Introduction
Hello. About the name, don't think it's because I suppose my deck it's better than the original Bridge Spam, it's just because is a bit more expensive and rewarding at a very small percentage of less skill, since it isn't too complex, but is good anyways. Thus, it only resembles the original for only 4 cards. Has problems against building-targeting cards and combos, though. However, it is told to have a "Godly!" defense, so I have been able to beat trifectas easily. Otherwise, against single-target troops it's somewhat hard to beat. While its sinergies are bad, its attack it's also very good, same with its versatility, and at the last seconds of the battle, when the elixir duplicates, making the first move with P.E.K.K.A. and sending her with every other card you can, is almost unstoppable.
When you decide to play this deck, you'll have to say: "I can counter Midladders, decks with a similar cost, heavy ones since I'll be able to punish them", but sincerely you will also have to keep in mind that there's no deck with no flaw, and this isn't the exception, so it can be difficult to deal with cycles.
Deck Information[]
- Deck Created by: R.LUHVER
- Minimum Recommended King Level: 9
- Maximum Recommended King Level: 14
- Arena Required: Serenity Peak (Wrong?)
- Average Elixir Cost: 4.3 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- P.E.K.K.A.: P.E.K.K.A. is your win condition. The counterpush card herself. She is hard to connect, but if she does, it's very possible you will win the match. Make regret those Mega Knight and Elite Barbarians players. Although she counters the last ones very well, is better to have a crown tower's help, so that she will have more health to threaten the enemy.
- Inferno Dragon: Cheap tank killer. When defending, always be sure to have at least 4 elixir to deploy him. Counters Mega Knight with the help of a Miner or a Lumberjack. But remember to have caution with zapping cards like Electro Wizard or Electro Dragon, as they can easily screw your counter fastly and leave you with an almost defeated tower, so be sure to know every card on the opposing deck.
- Lumberjack: The Lumberjack is an excellent punishment card if opponent places high cost units like the Mega Knight or the Golem right behind their tower. His rage bottle synergizes well with the Inferno Dragon, since his already fastest hitspeed out of any troop (0,4 seconds) will be boosted significantly and if nothing interpose, they can destroy a crown tower. There you have. a real skill combo using the Lumberjack with an air unit capable of crushing your tower, right, Lumberloon?
- Rocket: Heavy spell that counters annoying things like Balloon or Elite Barbarians (in case you don't have P.E.K.K.A. at the moment), specially if they are raged. Other obvious use it's killing cards like Witch if placed next to a crown tower. It is also an endgame card, so I recommend having it at level 10 or 11, to take down towers between 406 or 446 health. If it has 486, pair it with the log and you won.
- Miner: Miner is great to use as a chipper with low elixir cost cards like the Electro Wizard or the Lumberjack (the latter being able to tank for him and boost his damage). Although combos like these are easy to stop, if ignored can deal very high damage and be a good punishment for the opponent for wasting elixir. He is also great to let P.E.K.K.A. connect to tower, but this is even easier to stop, so use it cautiously.
- Electro Wizard: Resets Sparkies, Inferno Dragons, Princes, Ram riders and kind of the Bandit. He is a great support to the P.E.K.K.A. once you have baited the Skeleton Army or other swarm cards and the opponent's only counters are the Infernos, which is further helped by the Magic archer taking care of spawner buildings, but they are still weak to spells.
- Magic Archer: Your area damage dealer has to be well protected or a Fireball will severely hurt your entire push. Since he is a chipper, a Miner can pair well with him, and can also be used to counter pesky buildings like the tombstone.
- The Log: Counters Goblin barrel, Skeleton army, Goblin gang, Princess, etc, but use it cautiously as your opponent could be a log baiter. Can destroy towers at very little health and help you against cards like the Prince.
Deck Explanation[]
Just like the original Bridge Spam, this deck it's versatile on the way you play it. The strategy it's almost always the same, but can be changed at times depending on the situation. The level of knowledge you have of every card can turn them in win conditions if your P.E.K.K.A. isn't able to reach a tower, so I'll list some tips to use your cards and trying to make at least one of them connect sporadically.
- Use your P.E.K.K.A. to defeat every card that represents a big threat on attack, such as the aforementioned ones (Mega Knight, Elite Barbarians), and others like the Electro Giant, the Golem, etc. Against cards with a lower elixir cost, you can deploy her, but this will be situational and depends on how many chip damage you've received, for example, against the Ram Rider, the Hog Rider or the Prince. Then place at a distance the Magic Archer, so that poisoning him or throwing a fireball doesn't get too much value. At the last seconds, placed behind your tower will slowly force the opponent to place weak counters while you generate elixir to place the rest of your cards.
