Double P.E.K.K.A Deck for Arena 5
What’s going on everybody, I’m Tacalmo, and I’m going to share with you the deck that alone let me push from Spell Valley to Frozen Peak in a matter of days. I first made this deck when I was experimenting with good P.E.K.K.A combos. I made this deck when absolutely EVERYBODY in my clan was unlocking Legendaries, and this deck could (almost) beat them all! Lets jump right into it:
Double P.E.K.K.A Deck for Arena 5+
First of all, this deck has very little in the way of substitution, if you decide to substitute a card, it could drastically change the outcome of battle.
P.E.K.K.A: This is the meatshield of the deck. The P.EK.K.A can easily destroy a tower if left alone, therefore, most players will stop at nothing to stop this guy. Its primary use is to tank, smash the tower up and even act as the last resort defensive card when you really need to kill a tank or just distract everything until time runs out. Can NOT be substituted.
Mini P.E.K.K.A: The real star of the deck, Mini P.E.K.K.A will probably be included in all of your pushes. He is excellent against most tankers in game (Giant, Giant Skeleton, Royal Giant, Golem…). He eliminates Hog Rider and Miner, giving you a great counterpush right after the successful defend. Mini P.E.K.K.A + Zap is one of the best counters to the Sparky in the game!
Bomber: Bomber is your main defensive troop. It deals tremendous damage and can 3-shot Barbarians, one of the most popular cards in low Arenas. The Bomber can also be used to support a push, as behind a P.E.K.K.A or Mini P.E.K.K.A, it not only racks up massive damage, but also destroys groups of smaller troops like Goblins which can distract your push anytime. Could probably be substituted for a Valkyrie, but I haven’t tried it.
Zap: Zap is the only spell in the deck. Zap is the hard counter to Goblin Barrels, so they become useless. Make sure your Zap card is at least level 8 when you are in Arena 6, otherwise you will be hard-pressed to stop hordes. Can severely weaken Minions, stun Sparky and reset Inferno Tower, Prince. Not recommended to substitute.
Musketeer: This is your jack of all trades, with nearly unmatched defensive capabilities, the Musketeer is essential to bringing down Baby Dragon, Balloon and Inferno Dragon. The Musketeer and Mini P.E.K.K.A make for a great combo. Be warned that this card is weak to Fireball. Can be replaced with the Wizard for better horde control.
Spear Goblins: This is your main cycle card. Even single Spear Goblins left alone can deal hundreds of damage to the tower. Paired with Musketeer, this combo is capable of dealing over 1500 damage if left alone. Can be replaced with Archers or melee Goblins.
Fire Spirits: Fire Spirits are the best counter in the deck to Minions and Minion Hordes, if played in the right position, these little buggers can destroy Minion Hordes completely, netting you a huge positive elixir trade of 3. These can also be very potent with a Mini P.E.K.K.A making for a very hard to counter push that only costs 6 elixir and can demolish a tower. These cards CAN NOT be swapped out for ANYTHING! No exceptions! I strongly recommend you take a look at this guide for more details about this card!
Inferno Tower: This turret is extremely good at killing strong tanks like Giant, Royal Giant, Lava Hound and the Golem, which are used pretty a lot at the moment. This card’s importance can’t be stated enough for almost any deck. Can be swapped out with Cannon, Bomb Tower or Tesla depending on your preference.
Now that you know the cards in this deck, it’s time to learn how to use them.
Mini P.E.K.K.A Fire Spirit Push:
When the battle starts, the best hand you can possibly have is Mini P.E.K.K.A+Fire Spirits, low risk high reward. I usually start with a Mini P.E.K.K.A with the fire spirits quick-dropped behind it. It’s a hard to counter push that usually nets you a positive elixir trade because the fire spirits kill almost any counters. This push, however, is weak to Barbarians, so plan accordingly. This combo becomes essential if they play an Inferno Tower. Barbarians and the Log are hard counters to this push, so be ready for these. Anyway, If your Fire Spirits + Zap can 1 hit Barbarians, don’t hesitate to do that!
Musketeer Spear Goblin Push:
Pretty self explanatory, it doesn’t matter in which order you play them in really, but I suggest starting with the goblins so they can tank for the Musketeer. This push is really good for harassing the other side if they’re trying to build a big push on the other, because it forces them to counter this push, lest it racks up thousands of damage. The hard counter to this push is Valkyrie and The Log, so keep this in mind.
Ideally, couple either with the other on the counterpush so event If you lose, it won’t be a big trade-off.
Mini P.E.K.K.A Musketeer Push:
Probably the best small push in this deck, countering it is a hard task. Fireball works well if played correctly, as a Fireball will weaken the Mini P.E.K.K.A, limiting the damage it can do, and will leave a musketeer of the same level an inch from dying. However, due to the small radius of the fire ball, it is easy for your opponent to miss the faster mini P.E.K.K.A entirely and only hit the musketeer, which won’t matter if the mini PEKKA is tanking for it. Barbarians and giant skeletons are hard counters to this, so be ready for them.
Grand Finale Push:
This push becomes overpowered during double Elixir. Place the P.E.K.K.A directly in front of the tower, placing troops in this order as it lumbers along, Bomber, Mini P.E.K.K.A and Musketeer, throwing in Zap, Spear Goblins and Fire Spirits as you see fit. Beware of Inferno and Bomb Towers, as they can decimate this push. If this push reaches the tower, you will demolish it in seconds. Not a force to be reckoned with. Substituting Musketeers for Wizards will make this push even more powerful, especially against Minions.
This deck is very strong against: Hog Rider Decks, Trifecta, Balloon/Giant Deck, P.E.K.K.A Double Prince, Goblin Barrel Decks, Miner Decks…
This deck is pretty weak against Spawnder decks, Bowler Decks, Decks containing The Log, Giant Skeleton Decks, Cycle Decks…