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For the evolution of the P.E.K.K.A., click the Wild Shard. Wild Shard


“A heavily armored, slow melee fighter. Swings from the hip, but packs a huge punch.”

The P.E.K.K.A is an Epic card that is unlocked from the P.E.K.K.A's Playhouse (Arena 6). It spawns a slow, single-target, ground-targeting, melee, ground troop with very high hitpoints and extremely high damage. She wears heavy dark blue armor, has team-colored horns, eyes, and wields a large metal sword. A P.E.K.K.A card costs 7 Elixir to deploy.

Strategy[]

For Battle Decks with this card, click here

  • The P.E.K.K.A.'s massive damage and very high hitpoints make her nearly impossible to defeat on the other side. Because of this, she can get enormous value against massive pushes. However, she gets countered relatively easily when alone.
  • If she crosses the bridge alone, a grounded swarm card like the Skeleton Army is effective at distracting and defeating her, usually for a positive Elixir trade, although this is easily countered with a quick spell like The Log or Zap. However, as sending her alone is in generally unadvisable without playing support cards, expect the enemy to place a counter.
  • The P.E.K.K.A can defeat Barbarians up to 3 Levels higher in just 1 hit. This is useful to keep in mind if Barbarians are the opponent's only counter to her.
  • The Hunter is an effective counter to the P.E.K.K.A as long as he is being protected by a tank such as Knight or Ice Golem or a swarm like Skeletons or Goblins, allowing him to stay near the P.E.K.K.A unharmed.
  • Ranged troops that deal area damage like the Wizard are effective at backing up the P.E.K.K.A, as they cover each others' weaknesses fairly well. However, combos like this are often vulnerable to spells or mini tanks that can take care of the back end support troops first.
  • The P.E.K.K.A works quite well with the Executioner because he can deal area damage that can help defend against swarms. The Executioner is also quite tanky, and can survive 2 strikes from an enemy P.E.K.K.A.
  • Royal Recruits are an effective counter to a lone P.E.K.K.A, since one side, with the help of a Crown Tower can take care of her while the other side sets up a fairly threatening counterpush. Their shields and regular hitpoints also makes them spell-proof, with the latter being high enough to survive any spell that costs 3 Elixir or less.
  • Spells are extremely important on P.E.K.K.A. decks, as they can temporarily replace area damage troops if they were currently out of rotation.
    • Poison is very effective as its long duration can prevent large swarms from attacking her, while also giving you an advantage against hard counters like the Witch. This can easily assure at least a single connection at most of the times, due to the fact of this strategy being relatively cheap and unpredictable.
    • The Tornado pairs well with the P.E.K.K.A since the Tornado can pull ranged units that the P.E.K.K.A usually has a tough time getting to, allowing the P.E.K.K.A to finish them off, and can also destroy some swarms. A notable example of this is against Witch since the Tornado damage allows the P.E.K.K.A to OHKO her while also defeating the Skeletons she spawns.
    • Rage complements a P.E.K.K.A counterpush fairly well, as long as there are already sufficient support troops on the Arena. Raging a lone P.E.K.K.A will often still be a waste of Elixir as her weaknesses to swarms and kiting are not mitigated.
  • The P.E.K.K.A is very weak against enemy air troops like a Minion Horde or an Inferno Dragon. They can attack her completely unharmed and set up for a good counterattack.
  • Although situational, the P.E.K.K.A can be used as a distraction for enemy air troops, as her hitpoints are high enough to tank many shots from units such as Baby Dragon or Flying Machine.
  • Electro Dragon pairs well with the P.E.K.K.A, as its chain lightning denies both small swarms and the Inferno cards that she is weak against. The Electro Wizard can have a similar effect, but he is more easily blocked off, since he doesn't deal area damage unlike the other Wizards, can only affect 2 targets at once and glass cannons can kill him easier. Both these troops are also effective assisting counters to the P.E.K.K.A, slowing her down even further from a distance and being fairly spell resistant. This is very useful in scenarios where your P.E.K.K.A approaches an enemy P.E.K.K.A, allowing yours to win the duel.
