Arena 5 is a really exciting arena to reach in Clash Royale. In this arena, you’re introduced to some incredibly powerful cards that are fun to use and can quickly net you a lot of trophies/ranks. The decks we feature in this article will include any cards you can obtain in or before Arena 5 through chests, so we’ll be sure to include decks featuring the new cards as well as the older ones. Let’s start out with a quick look at all the new cards available in Arena 5!
All New Cards Available in Arena 5
Arena 5 introduces some of the most powerful cards you’ll see in Clash Royale. These cards are commonplace in many of the best meta decks in later arenas, so you’ll want to get familiar with them. Hog Rider, in particular, might honestly be amongst the two or three most popular cards in the game as a whole. And even the least popular card here (Flying Machine) is still really useful and sees play in fringe decks. There’s not a single bad card introduced in Arena 5, which is not something that can be said for most arenas.
➡️ Troops: Bats, Flying Machine, Hog Rider
➡️ Spells: Zap, Rocket
➡️ Buildings: Mortar
The 5 Best Decks for Arena 5 in No Particular Order
For this list, we’ll only be using cards you can obtain in Arena 5 as of the time this article is being written. Supercell changes the cards in various arenas on occasion, so hopefully that won’t happen again for a while, but you never know. Here are the 5 best decks in arena 5, ranked in no particular order!
1. Hog Rider Cycle
All cards in this deck:
- Hog Rider – win con
- Cannon – defensive building
- Knight – cheap tank
- Mini P.E.K.K.A. – tank destruction
- Archers – support
- Bats – cheap swarm
- Skeletons – distraction / cycle card
- Zap – cheap spell
The Hog Rider Cycle deck type is a constant across all the arenas, as it’s just too consistent to pass up on. It also has a much higher skill cap than you might think, as it’s not easy to defend against large pushes with this deck. You have to learn how to balance throwing Hog Riders at towers and keeping your own alive, all without any major high-Elixir cards to make it easy.
The win con of this deck is the Hog Rider. He only costs 4 Elixir and only targets towers, making him one of the most straightforward win cons you can use. He also jumps over the river, so he can avoid obstacles and powerful troops/buildings more easily than other ground troops. Hog Rider is fast, has decent HP, and does very high DPS to towers. He’s great without being too flashy, which is one of the reasons he’s so consistent through other arenas as well.
The rest of this deck focuses on cycling through cheap cards like Skeletons and Bats to get to your more valuable defense cards and more Hog Riders. Cannons and Knights should be able to defend against pretty much any ground threat other than a massive swarm, which Zap can help with. Mini P.E.K.K.A. destroys any tank with ease, so he’s invaluable in a deck like this. The other cards just help with these same goals as well, making this one of the most consistent (but more difficult) decks to master.
2. Mortar Defense
All cards in this deck:
- Valkyrie – defense / counter-pushing
- Mortar – win con
- Flying Machine – air support
- Skeletons – distraction
- Rocket – high damage spell
- Goblins – ground defense
- Knight – cheap tank
- Electro Spirit – cycle spell
This deck features the Mortar building, which can target both ground troops and buildings with its massive boulder projectiles. If you place Mortar right on the river, it’ll be able to connect with enemy towers as long as there aren’t any ground troops to distract it. However, Mortar cannot target any units that get right next to it, as it has a blind spot in a circle around it.
To keep Mortar alive and take out enemies to clear its path to the towers, you’ll need a killer support crew. Valkyrie can be placed right beside Mortar to protect it from almost any ground unit, especially swarms or low-HP troops. Knight can distract other tanks or help with other enemies, and the combo of Flying Machine + Skeleton Dragons will be able to take care of any airborne threats.
This deck also features the deadly Rocket spell as an alternate win con and high-damage spell. While it costs a massive 6 Elixir and travels very slowly, Rocket is perfect for dealing surprise tower damage if saved for late game or taking out stationary/slow-moving troops and buildings.
3. Hog on a Rocket
All cards in this deck:
- Hog Rider – win con
- Rocket – high damage spell
- Archers – support
- Zap – cheap spell
- Minions – air support
- Bomb Tower – defensive building
- Skeletons – distraction
- Goblin Cage – defense / counter-pushing
Hog Rider and Rocket are two of the more powerful cards you can get up to this point, so a deck centered around both of them is an obvious option. Hog Rider is the king of doing tower damage (especially at Arena 5), and the Rocket has several viable uses. You can either use Rockets throughout the game to chip away at towers, save one for late to surprisingly take out a tower your opponent let get too low, or use them on troops/buildings. Since Rocket does so much damage and has so many uses, it’s hard not to pair it up with Hog Rider for Arena 5.
