensive push to mix things up or to better support the Hog Rider. For example, if they use arrows on your Goblin Barrel, you can send in your Minions and then they will struggle to defend against them.
- Many people will want to use the Giant Skeleton as an offensive unit because it is so powerful. However, it is difficult to get the Giant Skeleton to the enemy tower. If your opponent defeats it before it gets to their it usually means a negative elixir trade for you because most of the units that were attacking it will move out of the range of the bomb before it goes off. Using the Giant Skeleton for defense is a better strategy. It will attack all enemy units and pull them away from your tower. When it dies the massive bomb will kill or severely damage enemy troops. Plus, if it survives it will advance offensively towards the enemy, so perhaps you can have the best of both worlds. If you are feeling confident, you can drop the Giant Skeleton to advance on the enemy tower you are not attacking. It will definitely draw your opponent’s attention and give you an opening. Just be careful because that is a very expensive distraction.
Cards
- Goblin Barrel
- Fireball
- Giant Skeleton
- Hog
- Bomber
- Minions
- Valkyrie
- Zap
Deck 6: Golem and Co.
Fire and ice.
Golem is an intimidating card. It is intimidating to defend against, and it can be intimidating to put in your deck. When you use the Golem correctly, you can use that intimidation factor to your advantage.
What’s Great about this Deck
- Uses Miner and Zap that you unlock in Arena 4.
- Effective offensive and defensive options.
- Versatile cards.
How the Golem and Co. Deck is Played
- Golem is the center of your offensive strategy.
- Golem is an expensive unit, so you will have to save up. You will also need to deploy Golem at the back of the board so you can build up more elixir as it approaches the bridge.
- Golem pairs with the Miner and Goblin Barrel on offense. You can send both the Goblin Barrel and the Miner straight to your opponent’s tower. Let the enemy tower lock onto Golem and then send in the Miner and the Goblin Barrel. The two of these cards will do a great deal of damage while Golem distracts your opponent.
- You have the option to attack both side towers at the same time.
- The Baby Dragon and Bomber are great on defense because they both use splash damage.
- All the other units are supportive units that you can used on defense and offense.
Cards
- Golem
- Baby Dragon
- Miner
- Arrows
- Goblin Barrel
- Spear Goblins
- Bomber
- Zap
Deck 5: Giant Witch
This loyal knight is the Queen's favorite.
The Giant Witch combination is one of the original high cost attack strategies in Clash Royale. This can be a powerful deck, but it takes patience and a good sense of timing to make work.
What’s Great about this Deck
- Use a classic attack combination.
- Good introduction deck for more strategy based playing.
- This deck is expensive, so it can reinforce the life skill of saving.
How the Giant Witch Deck is Played
- You use the Giant and the Witch together in an offensive attack. There are two common ways to organize this attack.
- The first is better for the beginning of the game (especially as an opening move if you have both cards in your hand). Both the Giant and the Witch cost 5 elixir, meaning that deploying them both at the same time will completely drain your elixir supply. For an aggressive push, save up and place both down at the same time at the bridge. This is a vigorous attack, and your opponent will have to scramble to defend.
- The second way in which you can use this combination is by placing your Giant at the back of the board. The time in which it takes the Giant to cross the bridge gives you time to build up more elixir. Once the Giant has crossed the bridge send in the Witch right after this. This option is better for when your opponent has grasped your strategy and is already expecting this combination attack. This allows you to send in more supporting units to completely overthrow your opponent’s forces.
- Always make sure that the enemy tower locks onto the Giant first before sending in the Witch. The Giant has higher HP so can withstand more damage.
- Use your Arrows and Fireball to defend against Minions, Goblins, or Skeleton Armies.
- You can use all of your cards on defense. The Canon is a dedicated defensive building and will pull away units from your tower. The other units can be used as supporting units for defense or offense.
Cards
- Canon
- Minions
- Arrows
- Knight
- Fireball
- Musketeer
- Giant
- Witch
Deck 4: Giant Miner
Watch your step.
You would think the Giant and the Miner would not get along because they approach life so differently . The Giant faces things head on and relies on intimidation. The Miner, on the other hand, prefers a more subtle approach. Though they are so different, they complement each other wonderfully. Use them together and they will give you a great offensive combo attack.
What’s Great about this Deck
- Uses the Mega Minion, Miner, and Zap cards you unlock in Arena 4.
- Simple approach to offense and defense.
- Versatile cards.
How the Giant Miner Deck is Played
- The Miner and the Giant will be your go to offensive units.
- Depending on the situation, you can either deploy the Giant toward the back of the board or right at the bridge. Placing the Giant at the back of the board gives you more time to replenish your elixir, but it also gives your opponent more time to mount a defense.
- Placing the Giant at the bridge limits your remaining elixir, but it puts more pressure on your opponent. Decide which is best. For example, if your opponent just used a lot of elixir, putting the Giant near the bridge would be the better choice because you know that your opponent will struggle to defend immediately.
- Wait until the enemy’s tower has locked onto the Giant before deploying the Miner. This allows the Miner to sneak in and do more damage to the tower.
- You can use the Poison spell to defend your Miner as it attacks the enemy tower.
- The other cards in the deck are supporting units that you can use for offense or defense.
