Arena 4 - Best Deck Builds
Here is a listing and descriptions for some of the best decks that can be made from using Arena 4 cards in the P.E.K.K.A.
Playhouse. All of the decks listed will contain cards that must be unlocked by reaching Arena 4. You may not have access to some cards if you are unable to enter the P.E.K.K.A. Playhouse.
- Spear Goblins
- Archers
- Barbarians
- Giant
- Witch
- Tesla
- Arrows
- Fireball
This deck focuses on having a powerful tank card push through enemy defenses straight to a Tower. Giants and Barbarians will be powerful damage dealing units, while the Witch can do the same while summoning skeletons to the field. Seapr Goblins and Archers do what they do best from a distance and are good defenders against incoming attacks. You can also use Barbarians as a good defense measure if you have an enemy Giant or other pwerful card moving towards your towers.
The Tesla is a powerful defense card are well, especially when its on the field already and you are focusing on pushing your units forward. The Tesla will hide underground until an enemy unit passes over and then attack. Use this near bridges on the opposite sode of where you are moving towards, that way you have your units taking out enemy cards and you have a solid defense near your blind spot. Arrows and Fireball are used much like in any other deck, but you have a lot of freedom to save them for when it really counts.
- Valkyrie
- Baby Dragon
- Goblin Barrel
- Minion Horde
- Tombstone
- X-Bow
- Arrows
- Rocket
Unlike other X-Bow decks, this version is more heavy on defense and being reactionary. You have cards like Valkyrie and Baby Dragon that are good at taking care of small groups of enemy units. Your main focus is having the X-Bow deal full damage to your opponent's towers, which can be a bit tough if you don't have the right counters and reactions to what your opponent plays.
Minion Horde and Goblin Barrel are great cards that for quickly getting a lot of units to attack a powerful enemy. Especially one that may be heading towards your X-Bow. Tombstone is great for constanty spawing units to keep enemies occupied and give your X-Bow more time to deal damage to enemy towers. The longer your X-Bow stays out in the field, the better for you overall.
Arrows and Rocket are good for either taking out groups of enemies or finishing off a damaged tower. Don't be too quick to play these cards when you have enough Elixir at one moment, try to use them at times where your opponent uses up their Elixir and can't respond to the X-Bow dealing damage to their towers. The same goes for your own units, rather than blow your Elixir on Baby Dragon or Valkyrie immediately, try to use Tombstone more to summon weak units and only play Baby Dragon or Valkyrie when you need to combat a group of enemies.
- Spear Goblins
- Baby Dragon
- Prince
- Baloon
- Minion Horde
- Giant Skeleton
- Arrows
- Rocket
This deck is a complete offensive built package of hard hitting goodness. While cards like Spear Goblins and Minion Horde are solid counters to incoming attacks, you will defeat opponents by overpowering enemies with cards like Giant Skeleton and Prince to bulldoze straight to Towers. Baloon is also a good offensive card for ariel attacks on groups of enemies, but be careful when playing it against enemies that can attack aerial units.CLASHROYALETOOL.INFO
Arrows and Baby Dragon are also solid answers to groups of goblins or minions, with the latter having a hard hitting offense as well. Rocket should really be saved to finish weak Towers that can be destoryed for a quick victory. Only use it otherwise if you feel the need to, or if you really need a different card in your hand. The cost of playing it can be taxing on your Elixir, since you will need most of it to play strong cards and hold onto counters.
- Spear Goblins
- Baby Dragon
- Witch
- Prince
- Barbarians
- Giant Skeleton
- Tesla
- Arrows
Unlike the previous offensive deck listed above, this one has some different defensive options. The idea is still the same, you want to overpower your opponent's cards on the field and advance on their towers. Only here, you switch out a few cards to offer yourself some extra protection on your side of the field with Tesla.
Prince, Baby Dragon, and Witch offer great offensive options. Not only can you rush with strong units and summon more to the field with Witch, but you have the solid answers to enemy groups and other strong units. Arrows once again are great here, as well as Barbarians being a solid counter card against incoming giants and other powerful units.
Gaint Skeleton is the meat of this deck however, as it can deal big damage and hit Towers hard after being defeated. You don't necessarily need to focus on keeping the Giant Skeleton alive, since you want it to drop a bomb near an enemy tower. But either way, you gain something by having it do what it does best.