The rest of this deck is pretty much just the standard support and defense troops that work well with fast-paced Hog Rider decks. The standout cards here, though, are the two buildings. Bomb Tower is a fantastic defensive building, and it makes very easy work of any swarm or group of low-HP troops. Goblin Cage is better for more powerful individual troops, as it distracts and spawns a strong goblin. It’s a combo of defense and counter-pushing, so it works great here. You can even use the goblin push to help with your next Hog Rider attack if you can time them correctly.
4. Giant Attack
All cards in this deck:
- Giant – tank
- Wizard – support / swarm control
- Hog Rider – alternate win con
- Bats – cheap swarm
- Fireball – damaging spell
- Tombstone – distracting building
- Zap – cheap spell / resets Inferno Tower
- Electro Spirit – cheap support / cycle card
Giant is a staple card of the earlier arenas, and it even remains relevant into the latest. This is a more aggressive Giant deck that wants to use him as a meat shield for his support troops and Hog Riders. Giant is more than capable of tanking a tower long enough for any unit to destroy it, so Hog Rider goes perfectly with him. The two of them can make a stronger push than either ever could alone, and one Giant + Hog Rider combo can end the whole game if left uncontested.
To back up the Giant and Hog Rider, Wizard is surprisingly good here. While he’s still very easy to counter or make ineffective, behind a Giant he quickly becomes one of the best support troops in the game. He can obliterate any swarm, does respectable damage to higher-HP troops, and just generally does his job to perfection. The rest of this deck consists of general defense cards like Fireball and Tombstone, so it should be fairly straightforward.
5. Giant Swarm
All cards in this deck:
- Giant – tank
- Archers – support
- Skeleton Dragons – support
- Goblin Hut – spawner building
- Electro Spirit – cheap support / cycle card
- Fireball – damaging spell
- Spear Goblins – cheap swarm
- Zap – cheap spell / resets Inferno Tower
Last but not least in our best decks for arena 5 in Clash Royale, we have the Giant Swarm deck! Instead of the more focused and aggressive Giant deck we just looked at, this one takes a more slow-paced route to building up a swarm of creatures. After you’ve invested time in Goblin Hut and have enough Elixir to cast and support Giant, you can make an unstoppable push. The difficult part is figuring out when and how to go for the attack, especially if you’re playing against an opponent that has a lot of swarm counters like Arrows or Zap.
Giant Skeletons are the most powerful support troops for Giant in this deck, but Archers are a close second. Both of them are perfect escorts for Giant and can take care of just about anything, with Fireball and the swarm of troops there to help with anything that gets through their defense. You have to be careful not to make too many wasted pushes, though, as Elixir is not free in this deck. We can’t rely on easy win cons here, so make the most out of all of your Elixir and try to make your pushes when you have a Goblin Hut up to support them.
Clash Royale Navigation
- Clash Royale: Best Decks for Arena 18 Silent Sanctuary (2024)
- Clash Royale: Best Deck for Arena 17 (Royal Crypt)
- Clash Royale: Best Deck for Arena 16 (Executioner’s Kitchen)
- Clash Royale: Best Decks for Arena 13 Rascal’s Hideout (2024)
- Clash Royale: Best Decks for Arena 11 Electro Valley (2024)
- Clash Royale: Best Decks for Arena 8 Frozen Peak (2024)
- Clash Royale: Best Decks for Arena 7 Royal Arena (2024)
- Clash Royale: Best Decks for Arena 3 Barbarian Bowl (2024)
- Clash Royale: Best Decks for Arena 2 Bone Pit (2024)
- Clash Royale: Best Decks for Arena 1 – Starter Decks (2024)
- Clash Royale: Best Decks for Arena 5 Builder’s Workshop
- Clash Royale: Best Decks for Arena 15 Miner’s Mine (2024)
- Clash Royale: Best Decks for Arena 9 – Jungle Arena (2024)
- Clash Royale: Best Decks for Arena 12 Spooky Town (2024)
- Clash Royale: Best Decks for Arena 6 P.E.K.K.A.’s Playhouse (2024)
- Clash Royale: Best Decks for Arena 10 Hog Mountain (2024)
- Clash Royale: Best Decks for Arena 14 Serenity Peak (2024)
- Clash Royale: Best Decks for Arena 4 Spell Valley (2024)
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