Getting to Arena 6 would be another difficulty many players would face so today I am going to present you guys some decks to use in Arena 5 in
Clash Royale.
Arena 5 - 6: Giant + Goblin Barrel DeckKey cards: Giant + Goblin Barrel
The main strategy of this deck is to bait out your opponent's Arrows and then use the Giant + Goblin Barrel combo along with other remaining troops on board to give threat to your opponent's Archer Tower. This deck doesn't have high demand on card levels. Instead, timing to play the combo is more important.
How to defend:
The key card we use to defend is the Bomber Tower, which is really a perfect card to counter all ground troops, with solid HP itself and high AOE damage. If your opponent uses Minion Horde to counter, don't hesitate to play Arrows. If your opponent uses just Minons, then we use Spear Gobins. For the rest of the defense, use the corresponding card to counter. For example, Musketeer can be used to counter Baby Dragon.
How to attack:
Normally speaking, after defense, you'll still have some half HP troops on board. At this time, you can throw your Goblin Barrel to your opponent's Archer Tower and by cooperating with Spear Goblins, it will cause some decent damages. Another way would be waiting for Elixir. When Elixir goes to 9, put the Giant behind the King Tower and while Giant slowly moves forward, your Elixirs will be full again. Play the combos, steal the HP of the Archer Tower step by step, you'll win the game normally by 1-0.
Summary
* This is a budget deck with only 2 epic cards in the deck and it doesn't require a high card level.
* This deck can win opponent whose deck might be even better than you.
* This deck is weak at wretched decks, such as using all kinds of buildings to defend while the only damage source is the Rocket.
Arena 3-4:
· 3-Building Zerg·Max Arena 2 Deck· Best Deck for Arena 3 - 5 · Giant Skeleton Tank
Arena 4-5:
· Aggro Prince· Hog Rider + Freeze Combo· Goblin Barrel Sudden Attack · Cheap Aggro Push· Prince + Baby Dragon Control Deck · Push to 2300 Trophies Without Epic ·Rocket 'em out Deck · Derek Cheung's Budget Deck
Fast Cycle Hog Rider Deck
This deck was originally posted on
Clashroyalearena.com but I think it's really a solid deck to use in Arena 5 or even higher Arena.
Battle deck:
Deck cards (level of the card I currently use):
* Bread and butter offensive choice: Hog Rider (5), Goblin (8), Zap (8), Lightning (2)
* Defensive utility shell: Valkyrie (5), Spear Goblin (8), Cannon (8), Skeleton (7)
* Average Elixir cost: 3.0
Nothing revolutionary, just plain efficient. The deck is actually quite easy to get the hang of but will require you to pay extra attention with opponent response and push, because this deck offensive capability is pretty one dimension.
Card replacement
The deck is very flexible. The only cards I deemed not replaceable is Hog rider (obv), spear gob (unless you have other anti-air to put in), zap (arrow is NOT a replacement due to its lack of speed). You will also want to make sure your zap (high enough to one shot goblin/barrel) and hog is high enough level (level 5 hog is fine for early-mid A7, level 6 preferred)
Possible consideration of cards: Minion, minion horde (which makes the deck better defense but higher cost), elixir pump (swap with cannon), barbarian (same rationale for minion horde), freeze (I would recommend playing a more standard freeze+hog to utility the power of combo), fireball (poor man substitution of lightning), arrow (as an additional fail safe measure against swarm and princess).
General Strategy with this Clash Royale Arena 5 DeckOpening
In most cases, you want to be the aggressor but don’t get over zealous with your push. Open with a simple push. My favorite push, in order, is Hog+Gob (6 elixir), Gob+Spear Gob (4 elixir), Hog (4 elixir). The aim of the opening is not to knock your opponent out, but rather gauge what they are using to respond. However, it is not at all uncommon you can get 1000-1500 damage off opponent especially when they make a greedy play or stuck with bad hand. But the main thing you need to keep in mind in opening is:
* What they are using to counter you push. This also gives you some idea on what deck they are playing. Mortar player actually quite easily show their hand even if they have not deployed mortar yet from their defense and placement.
