Best arena 6 deck August (2022) New Update

Best arena 6 deck: Hello, it’s Excalibur once more. This time in Clash Royale, we have a selection of Arena 6 Decks (Builder’s Workshop).

This is the second instalment of the Arena Rush series of guides. It’ll help you progress through the Builder’s Workshop, and I’ll give you some decks based on the win conditions you select. Because this is when the meta starts to affect decks, you should unlock all of the cards available now before moving on.

Best arena 6 deck
Best arena 6 deck

By reaching Arena 6, all of the decks listed will have cards that must be unlocked. If you are unable to enter the Builder’s Workshop, you may be unable to access some cards.

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Best arena 6 deck: Selecting a Winning Condition

The win condition is the deck’s major damage dealer. Win conditions should be strong enough to reach towers, deliver modest damage, and have an acceptable elixir cost, preferably attacking only buildings.

At this point, there are a lot of different win conditions to pick from. The inclusion of X-Bow, Balloon, Mortar, and Skeleton Barrel into your deck gives it a lot more versatility and offensive potential.

I recommend using one of the following four win conditions for your Arena 6 Decks because they are simple to use and don’t require much assistance.

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Hog Rider Decks

Possibly the game’s most well-rounded win condition. On offense, you’ll want to use a good support card and on defense, you’ll want to use a good support card and Mini Tank.

These three Arena 6 decks are both offensively and defensively powerful.

1st Deck

  • The Hog Rider in Clash Royale
  • Clash Royale’s Mortar
  • Clash Royale’s Valkyrie
  • A Magical Archer in Clash Royale
  • Poison in Clash Royale
  • Clash of Clans
  • A Musketeer Clash Royale
  • Minions in Clash Royale

This is a deck with a lot of offensive potential. Create combos with the Hog, such as Hog + Valk or Hog + Poison, to deal guaranteed damage!have the Magic Archer, Zap, and Valkyrie. The Mortar serves as a defensive structure here, but it can also be utilized offensively if the Hog Rider fails to connect.

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2nd Deck:

  • The Hog Rider in Clash Royale
  • A Musketeer Clash Royale
  • A Skeleton in Clash Royale
  • A fireball in Clash Royale
  • The Log in Clash Royale
  • Cannon is a Clash Royale character.

A spin-off of the well-known 2.6 Hog Cycle. designed for lesser venues without an ice golem.

Use the cannon to defend against ground soldiers alongside the Knight. Swarms are handled by Baby Dragon, while tank kills and anti-air are handled by Musketeer.

Don’t let a skyscraper fall. If you do, it’ll be difficult to make a comeback because you only have one chance to score.

Clash Royale Hog Rider (Deck 3)

  • The Log in Clash Royale
  • Clash Royale’s Valkyrie
  • Clash Royale’s Mega Minion
  • Baby Dragon, Clash Royale
  • Poison in Clash Royale
  • The Log in Clash Royale
  • The Wizard in Clash Royale
  • Clash Royale’s Furnace

This deck is a little defensive at first, but it quickly converts to offense. If you defend with a baby dragon and put a hog in front of it, you’ll be ready to push.

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Defend effectively and then go for the kill on your opponents. This one has a lot of synergy, and it’s hard to go wrong with it.

A Deck of Golems

  • Goblins
  • Spear Goblins
  • Archers
  • Wizard
  • Minion Horde
  • Golem
  • Elixir Collector
  • Fireball

Although this deck has a high average elixir cost, this does not render it ineffective. Rather than having you overspend and waiting a long time to recharge, the Elixir Collector will allow you to gain additional elixir every 10 seconds to play powerful cards. The Elixir Collector is great in the second half of a match because you have a lot more elixir charged up than your opponent. You’ll be able to play a Golem faster and counter more frequently as a result of this.

This deck’s major focus is the Golem. It can do massive damage to towers and is powerful against practically any unit, so you’ll want to have it out when it counts. Simultaneously, you must defend it against your opponent’s counters, such as Minion Hordes or other group cards like Barbarians or Goblins. Despite its might, the golem is far from invincible.

Spear Goblins and archers are excellent ranged attackers who can take out units that threaten your golem. The Wizard and Minion Horde are similar, except they are more suited to dealing with groups of opponents who have been placed to attack your golem. If at all possible, have an elixir collector on the field to provide the extra resource needed to play more counters more frequently as the game progresses.

Tempo Skeleton

  • Skeleton Army
  • Wizard
  • Balloon
  • Giant Skeleton
  • Tombstone
  • Tesla
  • Arrows
  • Freeze

This deck is all about keeping a match moving at the appropriate pace. While mostly defensive, there is a great deal of flexibility and adjustment depending on the situation. Freeze, Balloon, Wizard, and Skeleton Army can all be used as counters as well as offensive plays. It all depends on how you’re playing and what you’re given at the start of the game. If you’re unsure, go on the defensive until you find opportunities to take down your opponent.

The cards Tombstone and Skeleton Army are effective for bringing a large number of units to the battlefield. If you get a tombstone early on, use caution when playing it. You want the skeletons it creates to have a purpose rather than be removed quickly, but you also want them to be removed. When the odds are in your favor, playing Wizard with a Giant Skeleton is a great attack option.

Tesla is an excellent defense card that can help you keep your opponent at bay. If you start the match with a Tesla, don’t be too ready to discard it. It would be better to wait until you have all of your elixir before playing another card as a counter or diversion. When your opponent is moving forward, Teslas and tombstones can work together to provide a solid defense.

The highs and lows

  • Goblins
  • Spear Goblins
  • Hog Rider
  • Prince
  • Minion Horde
  • P.E.K.K.A.
  • Arrows
  • Freeze

This deck excels in both the early and late stages of a game. Pekka is your most costly card, but you shouldn’t play it too soon or you’ll lose a lot of elixir if it’s countered. To build an offensive against your opponent, you should play Goblins, Hog Riders, and Prince for the majority of the game’s beginning and middle stages.

When the end is near and you begin to gain more elixirs, you should feel free to play PEKKA while launching an offensive. Pekka is powerful on its own, but with counters and distractions for your opponent’s units, it can be even more so. In the late game, a PEKKA and a Prince or Hog Rider can be devastating, especially if your opponent is desperately trying to counter the PEKKA as your Hog Rider races over to their towers.

Your finest defensive measures against groupings of enemy troops are Arrows and Freeze, while Minion Horde is your anti-power unit counter. As a game progresses and you get closer to the finale, spear goblins can be a fantastic source of diversion. Use them to confuse your opponents while your heavy hitters deliver damage to enemy towers.

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