Clash Royale Wiki
Advertisement


PEKKACard
WitchCard
SkeletonArmyCard
BomberCard
InfernoDragonCard
BatsCard
ArrowsCard
GoblinBarrelCard

Introduction

This deck may seem a bit strange but it is great for players pushing trophies on ladder from Jungle Arena through to Legendary Arena. It is a bit awkward at first but you will soon learn to appreciate that there is a counter for everything and multiple win conditions. Let's get into it!

Deck Information[]

Deck Created by: zb2037
Minimum Recommended King Level: 8
Maximum Recommended King Level: 13
Arena Required: Electro Valley (Wrong?)
Average Elixir Cost: 3.6 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

P.E.K.K.A.: Tank, main win condition, high damage on towers, buildings and troops
Witch: Splash damage, DPS, anti air
Skeleton Army: Defense, swarm, can be used in counter push
Bomber: Splash damage, taking out ground swarms
Inferno Dragon: Killing tanks and buildings, can be used in offense
Bats: Secondary DPS, anti air, cycle card
Arrows: Taking out swarms of air and/or ground
Goblin Barrel: Secondary win condition, can deal lots of damage if princess tower is focused on P.E.K.K.A or Inferno Dragon

Strategy[]

  • P.E.K.K.A placed at the back can give you time to build up elixir, watch out for a fireball or rocket if all troops are in close proximity. Pair with Witch to take out swarms and for backup DPS
  • Goblin Barrel is used as a secondary win condition and can be thrown on the tower for high damage if Princess Tower is focused on other troops
  • Bats,Bomber and Skarmy mainly used on defense and can generate high DPS
  • Arrows is used for defense, taking out lots of swarms, air or ground
  • Inferno Dragon is good for taking out tanks quickly, taking out buildings (apart from Tesla) and can lock onto tower and do high amounts of damage.
Advertisement