Double P.E.K.K.A Deck for Arena 7+

This is GoryForGlory here, with a P.E.K.K.A deck that’s a bit flexible. This deck is best suited for arenas 7, 8 and 9. But I feel it’s a great deck that can be used just about anywhere. The exception being 2v2 Clan Battles due to the nature of the matches. I found it didn’t work well there due to pacing and the sheer number of units/spells on the field.

double pekka deck clash royale

Double P.E.K.K.A Deck for Arena 7+

Clash Royale P.E.K.K.AClash Royale Mini P.E.K.K.AClash Royale ZapClash Royale Rage
Clash Royale Skeleton ArmyClash Royale Electro WizardClash Royale ExecutionerClash Royale elixir collector

Average Elixir Cost = 4.1

First and foremost, this is a death-ball deck, with units that can counter enemy pushes in between your own.

Cards Breakdown:

P.E.K.K.A and Mini P.E.K.K.A are always going to lead your pushes. Either together or separate. Your Mini P.E.K.K.A can lead smaller pushes in between your larger pushes depending on what your opponent is doing or using. These two are meant to take down towers or key enemy units such as Elite Barbs, Knights, Giants, opposing P.E.K.K.As, etc. And your supporting units are going to make this happen.

Electro Wizard & Executioner are meant for crowd control against hordes and skarmies. These two also serve as your anti-air. It’s important that you don’t play these two unless it’s absolutely necessary. Get a feel for your opponents cards and don’t lead a push with either of these cards.

Skeleton Army is meant to counter Elite Barbs and Hog Riders, as well as Goblin Barrel. Or distract flying units like Mega Minions or Minions. Obviously a great card as a quick response to any Giants, Royal Giants, P.E.K.K.As, etc. Great for soaking up damage from Fire Spirits or Ice Spirits when making a push.

Rage is pretty self explanatory. If you’re making a successful push, Rage is the perfect compliment to ensure a quick take down of a tower or wrapping up a win. Great for getting the most out of your cards when countering a large push. (i.e Rage on a Skarmy against Giants.)

Like Rage, Zap is pretty obvious. A quick answer to opposing Skarmies, Goblin Gangs, Goblin Barrels, etc. I will sometimes throw it down to finish off key enemy units, to prevent any further damage to my P.E.K.K.As. Allowing them an extra attack or two on towers.

Elixir Collector is a must with this deck, due to the higher average Elixir cost. It forces your opponents to make the move first while giving you Elixir advantage. Take a look at here to see the best Elixir Collector placements!

The Weaknesses of the Deck

Before I cover the strategies, I’m going to point out the glaring weaknesses to this deck.

Two big problems you’re going to encounter is the vulnerability of your Elixir Collector against Fireballs, Rockets and Miners.

Miners and Goblin Barrels can be countered with Skarmy or throwing down an Executioner or Electro Wizard. But it’s wide open to spells. (Except for Graveyard which can be countered with said cards.)

The trick to this is to force your opponent to play these spells if you know they are using them. Bait them, then throw down your Collector to get the most out of it before the next spell.

The next problem you’ll run into is when your opponent is running a deck with buildings such as Goblin Hut, Barbarian Hut, Furnace, or Tombstone. Keep in mind, I’ve had plenty of wins against players using these cards, but you will run into some trouble if you don’t play carefully.

Now, onto strategies!

General Gameplan

Starting a match / Initial cards:

If your starting hand includes the Elixir Collector, play it in either corner immediately.

This will do one of two things:

  • Reveal a spell your opponent has such as Fireball or Rocket.
  • Or will quickly give you an Elixir advantage.

While four Elixir won’t defend well against an aggressive push, you’ll be able to counter pretty quickly. You may end up having to eat a bit of damage on a tower, but that’s okay because this deck picks up speed as the match progresses.

If your starting hand does not include the Collector, but rather one of the P.E.K.K.As. Begin a push by placing either P.E.K.K.A at the back of your King Tower.

Decide on which lane you plan to push.

If your opponent has already began placing units, it’s best to push the same lane. And remember, never start your push with a supporting card. Always lead out with a P.E.K.K.A or Mini P.E.K.K.A, unless you’re being forced to counter.

If forced to counter, consider the strengths and weaknesses of your supporting cards. (E. Wiz, Executioner, Skarmy)

If you are leading with either P.E.K.K.A, be sure to hold off until your Elixir Meter has filled to 10. This will give you an ample amount of Elixir to hold a push off. Do not hold off after the meter has filled, it’s a waste of Elixir.

If you have an odd hand consisting of both Rage and Zap, along with supporting cards. Wait until your meter is full and throw down the Executioner or Electro Wizard behind your King Tower or where needed to help hold off a push.

Preferably, place the Executioner first as it’s much slower than the Electro Wizard. If leading out with a supporting card, try to keep them as deep in your territory as possible. This will allow you to place either P.E.K.K.A card at the bridge to convert your counter into a push.