  • The P.E.K.K.A functions differently from other high cost tanks in the sense that she attacks all units. While this generally makes her less effective on offense, as she can be distracted, it allows her to be effective on defense as she will destroy most enemy ground units in a few hits. As such, she is a hard counter to dangerous cards such as the Mega Knight, Elite Barbarians, Golem or the Electro Giant, having a large amount of health remaining afterward, enough to start a counterattack. When doing so, she can serve as a meat shield that makes it more difficult for the opponent to place frail troops or tanks, limiting their defensive options. Her high damage can cause the opponent to overcommit their defenses on her solely, allowing other troops (especially quick ones like the Lumberjack) to pass by unharmed.
  • The P.E.K.K.A.'s high damage and hitpoints makes her very effective against multiple ground offensive responses consisting of multiple cards that cover different roles.
    • A P.E.K.K.A can be quite helpful against a Double Prince push. While she would be overwhelmed alone, she can be combined with cheap distraction troops like Bats and stop such a push while keeping some of the P.E.K.K.A's hitpoints for a counterattack.
      • Pairing the Double Prince push with the P.E.K.K.A is a potentially devastating strategy, as it amplifies the strong points of the push, but also its weak points. Their high hitpoints and damage can allow the Princes to shred through units even faster, but cards that output a large damage, such as Rocket or Minion Horde, can deal with it.
      • A similar strategy is to combine Mega Knight & P.E.K.K.A. in a push, as they also counter each other’s weaknesses. While it can be more threatening, it is extremely expensive at 14 Elixir, often requiring that 1 of them be used on defense beforehand, which can whittle down their hitpoints. It is also even weaker to air units. You also shouldn't put two of them in the same deck for they are very expensive and you are left vulnerable to a punishment for your lack of Elixir. Instead, consider a Mini P.E.K.K.A. or a Prince, as it is obviously cheaper.
    • She is also quite good against the Hog Rider, Valkyrie, and Musketeer combo. The P.E.K.K.A. has enough to OHKO the Musketeer and will take little damage from the Valkyrie while she deals with the Hog Rider. This will prevent most of the damage for a +5 Elixir trade.
      • If the Hog Rider is placed alone, a P.E.K.K.A. can stop him entirely when placed in front to bodyblock him. Although that is a negative Elixir trade, she will have full hitpoints for a counterattack. A similar tactic works against the Ram Rider.
  • Spell cards and distraction units are the most effective methods of countering a P.E.K.K.A push. An Ice Golem is especially effective as he will kite the P.E.K.K.A away from her support troops for a cheap Elixir cost, rendering her helpless against enemy troops. Once the P.E.K.K.A has dealt with the Ice Golem, she will not have much, if any support behind her, also being easily taken care of.
  • More costly building chasers can substitute the Ice Golem's role, and set up for a large push during the kite. Goblin Giant is particularly effective as its faster move speed will prevent the P.E.K.K.A from attacking it during the kite, and the Spear Goblins in its pouch will damage down the P.E.K.K.A. However, this strategy can allow the P.E.K.K.A to reap much more defensive value after the kite and open up the opportunity for a powerful split push by the opponent. Air troops complement the kite very well, as they will chip away at her health without being obstructed by the kiting unit.
  • A mini tank + swarm combo is effective at taking a P.E.K.K.A push head on. By placing the mini tank close to the support troops and then deploying the swarm beside the P.E.K.K.A right afterwards, the opponent's units are forced to deal with the type of troop they are weak to, giving them more time for the player's Crown Tower to chip away at the push and also for them to articulate further counters.
  • Air swarms like Bats and Minions complement a P.E.K.K.A. very well. They can handle most ground swarms very well while the P.E.K.K.A. tanks for them. However, cheap spells can easily destroy the swarms, leaving the P.E.K.K.A. alone and easy to counter.
  • Buildings can be good follow up defenders if the opponent lacks an instant damage spell to take care of them, as the P.E.K.K.A will not be able to reach them quickly.
    • An Inferno Tower can stop her on its own and still have most of its hitpoints for a follow-up attack. However, it is weak to cards with a stun effect like the Electro Wizard.
    • A Tombstone will constantly spawn Skeletons which can distract the P.E.K.K.A. for a long time. Even if the P.E.K.K.A. destroys the Tombstone, the death Skeletons will distract her even further. However, the Skeletons can easily be destroyed with spells, with some of them also being effective against the Tombstone itself.
