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PEKKACard
BattleRamCard
RoyalGhostCard
BanditCard
MagicArcherCard
ElectroWizardCard
ZapCard
FireballCard

Introduction

Hi, this is Buddy. This is my first page I ever create, so please don't blame me if it is not very good. I will try to update it as much as possible so to keep it relevant and up to date on the meta.So in this page it is going to be about Pekka Bridge Spam.I have been play this deck for like 2 months and will like to share the experience that i have learn from playing on ladder and from watching youtube videos.

Second editor-Cookies112358: I have played Pekka Bridge Spam for a year and now has 7400 trophies. I would add some contents mainly on the choice for evolution but also other contents.

Deck Information[]

Deck Created by: Buddy87654321
Minimum Recommended King Level: 9
Maximum Recommended King Level: 14
Arena Required: Rascal's Hideout (Wrong?)
Average Elixir Cost: 3.9 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

P.E.K.K.A.: Pekka is your main defence, you usually use leftover pekka to start a push but don't always do so if your opponent has cycle deck because it will cause you to lose. Also don't over spent on that push or you will get punished. I personally usually support it with a magic archer and will send a battle ram royale ghost combo on the other lane to pressure on both lanes. It can also be placed behind the king tower to start a push when you have advantages on elixirs.


Evolution: Evolution Pekka has much higher resistance to ground swarms which fixed one of its two biggest flaw(the other one is resistance to kiting). It highly increases the deck's capability on attacking as it can have more hit points left after defending and has fewer ways to be defended when attacking(The death of Pekka often means the end of an attack).


Is it worth evolution? : Yes, Evolution Pekka greatly make up for the deck's weakness when facing swarms and improved its offensive persistence.

Battle Ram: Battle ram is your main main condition, usually a full battle ram connection can win you the game. Though it is a win condition, it also has defensive purposes too such as kiting units. However, it usually needs to be tanked by units to get to the tower due to its relatively low health,


Evolution: Evolution Battle Ram is a strong win condition that can take out a tower by it self when there is no defences. It can also slightly make up for the lack of splash troops in this deck. However, the weakness of hit health is not fixed and it still usually needed to be tanked with other troops.


Is it worth evolution? : No, this version of Pekka Bridge Spam does not have enough troops to tank for Evolution Battle Ram, which greatly reduced his flexibility, and limit his strengths to attack at the other road. Also, due to the presence of magic archer, the importance of the offensive ability he brings is diminished.

Royal Ghost: Royal Ghost is the semi tank and semi win condition of the deck. It always get chip damage if not treated because of his invisibility people tend to leave him alone if he has like 1 hp left which will give around 300 damage and if they keep on doing that it will build up. Royale ghost is also use to support battle ram because of splash damage it can kill any swarm other that air swarm and skeleton army. Due to its invisibility mechanism he can be placed in front of troops and let them tank for him when attacking. However, this also means it can hardly tank for other units when attacking.
Bandit: Bandit is a very strong semi win condition with ability to dash and the invincible ability while dashing, it can kill prince, dark knight, and even mega knight if place correctly on defence.
Magic Archer: Magic archer is another semi win condition, it can be used to get chip damage if align correctly and he can do a great amount of damage. However, you need to be mindful of the elixir consumption to do so as 4-elixir cost is not a small number. This function is usually used at the last minute of the game or to finish a low-health tower. He is also the splash unit of this deck and is use to kill graveyard and swarms.
Electro Wizard: Electro wizard is use to kill the skeletons that spawn out of a skeleton barrel and swarms with the spawn damage on defence when you don't have magic archer. In other times you should try to protect him to get more value out of his range. It cannot be killed by a fire ball in same level and therefore is the Anti-air core of the deck and should be placed carefully when facing cards like balloon. he is also very helpful as a support for pekka or when fighting cycle decks since they don't have big swarms and will help the pekka with it is fighting another pekka to survive. The constant stun effects is useful in defending charge units such as Sparky and Inferno Dragon.
Zap: Zap is mostly use for quick killing of swarm troops and combo with fireball to kill most support troops and to stop charges and reset towers or troops aggro.


Evolution: Evolution Zap makes up for the deck's stun ability and targets units that can be killed by arrows and logs. The resistance to charging unit like inferno tower and dragon and sparky is very crucial to offensive decks with large tanks like Pekka Bridge Spam.


Is it worth evolute? : Yes, as I just said, The resistance to charging unit like inferno tower and dragon and sparky is very crucial to offensive decks with large tanks like Pekka Bridge Spam.

Fireball: Fireball is used to kill support troops when combo with zap or used by itself to kill of fireballie such as royal hogs and barbarians but don't get baited by them it is also useful when you need to spell cycle to finish off game

MY NOTES TO YOU[]

This guide is not finish yet but as a student i do not have much time to work on it, i will try to finish this guide as soon as possible. hope you guys understand

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