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Elite P.E.K.K.A Double Wizard


Hey there! Kariminal HD here with my second ever guide on Clash Royale Arena, the Elite P.E.K.K.A Double Wizard Deck!

Last time I made my previous guide I read the feedback which you guys left in the comments which led me to come up with this guide. I always used to love Double Prince P.E.K.K.A decks, however I discovered in the Electro Wizard Challenge they are completely destroyed by the current Meta.

For that reason I decided to throw a deck full of Meta cards together, revolving around P.E.K.K.A Double Wizard! (The Princes’ have been too weak lately).

The deck turned out to be amazing just because of how strong the Meta is and reminds me of when Lava hound decks were the Meta, except now it’s the P.E.K.K.A’s turn! This makes it an incredible strong and fun deck. Without further ado here is the deck!

Elite P.E.K.K.A Double Wizard

Clash Royale P.E.K.K.AClash Royale Elite BarbariansClash Royale Ice WizardClash Royale Wizard
Clash Royale Ice GolemClash Royale Mega MinionClash Royale ZapClash Royale Tombstone

As you can see I am a fan of heavy decks. The main idea of this deck is to defend making positive Elixir trades and then make small counter pushes, until eventually you have such a big elixir advantage that you can use the P.E.K.K.A to make a game winning push which snowballs out of control!

Card Breakdown

P.E.K.K.A – The P.E.K.K.A is the main win condition of this deck.

Your deck should revolve around using the P.E.K.K.A to make massive pushes which can take out towers in one push.

You should only do this when you have a massive elixir advantage. Alternatively, you can also deploy the P.E.K.K.A on defense to defend and then counter attack.

MAKE SURE that when doing this you make a positive elixir trade because it can be worth it to just defend and not counter attack if you make a positive trade. This can sometimes work out if the opponent underestimates the P.E.K.K.A’s health and then it gets a shot off on the tower or they waste troops defending. That is much better than if you support a low health P.E.K.K.A and then your opponent can defend and make a positive elixir trade, which is not good.

Elite Barbarians: The Elite Barbarians are clearly in the Meta right now, clearly.

They are a really strong card on defense and can then turn into a deadly counter push.

They are good at countering the enemy’s Elite Barbarians, Hogs, Musketeer’s, etc

One of my best counter attacks/mini pushes is when the enemy attacks with their Elite Barbarians, you can place an Ice Golem followed by your Elite Barbarians. This works really well as your Elite Barbarians take nearly no damage because of the Ice Golem and then are a deadly counter attack. This means that you effectively made a plus 4 elixir trade because only your Ice Golem took real damage and died! This is just one example of how to play this deck skilfully and effectively!

Read more about Elite Barbarians at here.

Wizard: The Wizard works really well with the Ice Wizard when trying to shut down troops such as the Lava Hound or spawner decks.

This is key, because spawner decks are one of your worst nightmares!

The Wizard for the most part will not get the chance to be used with the Ice Wizard, unlike in my other deck on Clash Royale Arena.

The reason is that they are too prone to be taken out for huge positive elixir trades, leaving the P.E.K.K.A vulnerable. Instead he is good for supporting any small P.E.K.K.A pushes carried out before double elixir.

Try dropping him as late as possible to bait cards such as the Minion horde. This means that they drop it on the P.E.K.K.A instead of directly on top of the Wizard.

Ice Golem: This is another card strongly in the Meta right now (See where this deck is going). Therefore there are numerous ways it can provide insane value.

In this deck it could be substituted for the fire spirits or ice spirit. It’s main role however is on defense and mini pushes.

  • It is a great card for tanking for the Elite Barbarians as they clean up all the other enemy troops.
  • It is also good for mini pushes with the Elite Barbarians and distracting troops such as lone Musketeers in a pinch.
  • The final main use is to tank for units when the P.E.K.K.A dies or to tank for the P.E.K.K.A to help it get that little bit closer to the tower, and it is could because it’s death blast weakens Minions and is especially good at killing skeletons or mainly the Skeleton Army.

Need more tips? Take a look at here!

Meta Minion: This card has been in the Meta for a while now simply because of its insane value, and it’s no different with this deck.

The main use of the Meta Minion is to use it to defend and then counter push.

It’s value lies in its high single shot damage and is one of the best counters to the Bowler. This helps out a lot against Bowler Graveyard.

Simply an Ice Golem in front of a low hp Meta Minion has the potential to take out a tower, forcing an opponent to react and waste elixir.

Ice Wizard: The Ice Wizard is incredibly valuable because of his slow effect and this reduces the potential damage of enemy pushes incredibly.

It is especially good against Royal Giants and then can be used in a cheap counter push with the Ice Golem.

If you do use him on offense with the P.E.K.K.A then he helps to keep the P.E.K.K.A alive for longer because of his slow. However, I would straight up replace the Ice Wizard for the Electro Wizard if I had the Electro Wizard unlocked. The Electro Wizard works better against Graveyards, stuns units which slows them down AND can reset the P.E.K.K.A’s number one enemy; the inferno tower.

