Clash Royale

Best Clash Royale Decks for Arena 4: Spell Valley

5 min read
Jun 26, 2025

Although Arena 4 Spell Valley is still relatively early in your Clash Royale journey, it introduces new cards that shape gameplay, meaning that climbing through it is no easy challenge. You'll start encountering:

  • Freeze: This icy grip can leave your push doomed or even freeze your defenses entirely!

  • Hog Rider: This hog is fast, tough, and heads straight for buildings, and a well-timed Hog can be devastating.

  • Inferno Tower: This ultimate tank shredder is necessary for any deck in Clash Royale. The Inferno Tower ramps up damage, melting Giants and P.E.K.K.A.s if left unchecked.

  • P.E.K.K.A.: This one is a slow, heavily armored powerhouse, which is excellent on defense against tanks.

  • Poison: A damaging spell that creates a toxic cloud over enemy troops and buildings over time, which is excellent for controlling areas and countering swarms.

While some higher-arena cards like Zap are common in Spell Valley due to some players dropping trophies or progressing differently, this guide will aim to focus on cards unlocked up to Arena 4 just to make it accessible to all players.

Understanding these new elements is the first step. The second? Building a deck that can handle them.

Best Clash Royale Decks for Arena 4 Spell Valley

Forget throwing cards down randomly, in the later stages of Clash Royale, Strategy wins matches, more so when using the best deck in Clash Royale.

Here are a few great Clash Royale decks for Arena 4 Spell Valley. Remember, though, card levels matter, so keep upgrading your chosen lineup while playing.

1. The Classic Giant Beatdown

  • Core Cards: Giant, Musketeer, Valkyrie, Mini P.E.K.K.A., Arrows, Fireball, Goblins/Spear Goblins, Bomber.

  • The Game Plan: The game plan for this one is all about building momentum. You’ll want to start your Giant behind your King's Tower, letting you build elixir for support troops as he goes forward. The Musketeer will provide ranged damage against air and ground, the Valkyrie clears swarms protecting your Giant, and the Mini P.E.K.K.A. shreds tanks or offers a counter-punch. The Bomber offers excellent ground splash support, especially behind the Giant.

  • Why It Works in Arena 4: It's a simple, powerful push. The Giant absorbs damage, allowing your support units to clear the path. Fireball and Arrows handle defensive swarms, ike Skeleton Army’s or Minion Hordes, or take down important defenders like Musketeers or Wizards, making them great picks for the best Arena 4. The Valkyrie is also excellent against the Skeleton Army unlocked earlier. This structure follows basic beatdown principles: tank, support, spells.

  • Watch Out For: Inferno Tower is the big counter, so try to bait it out to reset its damage. Fast counter-attacks on the other lane can also be tricky if you overcommit on elixir.

2. The Hog Rider Pressure Cooker

  • Core Cards: Hog Rider, Valkyrie, Musketeer, Cannon/Tesla, Zap, Fireball/Freeze, Goblins/Skeletons, Fire Spirits.

  • The Game Plan: This deck relies on speed, defense, and chip damage. You’ll want to start by using the Hog Rider for quick strikes on the tower, usually paired with Zap to clear cheap defenders or Freeze to catch opponents off guard. Defend with the Cannon or Tesla (remember, Tesla hits air!), Valkyrie for ground swarms, and Musketeer for mixed damage. Use cheap cycle cards (Goblins, Spirits) to get back to your Hog Rider quickly.

  • Why It Works in Arena 4: The Hog Rider is a consistent threat that demands an answer in any Arena 4 deck in Clash. Freeze also introduces a surprise factor unique to this arena. A solid defense using buildings like the Cannon or Tesla can shut down enemy pushes, fast counter-attacking with the Hog, setting you up for a win in Arena 4 in Clash Royale.

  • Watch Out For: Buildings placed reactively can stop the Hog in its tracks. Also, over-committing on offense leaves you vulnerable, so be smart with your elixir and know when to push versus when to defend.

3. The Giant Skeleton Wall

  • Core Cards: Giant Skeleton, Witch/Baby Dragon, Musketeer, Valkyrie, Skeleton Army/Goblins, Arrows, Fireball, and Tombstone/Cannon.

  • The Game Plan: For this one, you’ll be in control of the pace and punish overextension. The Giant Skeleton is your defensive anchor. Placed correctly, it can stop huge pushes dead in their tracks, while its death bomb clears out whatever remains. Support it with splash damage from the Witch or Baby Dragon and use the Musketeer for air defense and ranged support in your best 4 deck. Lastly, build counter-pushes behind your surviving defensive units.

  • Why It Works in Arena 4: The Giant Skeleton's death bomb is a massive deterrent against the best decks for Arena 4, as many Arena 4 players lack experience in kiting units away. They also build shut-down ground assaults, and the supporting cast handles air threats and swarms, whereas a defensive building adds an extra layer of security.

  • Watch Out For: Air attacks can bypass the Giant Skeleton if your support isn't ready; therefore, you’ll need to get the Giant Skeleton kited away from the tower before it dies, negating the bomb damage on the tower. Also, be mindful of placement. You want that bomb to connect where it hurts most.

General Strategies for Spell Valley

  • Elixir usage: Besides the best decks, Elixir usage is non-negotiable for success in CR Arena 4. Don't just drop cards because you have the elixir; instead, aim for positive elixir trades, spending less countering than your opponent spent attacking.

  • Check opponent's deck: Pay attention to your opponent's deck in the first minute. Do they have an Inferno Tower? Swarm units? Air troops? Adjust your pushes and defenses accordingly, as flexibility wins games.

  • Understand spell value: Don't waste your spells. Use Arrows or Zap on swarms (Skeleton Army, Minions), and save Fireball for grouped units, defensive buildings, or finishing a low-health tower.

  • Placement matters. Where you place troops and buildings seriously changes interactions. Typically speaking, you’ll want to place tanks in the back to build elixir, defensive buildings in the center to pull units, and fragile attackers behind tanks.

  • Know your counters: Understand what beats what. For example, Valkyrie melts the Skeleton Army, Minions make short work of Balloon (if undefended), Inferno Tower counters tanks, and Mini P.E.K.K.A. is great against single high-HP units.

Mark
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