Hello everyone, as this is my first deck guide, I will tell you a little story first. I'm using the same deck since the 8th arena and I'm currently in Legendary Arena (12) with the same deck. It took a while for the deck to reach its final form, new cards were issued, new cards were sometimes needed, and I sometimes had to replace some cards because I felt they were ineffective with respect to others, better alternatives.
This game consists of PEKKA (level 6), Electro Wizard (3), Ice Wizard (2), Arrows (10), Zap (12), Lumberjack (2), Goblin Hut (8) and Cannon Cart (5). You may be a little confused as to why Cannon Cart. I think it's a very underrated card that I often find very capable of punching the opponent's average troops, such as Bandit and the various Wizards. The map is a great distraction for a thrust of several troops heading towards you. However, the basket can not eliminate all the troops by itself, which is pretty obvious. CC is very capable of occupying construction troops that your opponent sets. Furnace and Goblin Hut can easily be countered with this card.
The Goblin Shack is present so you can counter building-centered troops, such as Hog and Golem, and reduce the damage done to your towers. This card is very versatile because it can distract heavily damaged troops and low attack rates such as PEKKA and Mini PEKKA. Of course, it's a great way to damage the chips of your opponents' towers.
This platform revolves around PEKKA and supports it. All other cards in this deck have a primary role on the field when PEKKA is deployed with them – bring PEKKA to the tower safely. The PEKKA in my deck is used as an anti-counterfeit defense card, which means that if your opponent places elite barbarians and you can use it to counter these two vicious troops. He will have about 3/4 of his HP after the push, which will give you more time to make a good shot with other cards. Ice Wizard is used to slow down heavy troops, shoot down skeletons. CC used to eliminate any light land troop coming from your side (goblin gang for example). Electro Wizard deals with Inferno Tower and Dragon, while helping PEKKA inflict more damage while reducing the damage done by your opponent's towers and troops. The lumberjack is usually placed in front of her to drop the rabies spell and take her to the tower faster. Sometimes this is not an option and the Lumberjack is used to deal with ground troops like the Wizard, which can cause significant damage to a PEKKA over time.
It can upset just about any card other than his own, unless your opponent's PEKKA is at a lower level or you do not have another troop for the support (Ice Wiz or Lumberjack that would eliminate your opponent's troops). The reason I have Zap and Arrows is that, in the upper arenas, I tend to see a lot of goblin gangs, barrels, minions, minions and hordes of henchmen and, of course, , skeletal army. As you may not know, a level 12 zap is able to eliminate a level 10 minion; he often surprises my opponents and they realize that they just lost 5 (or 3) elixir for nothing. There are arrows in case the swarm troops overload your troops and your towers (and if the henchmen are level 11 or higher). You would usually have a hex card that would eliminate the swarm troops. Therefore, by using 2 cards, your opponents often believe that they can now place their second swarm card, thinking that you have just used your Zap or your arrows. In similar situations, after deploying one of your anti-swarm spells, they sometimes roll out Goblin's barrel, thinking you have nothing to counter it – but again, Zap or Arrows, whatever backup card you have on hand, can be used.
Normal goblins can be taken out with a zap as long as their zap level is one level higher than your opponent's goblins or gang. For example, your opponent has level 10 goblins, you will need a zap with the lowest level of 11 to completely eliminate the troops, otherwise you will simply have to kill the goblins with the spear and knock them out, leaving a blow. -kill which in some cases is not practical. For Minions, your Zap must be two levels higher than the Minions. Level 12 Zap beats Level 10 Minions. As simple as that.
Once you are certain that your opponent has no more swarm cards, you can place a basket behind your PEKKA and watch it destroy the tower! PEKKA is also used as a troop shield. Whoever absorbs all the damage of the average troops could inflict as much damage as possible without suffering much damage.
Until now, this bridge only suffers from other bridges with elixir collectors and multiple troops of high elixir, as it can be very difficult for a single troop to be able to do face two or three tanks at a time. The game is a little more expensive for an average cost of 4.1 elixir, which requires a little more cautious play, until the last minute. It is there that this game shines and you can maximize the absolute efficiency!
In addition to this flaw, this platform can counter just about everyone else.
Thank you for your reading and I hope you will try the game and that you may enjoy it!
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