  • Playing a P.E.K.K.A behind the King's Tower is often a risky play due to her high cost leaving the investor vulnerable to a punish in the other lane. The player should only do this if they need to build a bigger push to break through the opponent's defenses, if they have a sufficient Elixir lead, if the other Crown Tower is already close to being destroyed so that the opponent's punish will not be efficient for their Elixir (for example, a Hog Rider being played to take out a Crown Tower with only 300 health), if the opponent has no cards that can punish the P.E.K.K.A player for placing her in the back, or if the opponent is forced to attack the same lane as the P.E.K.K.A in order to destroy a Crown Tower.
  • The Fisherman also works well with the P.E.K.K.A as he can pull in ranged troops that the P.E.K.K.A would usually have trouble reaching and also deal a bit of extra damage. However, this is still weak to swarms or air units so also bring a spell or a splash unit to further support this push.
    • While a Fisherman is weak to an opposing P.E.K.K.A., he can still be quite useful from separating her from your offensive tank, allowing the tank to deal damage to the Crown Tower. Try to combine the Fisherman with distraction units in order to fully counter the P.E.K.K.A.
  • Even though her hitpoints are higher, it is recommended to have a distraction unit like Skeletons in front of her when defending against a heavy hitter like a Prince. This will allow her to save more of her hitpoints for a counterattack after defending against the heavy hitter.
  • The Zappies can almost permanently stun an approaching P.E.K.K.A. Placing them beside the Crown Tower will make them line up vertically and efficiently stagger the timing of their stuns, leaving the P.E.K.K.A nearly immobile. However, they are weak to Fireball and Poison.
  • A good strategy to use with the P.E.K.K.A is to support with a Valkyrie or Baby Dragon. This is a good combo because the Valkyrie and Baby Dragon can take out swarms and survive most spells. If you use a Valkyrie you may want to have a spell or other unit to finish off air troops.
  • Against an Electro Giant, the P.E.K.K.A. can be paired with the Electro Wizard to counter him. If timed right, the Electro Wizard's attacks will stun the Electro Giant on the same time span that the P.E.K.K.A. attacks him, causing her to take no damage from the Electro Giant's reflection.
  • If you place a tank in the back, and the opponent responds with a P.E.K.K.A. in the back, you can lure the P.E.K.K.A. into the other lane with a Miner. Although the Miner will be easily obliterated by the P.E.K.K.A., she will have switched lanes, allowing your tank to continue on its lane unharmed.
  • Players can use a Sparky to counter the P.E.K.K.A. However, if the P.E.K.K.A is at least two Levels higher than Sparky, it could be risky as the P.E.K.K.A will survive 2 blasts from her and eventually destroy Sparky due to her very high damage and hitpoints.
  • Due to her low speed, she can be pushed by fast charging units like the Dark Prince and Golden Knight, allowing her to connect to a more valuable target.
  • If a P.E.K.K.A. is approaching your Skeleton King, activate his ability. The P.E.K.K.A. will get distracted by the Skeletons summoned by the ability, buying time to support the Skeleton King.
  • Pairing P.E.K.K.A. and the Mighty Miner is a good choice for a push. Deploy them together and when they reach the opponent's side, the opponent is sure to defend this push. To create tension on both sides, activate the Mighty Miner's ability. This push could easily take a crown or two unless it is defended properly.
  • Depending on what the player requires in their deck, the P.E.K.K.A. can be substituted with other similar cards.
    • A Mega Knight has the same Elixir cost as the P.E.K.K.A. and has slightly higher hitpoints, while also dealing area damage. However, he deals a lot less damage in comparison. Generally the P.E.K.K.A. should be chosen if the player's deck is weak to bulkier threats, while Mega Knight is better against swarmy threats.
    • The Mini P.E.K.K.A. is a cheap alternative to the P.E.K.K.A. to be used against tanks, offering similar, although, slightly lower damage and moving faster. It is usually better in desperate situation where the player can afford to spend 4 Elixir on the Mini P.E.K.K.A. as opposed to the 7 Elixir P.E.K.K.A.
    • In dual lane decks, the Elite Barbarians can serve as an alternative to the P.E.K.K.A. Like the Mini P.E.K.K.A., they have similar damage that is split into two units if the player wants to consider splitting them. However, they are significantly weaker when alone compared to the P.E.K.K.A.
    • A Sparky can be used in place of the P.E.K.K.A. in certain decks. Her damage is even higher than the P.E.K.K.A.'s and it also comes from range, in addition to dealing area damage. However, she is even slower than the P.E.K.K.A. and is also weak to stun effects.

