BACKGROUND INFORMATION
This deck is a trifecta deck which mean it revolves around a huge push that includes three major cards. The cards are usually pretty expensive but can give a huge payout. The three cards in this deck are the wizard, the pekka, and the dark prince. The pekka is the main staple card acting as the tank and the damage. Its high health and high damage will make your opponent very worried if your pekka gets to the tower. The second most important card is your wizard. The wizard is the main supporting card providing fast splash damage to both enemy air and ground troops. The dark prince is the final card that provides two things to the push. Fist off, the dark prince can also apply splash damage, but only to ground troops, and can help the wizard kill off barbarians extremely quick. The dark prince also provides mobility to the offensive assult though its charge. If you place the dark prince behind the pekka, this slow moving tank in Armour now becomes a fast moving and lethal damage dealer. If you like strong pushes that have a high three crown rate, this should be a good deck for you. Just remember that you are expending a lot of elixir in this push so it is a bit more on the risky side of the deck strategies. If you are a person that likes the safer approach of slowly chipping away damage from an enemy arena or crown tower, you may want to use either a hog cycle or royal giant deck in place of this one. The cards in this deck are the pekka, the wizard, the dark prince, the minions, the spear goblins, the elixir collector, the zap spell, and the mini pekka.
BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY
The average elixir cost for this deck is an even 4.0 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 zp 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 suggestt using th 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 investement 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.
Wizard- The wizard is your support for your pekka in this trifecta deck be adding lots of splash damage to enemy ground and air units. The wizard is an overall great card to have in your deck because it is the most effective card that does splash damage to both air and ground troop. Its fast fire rate compliments the pekka’s sluggish moves. Additionally, the wizard helps counter what the pekka is weak against, small critters. The wizard can one shot many small troops like the skeletons, the spear goblins, the regular goblins, the three elixir minions, and the archers. The wizard can also make quick work of swarms of troops killing the barbarians in three shots, the minion horde also in three shots, and the skeleton army in a few more shots. The wizard however is pretty weak when being attacked. The wizard can be easily killed by an enemy lightning spell or rocket. The wizard can also be killed by a relatively high level fire ball. The wizard is actually pretty good on defense. It can kill oncoming enemy barbarians by itself. It is also the best troop to use when countering the minion horde because your wizard can one shot the minions making quick work of the minion horde. However, the wizard is not so great at countering high health troops like the prince, the pekka, the golem, and the lava hound. he prince and pekka do too much damage to even let the wizard have a chance and the golem and the lava hound have too much hit points for the wizards relatively weak fire balls to do any noticeable damage. However, an extremely well timed wizard can completely kill all the lava pups that spawn from a lava hound with one fire ball. This also is the same with the goblin barrel. An extremely well timed wizard can kill the goblins from the goblin barrel all in one go. The wizard costs five elixir which is one of your higher costing cards. I recommend saving your wizard only for your trifecta push because this is a key troop for it. Only use your wizard for something else if it is the only option from saving your arena or crown tower.
Dark Prince- The pekka is your other supporting troop besides your wizard in your pekka trifecta deck. The dark prince brings in splash damage against enemy ground units but more importantly provides mobility by pushing your other troops while it has its charge on. The dark prince main use in this deck is for its invaluable charge. It is chosen over his brother, the prince, for a few reasons. The first reason is that the dark prince is a splash damage troop instead of the point damage troop the prince provides. You do not need more point damage as your pekka provides plenty of it. Also, the splash damage is definitely needed to help take down barbarians within one to two seconds. If you use the prince instead of the dark prince, the barbarians will take a lot longer to destroy and be a true obstacle to your push. The dark prince also kills the skeletons, the spear goblins, the archers, the regular shank goblins, and any hut spam strategy deck extremely well. The dark prince’s major weakness is the fact that it is a ground unit that can only target other ground troops. This makes the dark prince useless against countering any air troops like the baby dragon, the three elixir minions, or the lava hound. Also, being a ground troop makes it extremely easy for your opponent to use some minions to kill tyou dark prince for a positive elixir trade and for some free minions. However, with your wizard supporting both your pekka and your dark prince, minions or any other air troop for that matter will do every little damage because the wizard can one shot any level minion and two to three shot any level minion horde. When the dark prince is in your push along with your wizard and pekka, there is very few things that could stop this push. More often than not your opponent will take damage and can only slow the inevitable damage. Also, the dark prince only costs four elixir which helps make your offensive push a little cheaper. The dark prince also has a shield which can be super useful during some times. For example, if your enemy sends down a rocket on your dark prince, he will not go super low in health. Instead, the shield will absorb all the damage that came from the rocket and then fall off once the rocket’s damage is done. This shield is a great defense against burst damage like the prince charge, the pekka’s swing of her sword, or the lethal explosion cause by a rocket. The shield doe not work as good against smaller damage like the damage cause by a barbarian because the shield does not negate as much damage.
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.
Mini Pekka- The mini pekka is very versatile on defense and can be a treat if put on offense. The mini pekka is considered 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. The mini pekka is weak against swarm troops like the spear goblins, the skeletons, the regular shank goblins, and the barbarians. The mini pekka is also weak against some air troops like the minions and the minion horde.
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.
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– I consider the zap spell to be a “fast splash” car because it does do a little splash damage and almost happens in an instant. The Zap spell is mainly used to support your pekka trifecta push. 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 pekka and make this deck even stronger. Remember, the longer your pekka 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 pekka 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.