BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY
The average elixir cost for this deck is an even 3.6 and the following cards used are:
TROOPS: USED FOR DEFENSE AND OFFENSE. IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP
Pekka- The pekka is your main damage dealer and tank in your pekka trifecta deck. The pekka will also be the first troop to be deployed in your push because the pekka is very slow. You want to place the pekka at the very back of your map so you can wait the longest amount of time before your pekka crosses the bridge. This stall time allows you to accumulate even more elixir so you can afford your wizard and your dark prince to complete the rest of the push. Ideally, you want to have at least one elixir collector on your side of the map down so you can get even more elixir faster. Any extra elixir you have after placing your pekka, your wizard, and your dark prince should be either saved for using an offensive zap spell or to defend when your opponent sends a counter push. Because the pekka is a high hit pint and high damage unit, it does have some weaknesses. the biggest weakness to the pekka is the inferno tower. However, with the additional speed from your dark prince and the support from your zap spell. Because of a recent update, the zap spell now resets the damage from the inferno tower. The zap can now make the lifetime of your pekka a lot longer and thus, more deadly. I recommend you zap the inferno tower when it is at its second highest stage of damage. This allows minimal damage done to your pekka because it will never get targeted when the inferno tower has its highest stage of damage on. Also, by the time the inferno tower is not stunned and re targeted your pekka, the inferno tower should be very low on health if it is not already destroyed. Other easy counters to use against your pekka would be using small, cheap troops. However, this counter is countered by your wizard and dark prince. Both of these troops combines will make very quick work against the barbarians, the archers, the goblins, the spear goblins, the skeletons, the thee elixir minions, and the minion horde. Additionally, the wizard has a high attack rate which will help your pekka make it to the tower if the opponent is using a hut spam deck. If the pekka gets to the tower and you have not used your zap yet, I would suggest using the zap only if it will give your pekka one additional hit on to the enemy tower. This one zap that costs two elixir will net you a total of 800 to 1000 damage which will definitely be worth the price. The pekka does not have much defensive abilities because it has a long deploy time and slow attack rate. The best thing it can be used for is just a damage soak. Maybe if your enemy has a double prince push coming at your tower the pekka would be your best defensive option because it has high health, can with stand both of the prince’s carges, and can kill at lease one of the two princes, giving you enough time to either support your pekka or have your arena or crown tower finishing it off. At seven elixir, the pekka is a big investment that can give you a tower or be a big waste of elixir. With using this trifecta combo, it should hit more times than it does striking out.
Mini Pekka- The mini pekka can be treated like any other high damage card. Because of its relatively low amount of health, you usually want to protect her with some sort of tank. Common tanks to protect the mini pekka is with the barbarians or the giant. The barbarians is a good choice because they can help kill and small swarm troops that the mini pekka may have trouble with. This push is failry strong against ground troops but is pretty weak against the fire ball and the minion horde. You can counter the minion horde by also adding the fire spirits in to your push. This however does not stop your opponent from using the fire ball. Another good offensive tank for your mini pekka is the giant. The giant has a ton of health which can support the mini pekka easily make it to the enemy arena or crown tower. However, the giant does not attack enemy troops so you will have to support your mini pekka with something else, maybe a bomber, so it does not get distracted by low cost, swarm troops. Having only the barbarian and mini pekka combo or the giant and mini pekka combo is not strong but adding a second support troop will make it a lot more deadly when your opponent has to defend.The mini pekka is very versatile on defense and can be a treat if put on offense. The mini pekka is thought of as a glass cannon. the mini pekka is considered a glass cannon because it can deal a lot of damage but it also has very little health in comparison. The mini pekka is great at countering high health tanks. The mini pekka can kill an enemy hog rider in two hits and only lets the hog rider get off one shot on your tower. Of course the mini pekka may only need one shot if you have some supporting troops defending with the mini pekka. This will also make the enemy hog rider not even get one shot off on to your tower. The mini pekka also kills the royal giant very efficiently. The mini pekka, since it does so much damage, will kill the enemy royal giant in just a few hits. This makes it hard for the royal giant to get much damage off on to your tower. With only the mini pekka defending your tower, the royal giant may get around 500 damage off of your tower. However, you most likely will have other troops, most likely the musketeer or the spear goblins, supporting your mini pekka which will make the enemy royal giant drop even faster. The mini pekka also kills the regular giant very easily and it can solo defend good enough. You do not need to worry about supporting your mini pekka with anything else. The mini pekka works great against single targeting troops like the musketeer, the wizard, the Valkyrie, the prince, and the troops previously mentioned above. What makes the mini pekka strong against the prince is that your mini pekka can easily survive the charge from the enemy prince, letting your mini pekka take in lots of damage while also dishing it out.