- Use Miner to chip and assist fast attacks with other chippers: Electro Wizard and Magic Archer. It is also not recommended to use him a lot at defense, unless you have to stall and let the Inferno Dragon to melt tanks.
- Use the Lumberjack as a quick ranged units killer, so that you can get inmediate ability to threat the opponent after getting rid of Musketeer, Wizard, Ice Wizard, Electro Wizard, Firecracker or even the Witch (you need precise timing so that he won't lose agianst her skeletons). You can also deploy him to counter fastly the Hog Rider. There are some cool interactions that I'll list too soon.
- As said before, place your Inferno Dragon to melt tanks. In case you only have 4 elixir to counter the Mega Knight, place him as close at your tower as possible, since once the Mega Knight jumps, the Inferno Dragon will distract and fly away. Doing correctly, he will at most allow only one regular hit at your tower.
- Rocket kills threats that are about to reach your tower, but can get more value if these cards are placed at the back of the opponent's tower. For example, if a Mini P.E.K.K.A. is placed, you can send the Rocket at the lowest tower corner because it will take a bit to fall and because of Mini P.E.K.K.A.'s fast speed. If Elite Barbarians are placed, send it as quick as you can because it could mean they will come with a tank.
- Log requires a bit of predictions about swarms, but don't place it inmediately, just when you see where they are being placed, since if you act very fast you may kill only 5 Skeletons or barely cripple the Goblin Gang.
Card usage and interaction[]
Yo, please keep in mind that the way you start the match always differs: you might prefer start to force a response or wait to see what enemy does to try to guess their strategy a bit. Anyways, I'll list it in order.
P.E.K.K.A.[]
Defending and counterpushing[]
You won't almost never start a round with her, as the opponent will have a lot of time to plan how to counter. Thus, at the Single elixir time it might be somewhat wasteful since you won't have enough and you'll be weak to a punishment. However, since at Rascal's hideout and Serenity Peak you will see tons of midladder decks, opponents' strategies might be predictable and easy to counter. She won't have problem at getting rid of building-targeting troops, particularly the giants, nor will do with the cards you must fear:
- She will beat fastly the Elite Barbarians, but it is better to have the support of a Crown tower to keep her with enough health to start a counterpush. If they are used to do a split push, placed at the middle of the map will be an effective counter do to their relatively easy distraction (be sure that shortly afterward you deploy her the Elite Barbarians get red and marked with a "!", otherwise they may connect tower if done wrongly.
- Buildings, particulary spawner ones, will give P.E.K.K.A. problems at reaching opponent's tower, but since placing them before she crosses the bridge is obviously wasted, you will have enough time to deploy a Magic Archer to clear the path. The same can be done against the Witch.
- P.E.K.K.A. can also be used to take out quite expensive mini tanks + support troops. For example, if your opponent places something like Prince with Executioner, you can deploy her because you will get an elixir advantage of 3. Against Witch combos, place your P.E.K.K.A. at the middle of her, to reduce the time your P.E.K.K.A. will need to kill the skeletons. Thus, always aim to shut down support troops first. Another example is the known combo of Mega Knight + Electro Wizard. Placed in front of him will be futile since the constant stuns will reduce the damage potential to take the Mega Knight out, so you need to kill the Electro Wizard first. Combos like the aforementioned can leave her with low health, but since you can get an elixir advantage she will be most likely able to land one hit that can easily assure you the victory.
Counter only[]
- At the other side, though, P.E.K.K.A. does actually depend a lot of the level (that's right, Deckshop), so if the EBarbs are at least one level higher... they will still most likely die, but the P.E.K.K.A. will be severely weakened and you won't have potential to start a counterpush, because spells can take her out easily, so she will be only used as a counter and nothing else. Any spell opponent uses (except for Rage on the Elite Barbarians if unfortunately they survive, of course) to kill your P.E.K.K.A. will leave them at an elixir deficit, which you can take as an advantage to place the Lumberjack.
- If a massive push comes to your tower at the last seconds when you just need a small source of damage to finish the opponent, she can tank large amounts of damage, but won't be able to survive and will barely act as a high health Ice Golem. This, however, is effective even if the cards that are coming are the Wizard, the Witch and the Mega Knight used as a tank for the Goblin barrel. KEEP IN MIND, you can ignore all of them shortly afterward only at a case when you need to stall enemies and to give you time to throw a Rocket to the Tower. Using it against all the opposing troops will be a waste and you will lose immediately.
