Are you looking for the best arena 4 decks in Clash Royale? Well, then, you have landed in the right place. In this article, we will tell you about the best decks that can help you easily climb out of Arena 4 in Clash Royale.
Best Arena 4 Deck in Clash Royale
Decks play a huge part when deciding the outcome of a battle in Clash Royale, and so having a properly balanced deck will always give you an edge over your opponents. Having stronger cards is not always better as they need to be balanced and should complement and cover the strengths and weaknesses of other cards.
Arena 4 is called the Pekka Playhouse, and the arena is unlocked at 1000 trophies right after your climb from the Barbarian Bowl. Keep on reading as we will break down the best decks you can make and play with to get out of the Pekka Playhouse and reach other arenas.
Cards Used To Create These Decks
Here we have listed all the cards that are used to create the decks:
- Giant
- Fireball
- Musketeer
- Baby Dragon
- Valkyrie
- Pekka
- Arrows
- Miner
- Skeletons
- Skeleton Army
- Goblin Barrel
- Battle Ram
- Minions
- Inferno Tower
Deck 1: Giant Air Attack Deck
This deck is great against the decks that focus on airborne troops and makes use of the fact that no ground targeting unit can target the air units.
Use the Giant to draw in the incoming damage from the opponent’s crown towers and use the other airborne units to damage the tower and the opponent’s defensive units. The supporting units in this deck are your baby dragon and the minions, while the mega minion and the musketeer are your defensive units and should be used as tank killers.
Deck 2: Miner And Valkyrie Control Deck
Miner and valkyrie control deck has been in meta in arena 4 ever since the miner was put in the Pekka playhouse. In the control-type decks, you have to be very cautious about how you deploy your cards and how you use your elixir. Your defensive cards are the inferno tower and the musketeer, with the Valkyrie being the semi tank and swarm destroyer.
Play the miner in the beginning to tank all incoming enemy tower damage and then let the other hard hitters take over and damage the towers. This deck may require some practice to master, but it is one of the most flexible and powerful decks out there in the clash royale game.
Deck 3: Pekka Battle Ram Push
We all know and hate the fact that Pekka is one of those cards in the game that can easily take away your crown towers and even your king tower if neglected. But players often forget that the Pekka is a very slow unit that gives the opponents a chance to defend but add a fast-moving card in the equation, and the scenario completely changes. The battle Ram is there to push your Pekka towards the enemy crown towers but just make sure that you have an arrow ready for opponent swarm cards.
The ideal combo would be to put Valkyrie in front of Pekka and then the battle ram pushing them both; no ground unit would be able to handle this combo.
Use cards like a musketeer, mega minion and skeleton army to easily defend against the opponent’s cards and then use the Valkyrie, Pekka or both, then use the Battle Ram to push them both to the opponent’s crown towers.
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Role Of Each Card in The Deck
Now that you have seen all the cards and our recommended decks let us talk about the possibilities and role of each card in the deck.
Giant: The Giant in this deck has only one job: to tank the friendly damage dealer cards from incoming damage. The Giant is the main card of the deck, and for a good reason, the Giant only targets towers and ignores every other troop. This makes the Giant an excellent card to counter-push and pushes with.
In counter-push scenarios, you simply try to defend without losing cards, that is supposed by killing opponents mini-Pekka with goblins at the front and musketeer at the back. Now you have a free musketeer; just put a giant in front of him and keep the arrow in the backup. In push, you place a giant behind your king’s tower and try to gather up elixir to defend and put support units behind the Giant, such as musketeers or archers.
FireBall: Fireball is your backup; if your push does not go well or you are in a tight spot in the defence, you can always use the fireball to deal massive damage in a moderate area. The fireball can one-shot a lot of troops in the lower arenas, and on top of that, the fireball also is used to push back troops which can give your long-range defensive troops room to breathe.
Musketeer: The musketeer in the mentioned decks is your ace of defence and offence; the musketeer has amazing single target damage and can be used for both defence and offensive plays. Simply place musketeer behind your archer towers and use other troops like
Goblins and mini Pekka to distract the incoming push from the opponents, and the musketeer will easily chip out the opponent’s tanks.
Baby Dragon: Baby Dragon is a very cute character in the Clash universe but don’t just go on its cuteness as this card provides with a ton of utility.