Minions– This deck uses the Minions instead of the Minion Horde. The Minions are preferred in this deck over the Minion Horde because you want to keep the cost of troops low. By keeping the cost low, you will be able to cycle through your cards faster. The Minions also do well enough against air troops like the Balloon or Baby Dragon, although for the Baby Dragon needs to target your Crown Tower first. Minions also can take out the Barbarians with the help of the Spear Goblins. This leaves you with a major counter push at the ready. Also, these blue little monsters can help destroy Prince rushes with the help of some ground troops. Even if your enemy uses Arrows, you are not at a Elixir disadvantage, unlike the Minion Horde. The Minions could also kill a Sparky before it can take its aim at the Tower. The minions are very vulnerable to anything that attacks air troops like the baby dragon, the witch, the spear goblins, the musketeer, the fire spirits and the wizard. They are also weak to the ice spirits because they can be stunned long enough so the enemy tower can finish them off. The minions are also one of your only air targeting units so you should be careful and know when the right time to use them is. If you are seen having to defend against a lava hound or balloon without your minions or spear goblins, you will have a pretty hard time defending. Because of this, if you see your opponent has one or two of these cards, you should save your minions or spear goblins just to counter the enemies air troops. The minions are also weak to direct damage spells like the zap spell and the arrows. Both of these direct damage spells will give your opponent an equal or an advantageous elixir trade. It is strong against group troops that have a medium or low amount of health. The are strong against the mini pekka, the musketeer, the barbarians, the pekka, and the princes.
Spear Goblins- The spear goblin card is one of the most basic troops in the game. For being one of the first cards to be unlocked in the game, it is surprising how well they perform. The Spear Goblins not only can defend against goblins, enemy Spear Goblins, and Minions in a on verse one with the help of your Tower, but it can also be used at the very beginning. If the Spear Goblins are used right at the start, you force your opponent to either react to them by placing a much more expensive troop, leaving an option to have a hard counter ready, or make them just watch those Spear Goblins chip 300 damage off their tower. 300 may not seem like a whole bunch, but do that 2 or three times in a match, and you got yourself 1000 free chip damage. The Spear Goblins can also kill a Princess that is on the bridge very quickly as long as the princess is distracted. If the princess is not distracted and you deploy the spear goblins, they will die before they can kill the princess, making you basically waste three elixir. On a very good note however, you can do an advanced move with these spear goblins. the spear goblins, just like your minions, are one of your only air targeting units. You should save your spear goblins just to counter any balloons or lava hounds they may have. If you see that their deck does not have any of those cards, you can use the spear goblins like you normally would.The spear goblins are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, the bowler, the fire spirits, and the baby dragon. The spear goblins are also very vulnerable to any direct damage spells such as the fire ball, the arrows, and the lightning spell.
Goblins- This troop can is an all star. It is a jack of all trades in the sense that it can fill a ton of roles. If you need to defend from barbs, Spear goblins combined with either the fire spirits or spear goblins can take them out as long as the fight happens on your side of the tower. They can also support your hog in a push. When you do this, the damage is not coming from the hog anymore, it is coming from the goblins. These goblins may not seem like much, but over a few seconds they can whittle a tower down to half health with the help of the hog rider. Also, the goblins can defend from enemy hog riders, princes, and pekkas. Another use for them is that combined with the zap, it can take down a pesky sparky with easy. Just make sure you zap the sparky first or they will die instantly. The goblins are also a very cheap troop which lets you keep getting you hog faster. The Goblins, along with most swarm grown troops, can be used to pig push the Hog. Pig pushing will be explained in the hog section of this article.
Ice Wizard- The ice wizard will help you a lot in this deck. It is great at defense against the hog because if you have the mini pekka and ice wizard defending, good placement of both troops will make it impossible for your enemy to get a shot off the tower. The ice wizard’s slowing stat also allows him to counter high damage per second troops by slowing their fire rate. An example of the ice wizard working his magic is against the royal giant. With only the mini pekka defending against the royal giant, a moderate amount of damage will be done to your tower. If you add the ice wizard onto your defense, the royal giant will get a lot less damage off during his life time.. The ice wizard is also very good on offense as it can help slow defending units or the crown tower. The combination of the ice wizard and mini pekka can work extremely well if left uncontested because the ice wizard has a moderate amount of health and does splash damage while slowing the tower down a lot. This makes him act as a very good support troop for the mini pekka that causes all the damage. The ice wizard is probably your best card in supporting offensive pushes and supporting your mini pekka during a defense.