(Okay, I traded for the Lumberjack, so depending on luck you might use this deck since Arena 13)
Inferno Dragon[]
Counter only[]
- The Inferno Dragon is overall an excellent card and has an enormous 3 crown potential at the last minuted if you pair him with P.E.K.K.A. and your other cards (it's a danger that personally isn't just a support troop). However, and as everybody knows, his utility as a tank killer is wasted if the opponent has a continuous zapping card. If that's the case, be sure to know how many of these they have on your deck and try to bait them before deploying him. Otherwise, better rely on P.E.K.K.A. to take out the Mega Knight if you have already found out the zappers. If they aren't, you don't have to worry, except if there are something like bats, minions or witches. They can still counter him, but support troops can overall mitigate these weaknesses easier.
Lumberjack[]
Defend & counterpush[]
- The Lumberjack's versatility as a Glass cannon allows him to get value inmediately after defeating ranged units. However, remember that he is weak to buildings like the Tesla and even small swarms (they can get him out at the opponent's territory). As such, another way of playing him is to bait those swarms, since it's no surprise he can deal 1100 damage in 4 seconds only at level 10. But there's more: Lumberjack is also kind of TROLLING card. I realized it some days ago, literally in the same match where "Stalling P.E.K.K.A." took place. What is the most common card to be placed after him once he has defeated an enemy? The Balloon, and currently seeing both of them on P.E.K.K.A. decks is quite frequent. That means the opponent can get a wrong idea of the deck after seeing these cards, and since killing the Lumberjack is a terrible idea in LumberLoon, it might happen that they won't throw anything until they see the Balloon is real, allowing him to get substancial chip damage. Once he falls, his Rage can boost troops as cheap as the Miner, but the Inferno Dragon can take a mayor advantage of it, since he will be able to defeat Skeletons and Goblins faster than he actually does (if their proper counter is out of rotation).
- Try to get a bit of idea of the enemy's current rotation, so that you can punish them always with the Lumberjack unless they have low cost swarms after placing something like the Golem. This is effective too at beatdowns, since you don't have why to worry if at one side you have the fastest attacking melee troop and at the other the unit with the highest damage (that isn't volatile) taking care of the Golem and the Night Witch. As said before, aim to destroy the Night Witch first. Doing so negates most of the damage since if nothing is tanking for the Night Witch her bats have no damage potential. For only one less elixir investment, both of them can do an incredible counterpush and it is possible that the Lumberjack leaves the tower with enough health to be Rocketed.
Against combos[]
LumberLoon[]
As soon as you realize what's going on (by seeing the Lumberjack placed fastly at the bridge) wait a small second before deploying your Inferno Dragon to kill the Balloon. Although you need to act fast, doing it very quick is very punishing and you will lose. Since the Lumberjack isn't to be ignored, too, try to keep him far from your tower with yours. Alternatively, you can use the Rocket, but it is very hard to aim correctly due to the opposing troops' different speeds, so try to sacrifice a bit and do so just at the moment the Balloon is about to hit, to negate most of the damage.
Mega Knight + Inferno Dragon[]
This is easy, but you need the precise cards. Place your P.E.K.K.A. some tiles away of the Mega Knight, to force him to jump. The Inferno Dragon's low range will force him to reach them slowly, and before he does, place your Electro Wizard. You can still do this if the Inferno Dragon is able to reach them, but place him far from the Mega Knight, otherwise the Electro Wizard's attack will split and the Mega Knight will target him.
Raged EBarbs[]
The easy response is the Rocket, because P.E.K.K.A. won't be able to defeat fast enough them. As before, use your Rocket cautiously and use it against towers only if neccesary, otherwise the Elite Barbarians could 3 crown you on the cringiest way.
Card replacements and substitions[]
Depending on your likes, you can replace the Lumberjack with the Royal ghost, which keeps the attack and defense the same but decreases slightly the synergy and the cost. He is also overall a low risk but high reward card, and is great at forcing responses at a low elixir cost since he can deal important chip damage if ignored. Rocket can be changed with Poison as well, although personally I don't recommend doing so because I feel it goes more to cancel troops trying to counter your Miner than taking down crown towers, but still works. Earthquake is good at replacing the log, and even though it isn't a direct substitute since its power shouldn't be wasted on goblins, if you want to keep the way without pesky buildings is very effective.
Conclusion[]
Thanks for reading and see you in the Arena.