Try to avoid leading with a Skarmy, this card is strictly meant to counter a push, compliment a push or bait a Zap/Fireball.

Mid-Game:

By now, you will either have taken a tower, fended off a couple pushes, or lost a tower.

If you’ve taken a tower, the goal is to shut your opponent out.

Simply counter whatever pushes they send your way.

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If you have a clear Elixir advantage, make aggressive pushes towards their King Tower. This will force your opponent to defend the open lane or go all-in, in the opposite lane.

If they go all-in, counter their pushes if you don’t feel confident with your push. However, if you’re confident, then progress your push in the open lane. Remember, at this point, they are down a tower, it’s a numbers game. You are clearly ahead and will take their King Tower before they take yours.

Just keep pushing either P.E.K.K.A and play your E. Wiz for hordes and Executioners for hordes/Minions.

If you’ve lost a tower, fall back for a moment and defend.

Build your Elixir and try to keep an Elixir Tower up. You’re focus at this point is preparing for the final minute of the game.

Use this time to build momentum and Elixir advantage to quickly take a tower and push the game into Overtime.

This deck shines in the last 60 seconds of the match.

If you’ve played your cards correctly, you’ll likely have two, possibly 3 of either P.E.K.K.A on the field. Your death-ball will consist of E. Wizard(s) and an Executioner or two.

If you’ve fended off a couple pushes and nobody has lost a tower.

You’ll want to focus on the flow of your opponent’s cards and carefully counter. Try to force your opponent to play one lane, and play a Mini P.E.K.K.A in the opposite lane. I find that this usually catches them off guard.

You’ll likely be focusing less on a single, hard push and more on pushing both lanes. In this scenario, you’ll want to take a tower before the end of the match.

Just read your opponents moves and look for a mistake. A mistake could be that they’ve played an important spell card and won’t have it for a bit of time. Or they’ve exhausted all of their Elixir with a recent play. Use this to your advantage.

If you know their push in one lane has left them with no Elixir, push the opposite lane. Odds are, they’re going to be taking plenty of damage before they can counter.

End-game:

At this point, this is the last minute of the game. There are going to be obvious advantages or disadvantages.

You’re going to have a feel for how your opponent is playing. Continue looking for openings.

If you’re ahead and they’re down a tower, play defensively.

If they aren’t using spells and you’re free to place Elixir Collectors, try to maintain two at a time.

In the last 20 to 30 seconds of the game, focus on your current units and placing units. Do not place Elixir Collectors in the last 30 seconds of the game, it’s a waste.

This deck has brought me overall success in arenas 7 through 9. I win more than I lose, which is the goal.

With only one Legendary Card, it’s a pretty easy deck to build. Here is some additional information you might find helpful:

Substitutes for certain cards:

Electro Wizard can be replaced with Baby Dragon. It’s great for crowd control and still provides anti-air. The disadvantage here is the lack of stun, which can be essential. But Baby Dragon is probably the best replacement for this particular role in the deck.

Executioner can be replaced with Valkyrie or Musketeer. The Valkyrie will provide great crowd control and will strongly compliment pushes. But you’ll be at a great disadvantage to air. The Musketeer will provide adequate support against both ground and air, but severely lacks when it comes to crowd control. It won’t boast well against hordes and your P.E.K.K.As will take more damage because of this. But because both cards cost 4 Elixir instead of 5, they are both fine replacements if you don’t have the Executioner. If you replace the Executioner, but you have the Electro Wizard, things will balance out a bit better.

Mini P.E.K.K.A can be replaced with the Princess, Dark Prince and Miner. These make interesting replacements if you want to mix it up a bit. But keep in mind each one of these will change the nature of the deck and you’ll need to play accordingly. The closest replacement would be the Dark Prince. Which will help with skarms, but deal less damage against towers. The Princess and Miner will not compliment the deck as well as Mini P.E.K.K.A, but cost 1 less Elixir to play.

Additional Problem Cards:

Golem – This card will allow your opponent to build a death-ball of their own. Without Inferno Tower or Inferno Dragon, you’ll need to play carefully.

Lava Hound – You have adequate anti-air, but the Lava Hound will likely distract your support cards and break your death-ball down. Which leaves both of your P.E.K.K.As vulnerable.

Witch – This card can easily shut down either of your P.E.K.K.As if you don’t provide an adequate amount of support cards behind it. Quite an annoyance.

Giant Skeleton – Much like the Golem, it will allow your opponent to build their push behind it. The bomb it leaves behind can shut your push down, if not, soften it quite a bit. Probably the biggest threat against your P.E.K.K.As.

Three Musketeers – Would be the biggest threat, if it’s 9 Elixir cost wasn’t such a glaring weakness. When this is played by your opponent, push. Push. Hard. Leaving them with little to no Elixir, they won’t have time to counter if you time your push accordingly.


I hope this guide helps you out. Like I said, it’s worked incredibly well for me and I’ve tested the substitutes pretty thoroughly.

If you have any advice/feedback, don’t hesitate to comment below guys!

Thanks guys!