* Punish them if they want to get greedy with defense. E.g. Zap their skele and gob if that is all they use to defend your push. You actually have a 75% chance to have a zap support if you push with a 2 card combo.
* Prepare for defense if they use strong counter push defense, like minion horde and barb.
* And one important remark: DO NOT USE YOUR LIGHTNING even when their defense structure is setup. By doing so you (1) put yourself in dangerous level of elixir, (2) get minimal value out of it as your unit are already lured and possibly do enough damage on the structure already and (3) just in case you need it to take care of something real nasty and (4) give away the surprise. It is not uncommon that I save it up for last minute to seal the overtime deal.
For the full deck guide, head over to
Clashroyalearena.com.
Arena 5 Best Deck (1000-1400 Trophies) Card analysis:
Arrows: If they throw a Goblin Barrel, Skeleton Army, or have a bunch of low hitpoint troops, throw it on top of them.
Goblins: It needs to cooperate with other cards.
Minions: This card works with Baby Dragon and Hog Rider.
Hog Rider: This card can be used to destroy buildings nearby the bank and served as a fast shield to cover low health point attackers.
Skeletons: This card costs only 1 elixir and deals with Hog Rider effectively.
Baby Dragon: This card is the only AOE troop in the deck that has medium-high hitpoints with good damage.
Fireball: This card can be used to deal with Wizards and Barbarians.
Inferno Tower: This card can be used to deal with PEKKA, Hog Riders, Giant Skeleton, Giant and Balloon.
Many combos are available in this deck, as long as other cards follow behind Baby Dragon or Hog Rider.
Some Counter Tips:
1. Use Arrows to deal with Skeleton Army
2. Use Hog Rider or Minions to see what your opponent has in hand
3. Combine Baby Dragon with Minions to attack
4. Use Inferno Tower to kill the Giant and send attackers
5. Use high health card to attract Goblins or Archers
6. Use Fireball to handle Barbarians
7. Use Fireball or Skeletons to deal with Inferno Tower
The Powerful Giant + Balloon Deck
This deck was created by a player named "yj" and with card level only at 2/5/7, the deck helps him getting to 2600 trophies from 2200 trophies!
Battle deck:How to play this deck:
Looking for
Giant + Balloon in the starting of the game. If you happen to have both of them in your hand, then take no action, waiting for your opponent to play first. Our goal is to play Giant + Balloon in the other lane almost at the same time. Play Arrows immediately when your opponent sends out Minion Horde. By this way, there's a big chance that you will take one defense tower down not long after the game. If you don't have Skeleton Army, you can use Skeletons while Elixir Collector can be replaced by Lightning.
Some common counters your opponent may have for you:
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Minion Horde: use Arrows to kill them.
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Buildings: a bit tough when your opponent plays buildings to counter, especially Inferno Tower. At this time, play Elixir Collector to prepare for the next attack.
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Barbarians: if your opponent plays Barbarians then our Giant may die quickly but don't worry, Balloon should fly to the defense tower already. It should at least attack one or two times before it explodes. Then play Baby Dragon and Knight to deal with the Barbarians.
How to play after the first wave of attack:
If you manage to take down one enemy defense tower, at this time start defending. Try not to put Elixir Collector on board when you only have 5 Elixir. You can also waiting for another 10 Elixir for another round of Giant + Balloon. Here I'll recommend you a very stable card - the 3 Elixir
Knight! It is a very versatile card. It can be played as a defensive but also an offensive card. Overall, every card in this deck has his clear role. Giant + Balloon is in charge of attacking while the rest of the cards are mainly used to defend.
About defense & replacement:
This is a very flexible deck. You can change other cards expect the 3 key cards in this deck, namely
Giant, Balloon and Arrows. Knight can be replaced by Barbarians, Baby Dragon can be replaced by Minion Horde but I like Baby Dragon more as Minion Horde can easily be killed by Arrows.
Some tough matchups:
- Wretched deck: all kinds of buildings in the deck, use Rocket to win the game.
