Guide Clash Royale Arena 5 deck

The cards


Here we have 6 common cards that I’m sure most players at arena 5 an above already have access to. There is only one rare card and one epic. The epic card, lighting, can easily be switched out with rockets. The Hog Rider is very important however, but Prince might work in his place. It’s a really fast deck to cycle with average elixir at 3.1!
Hog Rider.
The Hog Rider is very important. He usually leads the pushes you will make with the Archers and Goblins follow him as backup.
Lightning.
This card is really important to counter two very popular decks. The first deck it counters well is the spawner decks, well placed Lighting spells can really stop these decks. The second type of decks you stop with Lighting are the very annoying X-Bow decks, especially if they surround their X-Bow with cannons and teslas, Lighting does so much damage to them.
Spear Goblins.
These guys are in most of my decks, I actually ranked these #3 for all time best cards of Clash Royale. They are cheap and decent at taking out enemy flying units. You also use these together with the regular Goblins to distract incoming troops until you can deal with them.
Goblins.
I’ve started to get more and more fond of the Goblins. Goblins do a ton of damage if you get them to your opponent’s tower. With this deck that will often happen as they will run behind the Hog Rider. The Goblins are also important for taking out Pekka and Golem.
Cannon.
At arena 6 and 7 you will often face players with high level Pekkas or Golems, the Cannon works really well in distracting and taking these troops out. Also, you will face lots of X-Bow players, the most annoying opponent out there. The Cannon is great at tanking damage from the X-Bow while your other troops take it out.
Arrows.
Arrows is a great spell for dealing with swarms and giving you elixir advantage. Fireball could also work here, but I prefer the lower elixir cost of Arrows.
Zap.
The Zap stun is really nice when you have all your small troops hitting the enemy tower. Just one more round of damage from them means a lot, and the stun from Zap will often give you that. Zap also takes out small troops like Goblins and Skeletons.
Archers.
With the new update Archers will be even stronger, as they now will attack just as quickly as Spear Goblins. I really like having this as an opener in this deck as they walk slow so you can regain elixir to drop other troops to join them when they get near the bridge.

Card replacements.

There are some cards here you can replace, but to get the most out of the deck the only card you should play around with is Goblin versus Skeletons.
  • Hog Rider should not be replaced, only card that might work would be the Prince.
  • Archers or any of the Goblins could be replaced by Minions.
  • Lighting can be replaced by Rockets.
  • Arrows can be replaced by Fireball.
  • Zap and Cannon should not be replaced.

General tips.

  • Always be ready for the comeback. Even if you lose one of your crown towers early in the game, keep playing, this deck can turn the match around really fast.
  • Wait until you are at 10 elixir to drop the Cannon, if you drop it too early you are wasting the lifetime of the building.
  • Use Goblins and Spear Goblins to distract incoming troops while your Cannon and Tower take them out.
  • Figure out what troops your opponent has and save the Arrows for where it does the most damage.
  • Pay attention to what your opponent has dropped and how much elixir he has left. When he is low it’s time to push.
  • Don’t wake up the King too early if it looks like you have to take out both towers to win. Once you take out one tower, the king wakes up and you have to deal with him when taking out the next one. It’s often better to leave the first at low health and then take out both towers around the same time later in game.

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