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PEKKACard
SparkyCard
HogRiderCard
ElectroWizardCard
MagicArcherCard
IceSpiritCard
ZapCard
PoisonCard

Introduction

The element of surprise in this deck is the main strength. Why? You seldom see a deck with P.E.K.K.A, Sparky and Hog Rider together, which can fool the opponent to think you are using a Hog cycle deck, a Sparky beatdown deck, or a P.E.K.K.A control deck.

Deck Information[]

Deck Created by: Larry army
Minimum Recommended King Level: 8
Maximum Recommended King Level: 12
Arena Required: Rascal's Hideout (Wrong?)
Average Elixir Cost: 4 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

P.E.K.K.A.: Mainly used defensively, she’s a counter to many cards including glass cannons, tanks but never swarms. Use her only to defend opposing cards and counterpush after that, but do not treat her as other tanks that ignore troops such as the Golem, which are placed at the back of the Arena to build up a push.
Sparky: She can be used both offensively and defensively. Although she deals tons of damage by herself, it is best to place P.E.K.K.A or Hog Rider in front of her or support troops behind her. Remember, she is a major damage dealer of a push, so make sure to get her to target the tower as fast as possible before getting distracted. Due to her area damage, she is also able to take out pushes with troops “cramped” together with ease.
Hog Rider: He is often used as a punishment card when the opponent has no Elixir to counter it. Pairing it with an Ice Spirit or stand-by Zap can allow him to deal more damage to Towers. He can be used as a mini-tank as well.
Electro Wizard: What is the bane of all three win conditions in this deck? Inferno Tower it is. He can be used to reset the damage of both Inferno Towers and Dragons. A good counter to other high damage cards too.
Magic Archer: To clear out swarms — air, ground and sea(just kidding). Can also be used as a support troop.
Ice Spirit: Chill! Support troop and counter to swarms and troops that charge. Replace with Skeletons or any cheap troop if underleveled.
Zap: Clear out swarms, reset troops that charge, and stand-by for the Skarmy or any swarm to be placed to counter your Hog, P.E.K.K.A or Sparky.
Poison: Clear out swarms and help with pushes by slowing down and killing counter troops. Replace with Fireball or any high-damage spell if underleveled.

Strategy[]

Starting Hand (3 min - 2.30 min)[]

Let’s start with what to do at the start of the match. Follow the order of the cards below; use Hog Rider first if possible, only switch to the other Cards if Hog Rider is not in your starting hand.

  • If you have the Hog Rider in your starting hand, use it at the bridge on either side of the Arena, and, if possible, pair it with Ice Spirit, Poison or a stand-by Zap. This move has two purposes: one is to find out the opponent’s counter to your Hog(sometimes also their counter to your P.E.K.K.A or Sparky, since they often share counters) and also to let your opponent think that you are using a Hog Rider deck. If the opponent places a card on one of the lanes before you can place your Hog, place your Hog on the other side.
  • If you have no Hog in your starting hand, I recommend waiting for the opponent to start first. This is also quite a defensive deck, so wait for your opponent to make the first move. That is, if the opponent decides to start.
    • If the opponent places a medium or slow troop at the back of the Arena, you may do the same. Do not wait for the opponent’s troop to approach your Tower since it will only lead to major Elixir lost.
    • On the other hand, if the opponent places a fast troop, counter it, if possible, with P.E.K.K.A or Sparky. These two cards will most likely have more than half of their health left, and counterpush with support troops. However, if they have less than half of their health, you should leave it to be taken down by the opponent, at the same time saving Elixir.
  • If your opponent wait like you do, start by placing either Sparky, Electro Wizard or Magic Archer at the back of the Arena. If you have none of them, place an Ice Spirit at the bridge, or at the back of the Arena with one of the three cards above in front of it.

Mid-game (2.30 min - 1 min)[]

This is where your element of surprise come in handy. Try to build up small pushes when counterpushing, especially using one of the three win-conditions that haven’t been used before. Defending and counterpushing is the safest playstyle during this time. Try to avoid building pushes without countering to prevent the opponent to get ready for your push. However, if you think that it’s worth taking the risk to build up a huge push together with the element of surprise can be successful, then go ahead. This can make your opponent lose their confidence against you.

Double Elixir & Sudden Death (after 1.00 min)[]

  • If your opponent is using a beatdown deck, they will start building their push at the back of the Arena. Once they place their tank, punish them by building a medium sized push(go big if possible) at the other side. Take down that Tower as fast as possible, which is now mainly P.E.K.K.A and Sparky’s job. Not only can this take down a Tower, but it also can distract your opponent from building their push.
  • If your opponent is using any other deck, building one massive push should destroy your opponent. As long as there’s no sign of your push falling, keep pressuring your opponent. You can also give your opponent Double Trouble(not Double Trouble Gum and Didgeridoo lessons) i.e. building two pushes on either side of the Arena. It shouldn’t be as hard to do that since you’ve got three win conditions.
  • If your pushes aren’t effective, play defense. One example is to use P.E.K.K.A to gather all the troops together then use Sparky to destroy them. You can also try using a small, swift push such as Hog and E-Wiz on the other side to take down a Tower while at the same time defending.
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