- Freeze Balloon deck: it is similar with mine but my deck is very weak at dealing with air troops. If you want to counter such deck, try adding more buildings or air troops in the deck.
This deck is very good at Prince + Hog Rider charge deck because Skeleton Army is a perfect answer to them.
Tips:
Put Giant + Balloon besides the riverway. Play Giant first and then Balloon. If you don't have the combo in the starting hand, play other low Elixir cost cards like Spear Goblins or Knight besides the King Tower or Elixir Collector.
Arena 5 Pushing Deck:Overarching Royale Knowledge Every Player Should Know:
Patience will be your finest weapon when playing Royale. I have battled a 2 minute silence in game only to play a hand at the 1 minute mark to win. Remember – a draw is better than losing trophies. Wait it out.
“Luring” or “Drawing” are general terms that imply placing cards down towards the center of your two crown towers. This does two things: Draws the enemy units into the middle of your deck, away from your crown towers. Secondly, it utilizes the attack damage of both of your crown towers as well as your Castle in attacking enemy units. You will not rise in Clash Royale if you cannot learn this strategy.
“Baiting” is a term that refers to purposely placing a certain card (usually one of lower elixir cost) to “bait-out” or bluff the other player into panicking and wasting a spell card or high-cost/quality card. This strategy doesn’t always work. Your enemy may be just as knowledable as you and call your bluff. It’s a matter of timing. When the timer falls below 1 minute and the tempo of the game pick-up, this is where I have noticed that many players make mistakes. Take advantage of this opportunity to crush one of their Crown Towers. Sometimes it comes down to whoever makes the first mistake.
Strengths: Archers– The archers card has had a power spike that should be noticed by most players. At a level 9 in my deck, they play an important role backing up my Giant or luring Minion Hordes into the middle of both of my crown towers. I obviously prefer the latter, where my archers can be most effective. Sometimes, if I know my enemy has a fireball card then I’ll purposely sacrifice my low cost archer cards to bait the fireball. I will then place either Minion Horde behind my Giant or the Mini P.E.K.K.A. These strategies we will discuss later.
Spear Goblins– The trademark of any quality Clash Royale players. These little guys can be worked into any strategy which makes them perfect for any number of things. I will use them to start the game if they appear in my beginning hand. Doing this only eats up 2 elixir and there is a chance that the enemy doesn’t have any other 2 elixir card in their hand – forcing them to play a 3+ card which puts them at a deficit already. They are also perfect for luring the Minion Horde or any Tank into the center of your arena. However, do not place Spear Goblins down to lure a Baby Dragon or a Bomber. Any card that does AOE damage will only stall your enemy for a split second.
Bomb Tower– Let’s be perfectly honest here, Super Cell got this one right when they created this Tower Card. The Bomb Tower’s hitpoints at Level 6 is 1440. This Tower not only serves to wipe out any spawn decks that you may come across, it can survive several Balloon bombings and vanquish entire Barbarian groups. When I place this card down I am usually comfortable knowing I don’t have to watch one of my lanes as closely. I can focus on driving down one lane while my Bomb Tower clears hordes that come from the other side. Beware the enemy’s Minion Horde when playing this card. Make sure you have a Fireball ready if you plan to save it.
Fireball– Ah, what isn’t glorious about a fiery molten filled-ball hurtling towards an enemy tower at the last second to score a buzzer-beating victory?!? I love the Fireball. I know, many players claim Arrows over this marvelous card, but I am not one of them. For the damage output the Fireball can do it’s more than generous with its elixir cost. While the Arrow card is a highly effective card against Spear Goblins, Skeletons, and Minion Hordes; it cannot destroy higher level cards. A high level Fireball can incinerate Barbarian clusters, Three Musketeers, and Witches. These cards, if left unchecked, can do serious damage to any crown tower. Take the Fireball, you’ll thank me later.
