Good day everyone! I’m verdaccio, back with some message to deliver from the Kingdom. I gotta inform about a deck, this is for you, the best deck arena 4, who are in the arena 4. Here, we’re going to continue our journey to the 4th arena in the game. You might find a new strategy to go with since some new cards will come to you. However, this is the most suitable deck in arena 4, it’s just balanced yet, powerful. The best way to make you go through and make it to the next arena.


Alright, without any further ado let’s get into the deck combination.

Best deck arena 4-clash-royale-kingdom

Average Elixir Cost: 3.4

This is the most recommended deck for those of you who are in the 4th arena. This is just balance, yet powerful. The best way to make you go through and make it to the next arena.

Well, the deck up above has a major and minor role play in the arena. There are 4 main cards and 4 minor cards which we use as an alternative in particular situations. Either it’s attacking or defending, here it is!


Main cards

witch-card-clash-royale-kingdom hog_rider-clash-royale-kingdom bomber-card-clash-royale-kingdom arrows-clash-royale-kingdom

In countering, we can always do the counter since we have an excellent cycling deck here. For the primary striker we go to the hog because it’s so fast and target building as well; that’s what we only need. Never play naked hog rider without any backup because it won’t impact anything. Therefore we provide the best supporters for the hog; witch, bomber, and arrows, are the primary supporters for the hog. 

You can send the hog rider at first and immediately launch witch to backup. The witch can be the splash cover and the skeletons from the witch can complicate the enemy so their focus will be dispersed. Witch as a support for hog is very common among advance players and yes, they are a solid combination. We need a support with splash damage also we need a distraction. So, witch is the perfect option. 


A covering

We can also pick bomber if we face against the ground troops. And trust me, every number troops which usually used to counter the hog will be executed easily by the bomber; bomber is so tiny but it’s truly useful for a hog’s backup. 

Or else we can go with hog arrows. After we launch hog immediately launch the arrows to kill every number troops which usually used to block the hog. We can’t expect too much from arrows because the damage is not that high. But if we use arrows, we can have an advantage; hit the tower as well and that’s helpful. A hit from the arrows still helps our countering.

If we are playing using this deck, and enter the double elixir moment, we can combine those three supporters to be strong supporters for the hog and you’ll likely to beat down one tower with these cards going together. 

What we are trying to emphasize here is you can use those three cards; witch, bomber, and arrows to support the hog. Yeah, guys, here we have an excellent cycling deck in arena 4. 

Well, that’s the main trick with the card. Now, the support cards, here’s why I consider those to be the most well-synergized cards.


Supporting cards

musketeer-card-clash-royale-kingdomknight-card-clash-royale-kingdomMinions-Card-Clash-Royale-Kingdom  spear-goblins-card-Clash-Royale-Kingdom

Musketeer is the one you have to have in your deck. She’s a powerful ranger and synergizes well with any tank in the game. Always deploy her at the back of your tank and she’ll have your back in return. She is quite useful to use against any card there is, she can one-shot any goblins or skeletons type and even 1 v 1 with a high damage dealer like mini p.e.k.k.a and eliminate most of its health. 

The yellow mustache guy with a high amount of health is just another level of tanks. This one is the cheap tank in the game. It only costs you 3 elixirs to deploy this guy. He can be really helpful as a diversion to cover your musketeer. Yup, that’s right, sorry man. In defending, you can use this guy to go on the front line so your damage dealer can shoot the enemy’s support.

The Minions is meant to support our attacking and defense. We have three numbers troops here guys, and that happens for a reason. We use Minions to bait the enemy to leash their damaging spell. Fireball/Arrows/Zap to prevent them from killing another number troops cards.

Spear goblins will gang the enemy’s troops which either block the giant or coming to our tower. Although they seem vulnerable and wretched, they will attack recklessly if there is a knight in front of them. Hence, the combination of goblins and knight suits the defense mechanism. Moreover, they are cheap, 2 elixirs only. Try playing goblins frequently and you’ll find your best way to play them properly.

What do you think about this strategy? Don’t forget to share it with your friend if you find it useful. Questions? Suggestions? Just let me know in the comment column down below. Cheers!