Miner- The miner will act as your tank in this deck. When you are set to do a sparky push, you should send your minter to your opponents tower that you are attacking, The placement of the miner should be a random side of the tower but not the inner wall. This makes it harder to counter the miner with regular shank goblins because they may guess your miner’s location wrong and that will allow your miner to lock on to the tower for some damage. By sending your miner our right before the sparky crosses the bridge, you allow the miner to tank and let the sparky get to the tower easier. The sparky push should also be supported by the fire spirits, ice wizard, and goblins if possible. The miner also has other uses in this deck. If your enemy has more elixir collectors on the field than you like, you can send a miner on to one and the miner will do some crazy damage to it. Also, your opponents may think that the miner is going for their crown or arena tower and spawn defending goblins or minions really far away from the miner’s location. Just like with the elixir collector, the miner is also great at destroying hut spammers by targeting their tomb stones, goblin huts, barbarian huts, and furnaces. The miner is also a great princess killer as he can spawn right next to her and take her out in two shots. The miner is very vulnerable to things the princess is to like princes, pekkas, musketeers, and any air troops like minions and the baby dragon.
TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM
Elixir Collector– The Elixir Collector is a very special card. Most people don’t see its full potential. At first glance, most people just think it just gives you two additional Elixir. While this is true, there is a hidden, more important use for it. The Elixir Collector allows you to build up an even bigger push faster than without one. This lets you gain an elixir advantage on your opponent during your assault or perhaps when you need a quick reaction defense. Since it is such a valuable card, instincts tell you to put it at the back of you base, where it can’t be touched. this is a good strategy because you can easily protect the elixir collector from any troops. Just be aware of any direct damage spells your opponent may have as they can get the crown or arena tower and elixir collector combo on you for a big elixir advantage. However, there is a draw back into putting an elixir collector in the back. Since you are down on elixir for a defense, the enemy can send down a elixir heavy push and you will have a hard time defending because you are very low on elixir. For example, a hog rider user can immediately rush you and destroy the tower. To counter this quick offensive push made by your enemy, you can put the elixir collector between your arena or crown towers, two to four squares in front of your king’s castle. This will make hog rider pushers think twice before making the attack. If they do launch one, be ready to deploy your minions, barbarians, and or the spear goblins to help take down the hog rider. I suggest having at least one elixir collector on your side of the map at all times because this deck is a bit expensive. If you want two down on the field at the same time, i recommend placing the elixir collector far away from each other. If you put them too close together, the enemy may rocket, fire ball, or lightning both of your elixir collectors for a huge elixir profit.
SPELLS: THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL
Zap– The zap spell does do a little splash damage and almost happens in an instant. The Zap spell is mainly used to support your sparky and giant. The best way to use the zap is to either severely injure a minion horde and let your spear goblins or your minions finish them off. The other major use for zap in this deck is to stun any inferno towers. With the most recent update,. the zap will now reset the inferno tower’s damage. This will greatly increase the life time of your sparky and giant and make this deck even stronger. Remember, the longer your sparky and giant stays alive, the longer your high damage per second troops stay alive, and the more damage you can put onto enemy building, arena or crown towers, and on their troops. The zap will be your best friend because since it resets the inferno towers damage, it is better than the freeze spell. As a bonus when compared to the freeze spell, the zap spell only costs two elixir while the freeze spell costs four elixir. This lets you put two more elixir into your push that would have been spent on freezing the inferno tower. I recommend you zapping the inferno tower when the inferno tower’s beam is on the second stage. This will allow the sparky and giant to receive little damage and by the time the inferno tower resets, locks back onto the royal giant, and charges back up, the tower should be destroyed by your royal giant and the other supporting troops behind him. With this zap your pushes should be able to hit harder and last longer, a great support spell when trying to take down an enemy arena or crown tower. The zap spell hard counters small troops like the spear goblins, the regular shank goblins, the skeletons, the minions, and the minion horde. The zap also counters the goblin barrel spell quite well. It has a hard time when trying to kill high health point troops like the golem, the pekka, the barbarians, any type of prince, the balloon, and other troops like that. The zap can also stop the princes charges and make them start walking before they charge again . This allows the zap to be used in some tight defenses when a prince is right next to your tower.