Cards
- Minions
- Giant
- Baby Dragon
- Barbarian Barrel
- Mega Minion
- Miner
- Minion Horde
- Zap
Deck 3: Lava Witch
She was born from the depths of Mount Doom.
The Lava Hound is one of the eight cards that you can unlock in Arena 4. She is one of the slowest cards in Clash Royale but makes up for it by being incredibly focused. She will only attack enemy buildings and has high HP. Once she dies she spawns little Lava Pups that continue on with her work.
What’s Great about this Deck
- Uses Lava Hound and Mega Minion that you unlock in Arena 4.
- Uses a lot of air units.
- Uses an aggressive offensive strategy.
How the Lava Witch Deck is Played
- The center of your offense will be the Lava Hound. The Lava Hound is expensive and slow moving, so you will want to deploy the Lava Hound at the back of your board.
- When the Lava Hound crosses into enemy territory, wait until the enemy tower locks onto it and then deploy the Witch as the primary supporting unit.
- Depending on how your opponent has chosen to defend against your attack, you will either add more pressure by deploying the Battle Ram or you will add more supporting units.
- Fireball, Mega Minion, and Minions are the supporting units for both offense and defense.
- You should use the Tombstone for defense only. Put it down when you expect a surge will be coming your way. If it expires on its own it usually signals a waste of elixir because the Skeletons it spawns are so weak they never get to the enemy tower to do any damage. The Tombstone is used to slow down enemy units on defense only.
Cards
- Fireball
- Lava Hound
- Mega Minion
- Minions
- Witch
- Battle Ram
- Tombstone
- Zap
Deck 2: GobHog
Mom! It's my turn to ride in the barrel!
The Goblin Barrel is a card that is unlocked in Arena 1 and it still remains popular among players in Arena 13. It is a very useful card and because it has been around since the beginning, many players have been able to level it up and max it out. This deck and many others on this list incorporate the Goblin Barrel into their offensive strategies.
What’s Great about this Deck
- Uses Zap and Inferno tower that you unlock in Arena 4.
- Uses the Goblin Barrel.
- Has dedicated offensive and defensive units.
How the GobHog Deck is Played
- The Hog Rider and Goblin Barrel are the center of this deck’s offense. The Hog Rider is like the Giant in that it only targets enemy buildings. You can shoot the Goblin Barrel anywhere on the board, including right to the enemy tower.
- Save up your elixir and when you have at least 7 deploy the Hog Rider right at the bridge. Immediately throw the Goblin Barrel towards the same tower.
- You will have 3 elixir remaining that you can use to send over arrows to defend your attacking units.
- Keep sending in this combination of units and observe how your opponent is responding. Later in the game when you have established your pattern you can send in additional troops in the offensive push to mix things up or to better support the Hog Rider. For example, if they wait until the Fire Spirit has hit the tower and then they put down their Minions you are prepared to put down your Musketeer to counter. You can use Zap to stun them as well, giving the Hog Rider more time to get to the tower.
- For defense, the Inferno Tower will protect you against tank units like the Giant or Golem. Groups of smaller units will quickly overtake the Inferno Tower, however. Zap and the Fire Spirit work well against these smaller units.
Cards
- Arrows
- Zap
- Fireball
- Musketeer
- Hog Rider
- Inferno Tower
- Skeleton Army
- Goblin Barrel
Deck 1: Battle Hog
Don't get in their way.
The most powerful deck Arena 4 deck is the Battle Hog. This deck requires an aggressive personality if you are going to master it because the offense is quick paced and it uses a powerful unit for defense. Whoever said offense is the best defense didn’t realize that you could have both a great offense with a solid, aggressive defense as well.
What’s Great about this Deck
- Uses the Zap and P.E.K.K.A that you unlock in Arena 4.
- Uses an aggressive offense.
- Contains many supporting units that you can use for both offense and defense.
How the Battle Hog Deck is Played
- The Hog Rider and the Battle Ram are the center of your offensive strategy. Both target enemy buildings only. These units are also quick, so when you put them down place them as close to enemy territory as you can. This puts a lot of pressure on your opponent, giving them many opportunities to make a mistake.
- You can either put both the Hog Rider and the Battle Ram down on the same side, or you can put them on opposite sides (each targeting a different side tower). Putting them down on opposite sides will often make your opponent choose which tower to defend, leaving one open. Don’t stick with just one of these strategies. Mix it up during the match to keep your opponent on their toes.
- When defending your base, the P.E.K.K.A. is vital because enemy units have to get through them before they can get to your tower. It is especially good for defending against Hog Riders because it can usually take it out with one attack motion.
- Many people will want to use the P.E.K.K.A. as an offensive unit because it is so powerful. However, it is extremely hard to get the P.E.K.K.A. to the enemy tower and if your opponent defeats it before it gets to their tower it usually means a negative elixir trade for you. Using the P.E.K.K.A. for defense is a better strategy. Plus, if it survives it will advance offensively towards the enemy, so perhaps you can have the best of both worlds.
- The rest of the units are support units that you can use effectively for defense and offense.
Cards
- P.E.K.K.A.
- Arrows
- Battle Ram
- Goblins
- Minions
- Spear Goblins
- Zap
- Skeletons
- Hog
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