Statistics

Cost
Elixir
Hit Speed
Damage Speed
First Hit Speed
Damage Speed
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
7 1.8 sec 0.5 sec Slow (45) 1 sec Melee: Long (1.6) Ground x1 Ground Troop Epic
Level
Level
Hitpoints
Hitpoint
Damage
Damage
Damage per second
DPS
6 2,350 510 283
7 2,585 561 311
8 2,843 617 342
9 3,125 678 376
10 3,431 744 413
11 3,760 816 453
12 4,136 897 498
13 4,535 984 546
14 4,982 1,081 600
15 5,475 1,188 660

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 255,000 Damage to enemy Troops or buildings 20 P.E.K.K.A. cards
75 XP
2 Deal a total of 770,000 Damage to enemy Troops or buildings 6,000 Gold
75 XP
3 Deal a total of 1,280,000 Damage to enemy Troops or buildings 150 Gem
75 XP
Troop Destroyer
Troop Destroyer
1 Destroy 420 enemy Troops 9,000 Gold
125 XP
2 Destroy 1,200 enemy Troops 20 Epic Wild Card
125 XP
3 Destroy 2,100 enemy Troops 15,000 Gold
125 XP
Armor Breaker
Armor Breaker
1 Land hits for the full Damage amount 600 times 100 Banner Token
175 XP
2 Land hits for the full Damage amount 1,800 times 125 Banner Token
175 XP
3 Land hits for the full Damage amount 3,600 times 150 Banner Token
175 XP

History[]

2016

  • The P.E.K.K.A card was added with Clash Royale's game launch on 4/1/2016.
  • On 2/2/2016, the February 2016 Update, decreased the P.E.K.K.A's hitpoints by 13% and decreased her cost to 7 Elixir (from 8 Elixir). It also changed the walking animation of the P.E.K.K.A.
  • On 29/2/2016, the March 2016 Update, decreased the P.E.K.K.A's sight range to 5 tiles (from 6 tiles).
  • On 3/5/2016, the May 2016 Update, fixed the "range bug" and decreased the P.E.K.K.A's range to 0.75 tiles (from 1.5 tiles), but her effective range was unchanged.
  • On 21/6/2016, a Balance Update, increased the P.E.K.K.A's damage by 8%.
  • On 24/8/2016, a Balance Update, increased the P.E.K.K.A's damage by 5%. There was also an unannounced change to the P.E.K.K.A, a decrease to her first attack time interval to 0.5 seconds (from 0.6 seconds).

2017

  • On 13/2/2017, a Balance Update, decreased the P.E.K.K.A's deployment time to 1 second (from 3 seconds).

2018

  • On 25/4/2018, the Clan Wars Update, made a small change to the P.E.K.K.A's card description.
  • On 5/9/2018, the September 2018 Update, changed it so that Epic cards start at Level 6 and end at Level 13 (from 1 to 8).

2019

  • On 5/8/2019, a Balance Update, decreased the P.E.K.K.A's hitpoints by 9.5% but increased her range to 1.6 tiles (from 0.75 tiles), now classified as Melee: Long.
  • On 2/9/2019, a Balance Update, decreased the P.E.K.K.A's range to 1.2 tiles (from 1.6 tiles), now classified as Melee: Medium.
  • On 26/11/2019, the End of November 2019 Update, added a card render to the P.E.K.KA's card info screen.

2021

  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).

2022

2023

2024

  • On 5/3/2024, a Balance Update, increased the P.E.K.K.A's range to 1.6 tiles (from 1.2 tiles), now classified as Melee: Long.
  • On 2/9/2024, the September 2024 Update, added the P.E.K.K.A’s Evolution.

Gallery[]

Trivia[]

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