
The Giant Beatdown: Giant, Witch, Musketeer, Mini P.E.K.K.A., Minions, Tombstone, Arrows Rocket If you have The Log then that’s a great addition to this in place of Zap. Make sure to use the Minions if you come up against a Balloon deck, as your flying damage is limited. The Inferno Tower and Zap should be all you need to hold off any pushes and most of the troops here are solid at dealing with most threats you’ll see at this level. When time runs low you should be able to send out a Rocket for the win. Then once the spell is down you send over a Goblin Barrel, onto your opponent’s tower and watch the damage come in. 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. 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. Typically, it’s seen at a slightly higher level with Princesses and Goblin Gangs allowing it to really excel, but with those cards being unavailable to most in the lower arenas, some modification is needed. If you’ve played Clash Royale at any level over the last few months you’ll probably have come across some variation of this deck, as everyone seems to be using it. The modified bait deck: Hog Rider, Goblin Barrel, Knight, Minions, Skeleton Army, Inferno Tower, Rocket, Zap

Bear in mind that the meta is always changing, so these decks may need a little tinkering with, but for the most part these will do you right.

It took quite a bit of work, but eventually we made it out alive with a few great decks to share with you. Going all in with one push strat just isn’t going to work often enough to grind out those wins.įortunately for you, we’ve already dealt with all of those pesky foes in arena four, five and six and have lived to tell the tale. But when you go to build that deck you notice loads 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 awesome, but getting them to synergise with other cards, in a way that’s difficult to counter, is no easy task and at this level you can’t really have a deck that’s reliant on just one style of play. In other words, you’re stuck in the low levels of arena four until you come up with some fresh new deck ideas. These players are wise to the hut spam, or giant pushes and have decks designed to counter them.

So you’ve made your way through Arena One, Two and Three, but now the decks that got you through the early stage are starting to dry up.