Finally, for any Free to play players (like myself) who don’t have either of those 2 legendaries (unlike myself) then I would recommend using Archers. The Archers are very good at taking out the one weakness this deck really has currently, the Graveyard. They are the perfect counter for it, so don’t worry too much if you don’t have the Electro Wizard or the Ice Wizard.

Zap: Speaking of the Meta, Zap has been in the Meta forever.

Zap works incredibly well with this deck because your P.E.K.K.A has 3 main counters; the Inferno Dragon, the inferno tower and the skeleton army. Zap deals with all of them. Hence it is a must have in your deck.

Use zap only when you need it because you will often find the problem is having zap when you need it, because it is such a great card.

Try to work out your opponent’s deck so that you know when to zap, and what to zap.

Tombstone: Even with the recent nerf to Tombstone it is essential in your deck.

The Tombstone is mainly for countering the current Meta, flooded with Meta Minions and Elite Barbarians.

The reason it is so good is that both of these cards have a high damage per shot value but also a very slow hit speed. Not only that, Skeletons can ruthlessly distract the inferno tower, whilst your P.E.K.K.A creeps up on it and then destroys it.

Finally, it distracts all defense only troops which combined with the Elite Barbarians offers the perfect defense to counter push strategy.

General Gameplan:

As I have alluded to above there are multiple ways you can play this deck but I will go into more detail here:

This deck revolves around making positive elixir trades before going on a game winning push.

The way to do this is to go on small counter pushes and to heavily defend with patience. You need to remember when playing this kind of deck that it is very heavy and unless you have an elixir advantage your push will be stopped too easily.

Start of on defense and with only small pushes.

One of my favorite ways to start off is by split pushing with my Elite Barbarians to ‘test the water’. This way you can see what cards they have and often force them to make negative elixir trades on defense because they have a bad starting hand. Small counter pushes are the way to go, to get small amounts of chip damage in. This will be more clear when you see the different types of pushes below.

Finally, when you have made such an enormous elixir advantage it is time to go on the GOD PUSH! This is when you basically go on a game winning push that is unstoppable. Starting with the P.E.K.K.A from the back you then follow it up with support cards such as the Wizards, and if all goes well then you can chuck in the Elite Barbarians. That is why building up an elixir advantage is crucial. If you are patient enough, when the opponent counter pushes on the opposite lane, you should have the elixir to defend and support your main push down the other lane.

Your biggest weakness will be not having made enough positive elixir trades on defense to be able to successfully push on offense whilst being able to defend as well.

With that being said don’t feel afraid to make mini pushes with the P.E.K.K.A, just don’t overextend yourself.

How to Push:

You have 7 main pushes:

  1. Ice Golem + Elite Barbarians.
  2. Ice Golem + Meta Minion.
  3. Ice Golem + Ice Wizard.
  4. P.E.K.K.A + Wizard
  5. P.E.K.K.A + Ice Wizard + Zap
  6. P.E.K.K.A + Elite Barbarians + Support
  7. THE GOD PUSH: P.E.K.K.A + Wizard + Ice Wizard + Ice Golem + Elite Barbarians + Zap + Any other troops you comfortably have the elixir.

Of course any other variations that you come up with based on the situation in battle as well.

How to Defend:

Defense is mainly situational but there are some basic principles.

Defensive cards: Elite Barbarians, Meta Minion, Tombstone, Zap, Ice Golem, Ice Wizard

The trick is to use these cards to defend based on the situation. Mainly you will be using the Ice Golem to tank enemy troop damage which would otherwise hit the tower and either the Elite Barbarians, Meta Minion or Zap to clean up troops attacking the Ice Golem.

Finally, the Tombstone is used to stop defense targeting units like the Hog Rider.


Inferno Tower: As with any deck your worst nightmare. Substitute the Electro Wizard in for the Ice Wizard if you can. The way to beat it is to build up a massive push that can’t be stopped, even if your P.E.K.K.A dies your Elite Barbarians won’t. Also Zap the Inferno as soon as it gets to tier 3 damage (as you can see based on the beam thickness). If the enemy preemptively places the Inferno Tower, and you need to place your P.E.K.K.A, place it from the back. That way by the time the P.E.K.K.A is in range the Inferno Tower will have lost at least half its hit points. That means it loses 2.5 elixir worth of its value. Positive elixir trade by just not engaging it!

The video below shows how you can use the deck even if you make mistakes and summarizes the guide quite nicely:

That’s it guys! I hope you did enjoy this guide and you could use this deck with the Electro Wizard or Archers as well.

Please be sure to check out my YouTube channel, Kariminal HD, for more tips, tricks and guides.

Be sure to ask for help in the comments if you need any. Peace out!


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