Giant– The bread and butter of this deck. There are so many ways to utilize the Giant card with the other cards in our deck. I will share with you a couple of those strategies. First, when I place my Giant card intially I tend to place it far back by my Castle. This way, it gives me extra time for my elixir to collect and I can back up my giant with Archers or a Mini P.E.K.K.A. For me, who cares if it takes awhile for my Giant to get to the enemy’s side? I am confident in my abilities and cards to counter whatever play they have. Remember what I said above – patience is your key to most Royale victories. If my Giant happens to make it to the enemy’s side, I make sure that he draws all the aggro from enemy towers/cards. Here is where the timing is so important – insert Hog Rider. You can’t wait too late to place the Hog Rider because your Giant will already be dead which renders your Hog Rider useless. You want to place this card when the Giant is about half health. I tend to place the Hog Rider on the outskirts of my lane so that he rushes towards the enemy crown tower. Usually, your Hog Rider will be able to get 2 or 3 hits on the enemy before your Giant is gone, and your Hog Rider begins to draw aggro until he’s destroyed.
Minion Horde– Just like Spear Goblins, this card is used in almost every player’s deck. The reason is because of the shredding potential to tank cards. The Minion Horde is the classic play for wiping out an enemy Tank card. As long as you’ve baited whatever spell card the enemy is using, the Minion Horde will do its work successfully. That is its number 1 usage strategy. However, I have used the Minion Horde as a rush to my enemy’s crown tower. I highly discourage you from trying this unless you are out of other options or you see the perfect opening for this play. I will place two or three cards in one lane to try and bait the enemy to spend more elixir than me. Even if this happens, the stars really must align for this to work because if the enemy was holding onto an Arrow card, your play never had a chance. So, if they’ve spent more elixir AND played their Arrow card, I will drop my Minion Horde on the other side and watch as they devastate the enemy crown tower. When this happens it’s appropriate to begin spamming your Taunts at the enemy. Really, they deserve it.
Mini P.E.K.K.A.– High damage and medium tankability makes this card a favorite of mine. I have used him to take down Golems and Giants. He packs a punch with every swing of his sword, and if supported well by Archers or Minion Horde, can be effectively deadly to any enemy crown tower. At a Level 6 my Mini P.E.K.K.A. can take down a fully charged Prince.
Hog Rider– Our crown tower taking champion. Like I was saying above when speaking about the Giant’s strengths, I always pair my Hog Rider with my Giant when I can. However, the Hog Rider can be effective on his own as well. I talked heavily about baiting and luring, when done correctly the Hog Rider can be free to pummel a crown tower without any resistance from the enemy. This usually occurs during Double Elixir and my enemy tries to rush one lane in a frantic attempt to win. The Hog Rider is a card that should be considered for every deck strategy.
Weakness:
In this guide, I’ll give you a general understanding of the weaknesses of this deck. One of these weakness is the tendency for this deck to Draw matches instead of Win them. I say this ony because this deck is utilized for Controlling the Arena Field. You are not pinning your victory on offensive or defense alone, rather you are waiting for your opponent to make the mistake so you can play that Hog Rider and laugh the whole time. So, if you are a person who craves offense decks – this is not for you. Another weakness does lie in the timing of playing your Fireball card. Sometimes, the enemy will bait your Fireball by throwing a Goblin Barrel down your lane or placing a Skeleton Army down. At these moments, it would be great to have Arrows instead and conserve elixir. Unfortunately, you don’t. That’s why I grit my teeth everytime something like that happens and I feel like I’m wasting my Fireball potential. Playing the Mini P.E.K.K.A. to early after the enemy places a Tank card could result in your little brusier being destroyed by a crowd card like Minion Horde or Witch. The Giant doesn’t have a weakness in my mind because I don’t mind sacrificing a bit of health for a low elixir Tank card. To me, it’s a fair trade. Finally, it takes time to master this deck and become comfortable with countering the opponent and learning how to see the opening when it comes. If you are someone who is searching for “Quick-Fix” deck to your Trophy problems, this is not it.
Source
Arena 4-5:
· Aggro Prince· Hog Rider + Freeze Combo· Goblin Barrel Sudden Attack · Cheap Aggro Push· Prince + Baby Dragon Control Deck · Push to 2300 Trophies Without Epic ·Rocket 'em out Deck · Derek Cheung's Budget Deck