Clash Royale- Offensive Double PEKKA Deck for Arena 6-7
Hi Guys, What’s up Hiphomaniac here and today I am introducing you to one of the best Double PEKKA Deck for pushing for 3 crowns in Arena 7 and pushing to Arena 7 if your are currently at Arena 6, which was my case, since this deck took me from 1750 trophies to 2100 trophies and now I’m at 2400 and rising with it. The Double PEKKA Deck consists of the following cards:
P.E.K.K.A: Your offensive core. It’s better if you start a push with her when you have an Elixir Collector on the field, to make up for her high cost. Until you get to late game, deploy the P.E.K.K.A at the back of your king tower, so you have plenty of time to build up elixir to support the P.E.K.K.A or defend if necessary. The ideal combo for this deck is P.E.K.K.A + Musketeer + Ice Wizard/Wizard, and even though the P.E.K.K.A is mainly a card for offense, it’s pretty useful to counter big pushes as Double Prince (Excellent courter!), Golem + Small troops (Stops the Golem and dies to smaller troops) and tanky pushes.
Mini P.E.K.K.A: A very versatile card. She will stop smaller pushes as ones involving Hog Riders, Prince (Needs goblins), Giant (Needs goblins). Appart from defending, when your opponent has already wasted their splash unit or spell, you can throw her onto the field next to your Musketeer and (Ice) Wizard, so that if your P.E.K.K.A (somehow) dies, you still have a push going.
Musketeer: Does crazy damage, and in defense keep it to defend mainly Air Troops, since this card is the only one that does substantial damage to them because your (Ice) Wizard and Baby Dragon either cost more or do half the damage. There is not much I can say, but when your opponent attacks by ground, try saving her for your big push and defend with Mini P.E.K.K.A and Goblins instead.
Goblins: In offense, they’re absolutely destructive if they get to your tower behind your P.E.K.K.A, and you know you have to throw them when your opponent burned all their elixir countering your push and couldn’t kill your P.E.K.K.A, and you throw them to speed up the process of destroying the tower and to protect your units for a while if the P.E.K.K.A dies. Double PEKKA Deck
In defense, they are one of the cheapest ways of countering a push, specially to smaller tanks like Hog Riders, and with the help of a Mini P.E.K.K.A, a giant too, they can take down a lonely Musketeer (with help of your tower) to prevent her from getting about 8 shots at your tower if in full health, and they help stop or slow down other units like Barbarians.
Zap: Useful in offense and in defense, since that 1 second stun is really helpful! It works perfectly for swarms of troops and it’s the cheapest counter for a Goblin Barrel or Minion Horde sent alone. Try to save it for just when your opponent puts Goblins or any small unit on the middle of the arena to distract your P.E.K.K.A, and you instantly Zap it! So have it always prepared during a push. Also, try to think of it like arrows, but instant and when you use it, take in consideration that 1 second stun (I’ll explain how it saves you from Inferno Towers) Double PEKKA Deck
Baby Dragon: Swarm killer and P.E.K.K.A support, but does not do much on its own. If you do not have P.E.K.K.A on your hand, it serves as meat shield for a (non-advisable) supplementary push. Great for helping to destroy Ground-targeting defenses. Only advisable to play it as a support for your P.E.K.K.A push or a counter to swarms or Barbs.
Elixir Collector: Essential to start a P.E.K.K.A push, since it’s really easy to run out of elixir while deploying supporting troops for your P.E.K.K.A. Try to deploy it at the start of the match right before you hit 10 elixir, if you get on your first hand.
(Ice) Wizard: Here is where it gets tricky. You see, there is a lot of difference between how an Ice Wizard works in relation to a common Wizard, so I’ll do strategy for the Ice Wizard and then specify Wizard-only stuff. Basically, your Icy, bearded friend works best as a support for your P.E.K.K.A push, since it has very little damage, it does not do the same work as a wizard when it comes to swarm killing Double PEKKA Deck
- Balloon decks:
As I said previously, the Musketeer is used to counter air attacks, specially those involving the Balloon. So just save your musketeer and but your Baby Dragon to fill up for her on your push, and as soon as you have her on your hand again after countering a Balloon, deploy her if you still have a push going and don’t see any risks.
- Three Musketeers decks:
Well, here it’s gg. Do not attempt to win, because since we don’t have a Fireball, Lightning, Rocket or Valkyrie, just hang in there and try to force a tie. However, if you bring a Wizard, these punks are mostly no problem, but be conscious of the extra 2 elixir you’ll have to spend if you decide to bring a Wizard instead of an Ice Wizard.
Since a lightning can destroy a Musketeer, an Ice Wizard, and deal quite some damage to your P.E.K.K.A, who’ll be unsupported, it’s really hard to find a way to beat a player that uses this card. Yet, try to wait until they don’t use it properly (like using it on your collector) and just rush! But leave some elixir if you feel like you’ll need to defend, otherwise, fill the P.E.K.K.A with infinite supports and go for (at least) one crown. This support flooding is better done on double elixir and with an Elixir Collector on the field. Pekka Deck
If you have any questions, feel free to ask.