The baby dragon can single-handedly wipe out many cards like the musketeer, skeleton army, minions, and any Gaint push if placed in the proper position, which gives you an excellent positive elixir trade. Use the baby dragon behind the tank card as a support unit, and the baby dragon will make sure that the tanks are connected to the crown towers. This combination is so toxic that the opponent may have to spend all their defensive units to stop this push.
Valkyrie: Now Valkyrie is again a very strong card when compared to other cards that cost the same as the Valkyrie. The Valkyrie provides you with excellent defence and offensive potential as this card has a ton of health and a ton of AOE damage.
Valkyrie can easily take out almost every swarm ground unit; she can also counter units like barbarians, Skeleton army, single-handedly counter any ground push, and easily counter prince and mini Pekka. She should be used with the tank or any other fast-moving cards like the mini Pekka, hog rider or the prince, and she should be deployed in front of the fast-moving cards, so the enemy won’t be able to drop swarm units to block your push.
Arrows: Now Arrows, without a doubt, is the best spell card in the game which can be used to deal decent damage and kill swarm cards with ease. The arrow is the best card to have if you are looking for a positive elixir trade as it can kill goblins, minions, minion hordes, skeleton army and even goblin gang. The card can clear swarms and protect your tank so that it can reach and connect to the enemy’s tower.
Skeleton Army: Another great basic card and a must-have for every deck out there. Your deck must always have one swarm unit, and personally, I love the skeleton army and for good reasons. This card provides excellent defensive power, and that too just for 3 elixirs; not bad, right?
It can easily counter almost all the Giant and single damage pushes like the Giant musketeer or Giant Archer combo. It is also great at killing tanks like the Pekka and the Giant, and so we are going to use it for just that, but remember to use this card wisely as any splash damage card can easily counter the Skeleton army.
Bomber: Now, this card is a beast when it comes to cheap splash damage units; the Bomber costs about two elixirs and can provide a ton of splash damage. The giant bomber combo is one of the most iconic combinations, and personally, it was the deck that I used to climb all the way to Royale Arena and then switch to Giant on deck. The Bomber can easily counter any giant push and is one of the best counters to swarm units.
Goblin Barrel: This card has only one function, and that is to take out opponent towers. You can use this card in conjunction with any semi-tank or tank and easily deal a ton of damage without them even realizing it. But make sure to launch the barrel after the opponent’s crown towers are locked on your semi-tanks or tanks.
Miner: The miner is the first legendary card that can be unlocked in the Pekka playhouse. The miner does not deal a lot of damage, but he can be used as a semi-tank to tank for a lot of different cards which can deal damage. The miner control decks are super meta in the lower levels, and the fact that the miner can reach anywhere on the map makes him a great card.
Pekka: The Pekka is a monster of a card when it comes to dealing damage; unlocked at Pekka playhouse, you can surely understand how strong a card is when they have an arena named after them.
Now the Pekka is a great tank that gives you the fear advantage. If you play the cards in your decks correctly and support him well, he can single-handedly take down all the opponent’s towers.
Battle Ram: One of the fastest cards in the game that had the ability to charge gives it an edge. The battle ram in the lower Elos can be used to push certain tanks faster to the opponent’s crown towers to easily bring them down.
After hitting something or getting broken down, the battle ram deploys 2 barbarians, and they can be used as defensive or offensive damage.
Minions: Minions are the only flying or air troops that you can unlock in this arena, and so you should be using these cards if you have them unlocked. Ground targeting troops do not target air troops, and thus they do have the advantage when it comes to attacking and defending. But be aware as the troops like archers, spear goblins, and musketeers can easily target air units.
Inferno Tower: Inferno Tower is one of the most overpowered cards in the game from our perspective; the inferno tower is great at defence. This card has the potential to take down multiple combos single-handedly, such as the lava loon or the giant loon combo. The mighty Pekka is also nothing compared to the inferno tower, but as you progress in the game and unlock the legendary card, the inferno dragon, we recommend you replace the card with it.
We hope that the information given in this article was helpful for you and that you reached your desired next arena in Clash Royale. That is all for this article; if you have questions regarding this article, feel free to comment using the comment section below.
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