Crazy 12-Win Giant Mini P.E.K.K.A Cycle Deck for Challenges
January 1, 2018
Hey again, it’s Zigge here.
Today I’m going to share with you one of the most enjoyable decks I have ever made.
This is a Giant Mini P.E.K.K.A cycle deck which relies heavily on pressure and counterpushing potential to get through damage.
This deck focuses on chipping away multiple times, but can also take a tower quickly if it really needs to.
Let’s see what we’ve got!
Lots of spells
Lacks on defense
Weak against defensive decks
Hard to learn
The Giant Mini P.E.K.K.A Cycle Deck
This is the main and only pushing card of this deck.
Giant has the most health for its cost, rocking 668,8 per 1 Elixir, compared to the Golem’s 532 (not including Golemites).
Due to his cheap cost, you can plop him down at the bridge just before a defense is finished.
Your defending units will go behind him and make for a strong counterpush.
This is the winning strategy in most cases; defend and counterattack.
You rarely want to build up your own pushes (I’ll talk about that later).
In my opinion the most versatile spell in the game.
It’s great at taking out Zappies, Flying Machine and Fireballies* ,when combined with a Zap.
It’s great on defense but helps the most on offense when it comes to just pushing through damage regardless of the Elixir cost.
In x2 Elixir you can afford letting Fireballs flying left and right just to chip off damage here and there, despite the damage nerf against crown towers.
*Fireballies are units (typically ranged attackers) who almost die to fireball, but not quite.
The small lightning bolt that will always be a part of Clash Royale’s meta game.
Great at taking out Skeleton Army and Bats, but it shines the brightest when combined with a Giant and your own Bats, to redirect the Inferno Tower laser beam onto the Bats.
You can never go wrong with Zap in your deck, and there will always be a situation where you want to use it, whether if it’s to clear up a bunch of medium health units after a Fireball, or if it’s to remove low health units immediately.
The MVP in Giant decks.
Because of their ability to survive a Zap (and log) it’s one of the best cheap cards to put behind him and they can’t be ignored.
It’s not very hard to take out Minions on their own, but with a Giant tanking it’s a different story, especially since you are likely ahead in Elixir and with a couple spells at your fingertips
They will have to find a card that takes out both the Giant and the Minions, or at least distract them long enough for their tower to take them out after the Giant.
The cheaper but more fragile substitute for Minions.
If your opponent has any type of Inferno unit, Bats combined with Zap are your first hand pick.
Due to their extremely high dps, they will tear down your opponent’s defending units in a flash unless your opponent has an Ice Golem, Zap or a very well placed Ice Spirit.
Keep track of your opponent’s cycle, so that they don’t have a hypothetical Zap in hand when you decide to play your them.
Having your Bats zapped away immediately then having your Giant melt to an Inferno Dragon is not how you want to play this game.
We finally get to the card you’ve all been waiting for.
This deck revolves around the Mini P.E.K.K.A than it does around the Giant.
Based on what deck your opponent is playing, you have to play your Mini P.E.K.K.A differently, which also changes how the whole deck functions.
The more comfortable you are with Mini P.E.K.K.A defense, the more success you will have with this deck.
It’s important to keep your Mini P.E.K.K.A alive at all costs, without it, you have nothing on defense, so don’t waste it either!