Deck Information[]
- Deck Created by: Lolbit_511
- Minimum Recommended King Level: 10
- Maximum Recommended King Level: 13
- Arena Required: Miner's Mine (Wrong?)
- Average Elixir Cost: 3.6 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- P.E.K.K.A.: P.E.K.K.A, is one of the best tanks in the game (in my opinion), but in this deck, she should NEVER be put behind the towers or used in pushes, she should only be used as counter-pushes or as defensives.
- Battle Ram: Battle ram is the main win condition in this deck, even after the nerf, it is still my favorite card. I always play them with a prediction log, if you know the opponent's only counters are minion hoard, uses a prediction snowball.
- Baby Dragon: Baby dragon is one of the best cards in the game if used correctly, they can take out air units, destroy squishy troops like princesses and has fairly high health, a pretty good mini-tank.
- The Log: As mentioned above, the log is mostly used to aid the battle ram and sometimes even the P.E.K.K.A, reach the tower, the log can be very powerful and useful if used at the right time
- Clone: The clone is more of a support card, can be used to aid pushes or help defend the incoming mega-push, used it when the P.E.K.K.A reaches the tower or when you need extra help defending your opponent's push, try to hide this card from your opponent until you truly need it, this will give you an element of surprise
- Giant Snowball: Just like the log, giant snowball is used to aid the battle ram and P.E.K.K.As to the tower with an added bonus of "chilling out" enemy troops. Log always works better, unless your opponent uses minion hoard
- Skeleton Army: This is the main defensive card of the P.E.K.K.A rammer, this spooky undead army can wipe out big tanks or even destroy enemy pushes in an instant, don't be scared to deploy them on wizards or splash units if you need it, they can stall some time for your crown towers to finish them off
- Inferno Dragon: Sometimes skeleton army just doesn't work, when it is out of cycle or the opponent's tank has quite a few splash units behind them, this is why the inferno dragon is in this deck, can finish off big tanks, and can be quite dangerous if paired with baby dragon.
Strategy[]
Start of the Match[]
- If the battle ram and snowball/log is in your starting hand, place the battle ram and a prediction log/snowball, it is best to chip the towers with those spells in case the opponent does nothing to stop the charging ram
- If your opponent puts first, defend with a P.E.K.K.A, if she is not in hand, use your other cards to stall the push and cycle to her
Mid-Match[]
- defend with P.E.K.K.A and turn her into a counter push
- if your opponent places a P.E.K.K.A or other troop chasing tanks, use your battle ram to kite them away, buy you time to prepare
Nuances to this deck[]
- Mega knight can squash your troops in a jiffy, but P.E.K.K.A. can deal with them just fine, kite him away with battle ram if needed
- Royal Giants are annoying cards. They have high health, high damage, and high range. Although just like mega knights, P.E.K.K.A can splat him with ease, a skeleton n army works too
- freeze is one of the most dangerous cards in the game, it can turn the tides of the game in a few seconds, snowball or log any troops away from your towers or place a battle ram to stall them
Substitutes[]
Since this deck is pretty high-level cough cough clone cough cough, there will be substitutes for some cards, here is the list:
- clone => tornado---can stall troops pretty well, can activate king towers as well
- clone => freeze---still pretty high level, but freeze can really save your butt in some senareios
- snowball => fireball---can take out most troops, has knockback. It can really clear the way for your P.E.K.K.A
- log => zap---can clear the way for battle rams and can cause troops to retarget
- inferno dragon => mini P.E.K.K.A.---serves as the inferno dragon's role as a tank killer
- inferno dragon => inferno tower---doesn't move, but can still wreak havoc on enemy pushes