Introduction
Heyaaaaah, it's me again. The guy who made the P.E.K.K.A.'s Painhouse deck. I renamed it as P.E.K.K.A.'s Painhouse 2.0 because I can't be more original, but anyway it's still a high risk, high reward deck, extremely threating if you use it correctly, but also kinda expensive. You must coordinate correctly every card to team 'em all perfectly and create a Nightmare team if enemy ignores you. How do you get the other 3 legendaries, you may be wondering? Easy. At the Clan's river race, so be sure to get the first place always, and with trader, but it's too rare to find him changing legendary cards. Anyway, and in my case, I changed a Miner for a Mega Knight because he was the only card that I hadn't unlocked from Royal Arena. Well, good look anyway finding him and the others.
Deck Information[]
- Deck Created by: R.LUHVER
- Minimum Recommended King Level: 8
- Maximum Recommended King Level: 10
- Arena Required: Electro Valley (Wrong?)
- Average Elixir Cost: 4.6 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- P.E.K.K.A.: Defensive at the first minutes and offensively dangerous when elixir duplicates, P.E.K.K.A. is very effective destroying high health cards as the Giant, although for a negative elixir trade. She's more useful when they send the Giant with troops like Wizard, Prince, and even X-Bow, as she tanks to protect your tower. She gets more value if successfully cross bridge, time to send THE LOG if a Skeleton army comes! YEAHHHHHHHHH!! AAAAAAAAAAAAAAAAAAA!! Anyway, be sure they don't send another swarm card, even small, if she has less than the half of her health.
- Inferno Dragon: For a neutral elixir trade, he and P.E.K.K.A. can take out the Mega Knight and the Valkyrie combo in a pretty fast time. This is very situational, though, so be sure to pair him with Witch and every other troop as fast as you can when elixir duplicates. He can also be great at defense, but not like the Inferno Tower. It is very good as defense, but in overwhelming destruction with other troops, the Inferno Dragon will always win.
- Mega Knight: Barbarians with Wizard? Wizard with Prince? Prince with Valkyrie? For an (almost) positive elixir trade, the Mega Knight will kill them all.
- Witch: Witch is the best glass cannon card in the entire game. Or well, the best epic (you know, as a common you have Firecracker, Mini P.E.K.K.A. as rare and Lumberjack as Legendary), as she can deal with troops as Valkyrie if placed correctly and supported by a crown tower. She is also great as a counter to Barbarians, Hog Rider, Balloon (placed correctly although letting it to cause death damage) or Baby Dragon, if you manage to distract him with her skeletons. Thus, with help of the Miner, she can overwhelm an enemy tower, and can be more than threatening if ignored.
- Skeleton Army: Your main defensive card! And watch out for spells, specially when countering the hog rider, P.E.K.K.A., Giant Skeleton, and troops like that, you know. At the last minutes of the round, they can be paired with Witch and Miner to be an extremely deadly combo, but anyway weak to area damage dealers.
- Miner: Here he is, the best mini tank in the game. As he can appear anywhere in the arena, he can be paired with dangerous if ignored troops, like Witch, Inferno Dragon, or even the Skeleton army. Watch out for spells, of course.
- The Log: The darn goblins were throwed again and they landed without dying. Pretty good logic. As they are more dangerous than the rocket, The Log can delete them very quick. It's satisfactory, too. Be careful anyway, as enemy could have a Log Bait deck. When the barrel isn't coming, can push several troops giving you time to place a great counter (if you have enough elixir). If you wasted log on these troops and barrel comes, don't worry, as if Mega Knight defeats them your tower can deal with the goblins and he could cause more damage to enemy's tower. Karma exists.
- Rocket: Poor enemy, they send Witch and/or Wizard, Mini P.E.K.K.A., Musketeer too close to their tower... Although for a negative elixir trade, Rocket can deal with every glass cannon, being more rewarding if the troop is placed next to the enemy's crown tower. Also it's a reliable counter to the Balloon, but sometimes can be hard to target it successfully.
Strategy and Tips[]
- Start the round with the Miner. If he isn't at your starting hand, better wait to see what dumb things opponent is going to do.
- Use The Log to defeat the Goblin barrel, the Princess or other ground swarms. Alternatively in case enemy is a log baiter, use a Skeleton army to defend.
- Inferno Dragon to destroy slow, high hitpoints troops, but is less effective stopping the Mega Knight. Can take out a balloon pretty quickly.
- P.E.K.K.A. to kill the Mega Knight and devastate towers, with the help of the Witch. You can pair her with all your other cards, when elixir produces faster at the last minutes of the round. As this deck is still effective on later arenas, she can also kill the Sparky before it causes an extremely high damage to your towers.
- Use Witch to distract the foe's Inferno Dragon or other single target troops, and can sometimes be also a good counter to Valkyrie for just one extra elixir. Almost every card she counters results in a positive elixir trade.
- Deploy Mega Knight over tough troops, as a last solution, like the Elite Barbarians or other veery dangerous cards, like the Sparky, or other swarms that can overwhelm your tower more than easily.
As again, the first card you should start with is the Miner. Personally, it has happened a lot of times that the opponent does a terrible negative elixir trade sending P.E.K.K.A. or Mega Knight, even the Minion Horde, but that is actually good, since they won't be giving you trouble. Just keep in mind how to counter them: P.E.K.K.A. with Witch or Inferno Dragon, Mega Knight with P.E.K.K.A. and the Minion Horde with Witch, too.