Slope up utilizing Elixir Collector and Goblin Hut, yet don’t use Hut until you see them pushing one side, and put the cottage on that path. The Hut will offer you some assistance with defending to pick up a solution advantage and in addition do light jab harm on their tower on the off chance that they get past. Use Baby Dragon/Musketeer/Valkyrie to shield with your tower so you get exceptionally good exchanges without fail.
Use Baby Dragon versus gatherings of adversaries or when all is said in done versus anything that isn’t a foe Musketeer. Use Musketeer against Baby Dragons and single-unit troops. Use Valkyrie against anything that is ground-based (non-flying).
Counter-Push by using your units that survived while safeguarding and placing tanks before them or harm behind them, while they are mixture starved in the wake of utilizing their solution to assault you.
what’s more, the best combo that is EXTREMELY difficult to stop: Giant + Valkyrie + Baby Dragon + Musketeer + (lance trolls from your Hut or ones you typically summon). You clearly won’t have ALL of these troops in the meantime, however you can continue summoning them while your underlying tank is deferring them and slowing down.
Keep in mind that while your tank is deferring them, your Hut is producing increasingly trolls that are stacking up right beside your Musketeer in the back. So regardless of the fact that you just have a little combo like Baby Dragon + Musketeer, the lance trolls rolling in from the Hut will be destroying and purchase you enough time to fortify your push with more tanks.
This Arena 4 Deck is about utilizing your slope (remedy and cottage) to set up future plays while you safeguard. When you effectively shield against your rival’s push, you utilize your surviving troops as energy, and continue pumping more troops into that push to acquire and more force, and don’t quit fortifying that push with more troops.
In a hefty portion of my diversions I would guard off their high-cost push (like a pig solidify push) and after that counter-push and execute their tower. I don’t stop when their tower is dead, I continue summoning increasingly and even summon Huts onto their side of the guide, and afterward soon their principle tower/stronghold is likewise dead.
This Arena 4 Deck is on the grounds that the energy you pick up is VERY snowbally in light of the amount of tank, AoE, and went DPS you have. When you have huge energy going ahead in one path not very many things can stop it.
Picking up control of the amusement against your weakest matchup: Hog + Freeze combo
Your hardest Arena 4 Deck matchup will be versus Hog+Freeze combo (since it’s fucking moronic how about we be genuine). The completely MOST essential thing you need to do when you see a Hog coming is to not summon troops close to the tower that the Hog is assaulting, or else the stop will solidify both the tower and you’re protecting troop. The most ideal approach to manage the Hog is to summon a Musketeer sufficiently far from your tower, yet sufficiently close to hit the Hog, furthermore Spear Goblins far from your Musketeer. That way he needs to decide to either solidify your tower or Musketeer or Goblins.
At that point a while later you can put a tank before the Musketeer and begin to counter-push off that since they simply burn through 8 mixture and won’t have much to safeguard with. Put a Giant before your surviving Musketeer, then a Valkyrie in the event that they don’t use flying units, or Baby Dragon on the off chance that they do. At that point continue including onto that with more troops recollecting to keep a tight harmony in the middle of Tank and Damage.
This Arena 4 Deck is extremely solid against Barbarians in light of the fact that both Baby Dragon and Valkyrie crush them, and you drop a musketeer behind them when the Barbs are dead and now you have a solid counter-push going, and you have force control of a push off of Arena 4 Deck in Clash Royale.