Hey everyone, it’s Excalibur’s return with a new guide on how to build your very top Clash Royale Arena 5 Decks.
This guide is aimed at players with less than 1400 trophies trying to make it beyond Arena 5 to Spell Valley. You can read if you need to improve at playing, someone who is new, or somebody who needs to improve their basic skills. It could be an excellent tip for professional players.
Clash Royale Arena 5 Deck Guide
Choosing a Win Condition
Selecting a winning situation is extremely crucial.
If you need help to understand what a win condition is (win-con short) is, it’s the one you have in your hand that will explode your opponent’s tower. It must have good health and medium to heavy damage, and it should be able to climb to the top in most cases.
Select an option that targets the tower to ensure you get certain damage to the tower.
There’s a great selection of win conditions that you can choose from:
In truth, you’ll be able to keep pushing. In the past, Ice Wizard and Princess were the only Legendaries. Being able to acquire a Legendary Card was incredibly rare. 1 in 10 000 silver Chests included the legendary.
Many players didn’t have even a single legendary card; however, they did get to an upper level of the ladder (around 3000 trophies at the time.)
If you want to win, pick a condition from the above cards and then add the card to your collection.
Cards to be used to back your winning condition
You’ll then select the Support card that either aid your winning condition to reach the top of the tower or helps defend your tower effectively.
Support cards usually have low health and can be destroyed by spells quickly. For instance, a Wizard can get killed with Poison, Fireball, and Lightning. The Wizard’s primary task is to defend an enormous push and then secure within a win situation to cut off the tower.
Select 2 support cards out of the options in the list below.
I suggest you pick at least one massive damaging support card such as Wizard, Night Witch, Hunter, Musketeer, or Bomber, as well as one a fly troop like Baby Dragon, Mega Minion, Minions, or at the very least, something that attacks the air, such as Archers and Minion Horde.
Furthermore, if the win situation is very expensive (like Golem), pick inexpensive support cards such as Bomber + Archer. Night Witch is extremely compatible with Golem when you have her unlocked.
Breathing your Spells
Spells form an essential component in gameplay.
There is no need for spells to advance because they are a great source of flexibility and utility in defense and offense.
Find the best value for the tower that you are fighting. Can you harm or kill something else near the tower with spells? This is known as spell value. You can zap your tower of your opponent along with his Skeleton Army or Minions and also get spell value.
A Wizard can’t be able to stand up to Lightning. If your opponent’s strength creates problems for your Lavahound to be affected, you can BZZT it by using the Lightning. The majority of spells come with a special mechanic, too. The poison causes damage over time, whereas Lightning strikes only target with the highest hit points. Additionally, Tornado pulls everything together.
It is recommended to pick a mild spell to handle the swarms and a strong spell to cause constant destruction to the tower (with the added benefit of eliminating those supporting them).
Choose a light spell.
Choose a heavy spell.
Get a Tank Killer
The name of the game says it all. Tank Killers take out the win conditions of your opponent. They are extremely damaging, moderately to very high health, and have some odd mechanics that make certain they can’t be used to win a game alone.
For instance, Mini P.E.K.K.A. is a fantastic tank killer. Mini P.E.K.K.A. has excellent health, great damage, and is also cheap. However, he’s easily lost and has a low hitting speed, making it difficult to hit against the wall.
There is a wide selection of tank killers to pick from. Could you select any of them?
If you’ve selected a high-priced win-con, choose a lower-cost winner such as Mini P.E.K.K.An as well as Hunter.
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Create the winnings!
I can’t stress the importance of building enough!
There are two kinds of buildings: passive and active. Active buildings can shoot at your enemies troops, while passive buildings create troops that kill your enemies.
Splanks!
The final card from the deck is the Splanks.
Splank is a blend of a water-based tank and a troop equipped with decent health, moderate damage, and the ability to splash.
You’ve only got 2 Splanks yet to be locked: Baby Dragon and Valkyrie.
Choose the Splank that best suits you and draw. You should take it if you’re lucky enough to have one of the Baby Dragons. It is a flyer, has area splashes, and could tank several cards.
Alternatively, you could change the less expensive support card to get one of the cycle cards like Skeletons Goblins, Spear Goblins, etc.
Cycle cards are named this since they’re inexpensive, will cycle your deck quickly, and allow you to lay up more win-conditions in a row.
I’ll provide an individual deck based on the winning conditions listed above.
This deck needs to be equipped with an extremely powerful spell; however, it is still a great choice against large swarms. You can combine Valkyrie or Baby Dragon to defend well and constantly change the location where Barrel appears. For more details about this, watch The O.J.’s Tricky Barrel video.
Golem Deck
This is a very offensive deck. Unfortunately, you require an item called the Night Witch to play it, as her job is unchangeable. If you don’t own an item like the Night Witch, you can use the regular Witch and even the mini P.E.K.K.A.
Lavahound Deck
One of the top LavaHound decks that are low ladder. If you’re fortunate enough to gain access to the fiery card, take advantage of it! Make pushes more powerful from the back, and help your Lavahound by using Baby Dragon and Minions.
Miner Deck
God Tier Miner deck for lower arenas. Place the Miner before Minions, Skeleton Army, Witch, whatever! Make use of the Hunter to defend. It is possible to try Miner + Poison and Poison to get a quick offensive, which can be a great synergy.
It is the first of the guides in my series, which I’m working on. The best decks to play in all Arenas available in The game! Guides for Arena between 6 to 13 are scheduled for release soon.
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