P.E.K.K.A Mother Witch Deck: A 4.1 Elixir Double Prince Plan

By Krux · Deck Building · Oct 15, 2026

AI Overview: This P.E.K.K.A Mother Witch deck averages 4.1 elixir and leans on strong defense. Two Princes and a Bandit pressure the bridge while the P.E.K.K.A sets up. P.E.K.K.A’s best list wins 65.8% over 754 battles, though this exact build has no tracker sample. Every price, rarity and 2026 change is rechecked below, so you can trust each number and skip the guesswork.

Last Updated: October 2026

Key Points:

  • The deck costs 33 elixir, which is 4.1 on average, and the P.E.K.K.A at 7 is the heaviest card.
  • P.E.K.K.A’s damage rose from 816 to 842 on July 6, and her best list wins 65.8% over 754.
  • Mother Witch has no 2026 change, and her best list wins 69.6% over 1,200, with two of eight lists above 50%.
  • Bandit and Electro Wizard both have best lists at 72.1% over about 1,100 battles.
  • The shortest cycle is 13 elixir, from Zap, Bandit and the two 4-elixir cards.

The P.E.K.K.A Mother Witch List, Priced Card by Card

Clash Royale Dark PrinceClash Royale BanditClash Royale fireballmotherwitch
Clash Royale Electro WizardClash Royale PrinceClash Royale P.E.K.K.AClash Royale Zap

The big idea. Defend well, so you never panic. Then keep the P.E.K.K.A alive long enough to reach the tower.

Matchups. Against Graveyard or Skeleton Army, the Mother Witch turns the swarm into pigs. Against air, Electro Wizard answers. Against Golem, the Princes pressure the other lane. The pattern: use each card for what it does best.

CardElixirJob in the deck2026 status
P.E.K.K.A7Tank and win conditionDamage 816 to 842 on July 6; best list 65.8% over 754
Mother Witch4Swarm turner and supportNo 2026 change; best list 69.6% over 1,200, two of eight lists above 50%
Prince5Heavy hitter and bridge pressureNo 2026 change; best list 52.5% over 1,300, only one of seven above 50%
Dark Prince4Splash charger and defenseHit speed 1.3 to 1.4 seconds on May 4; best list 57.9% over about 1,900
Bandit3Dashing tower threatNo 2026 change; best list 72.1% over about 1,100
Electro Wizard4Anti-air controlBest list 72.1% over about 1,100; Hero added in October 2026 (small samples)
Fireball4Medium spell and finisherCrown Tower damage 207 to 172 to 159; best list 60.4% over about 4,700
Zap2Cheap spell and resetCrown Tower damage 58 to 48 on June 1; Evo Zap 77.0% over about 1,000

The table shows each price, role and 2026 note.

Zoom out. Three legendaries and three epics make this a level-hungry list. If a balance patch trims the Bandit or Electro Wizard, the deck loses its best-performing pieces. A weaker Bandit would slow the whole plan, and that slowdown is the first negative to watch.

What Changed in 2026

The short version. The P.E.K.K.A got stronger on July 6. Zap hits a tower for 48, not 58. Fireball’s tower damage fell to 159. The Mother Witch, Bandit and Electro Wizard have no verified change that hurts them.

Plain talk. The list wins when the defense holds and the Bandit gets one clean hit. It loses when the opponent matches your pace. Remember that the Princes are only decent in the data, so lean on the Wizard and Mother Witch for the real work.

One more way to see it. Treat the deck like a castle. The Electro Wizard and Mother Witch are the walls, the Princes and Bandit are the scouts, and the P.E.K.K.A is the siege tower you roll out last.

In plain English. The P.E.K.K.A hits harder, the spells hit softer, and the legendaries held their results. That is a fair trade for a defense-first list, because defense does not need big spells.

Claims, rechecked. The write-up gives an average of 4.1 and a shortest cycle of 13 elixir. Both add up: the 33-elixir total over eight cards is 4.1, and Zap, Bandit and two 4-cost cards make 13. It also calls the synergy average, which is a fair note. The page’s Copy Deck button, however, opens a different deck (Zap, Royal Delivery, Mega Minion, Fireball, Musketeer, Guards, Prince, Goblin Giant), so the cards in the text are the ones used here. Treat every figure as a starting point, not a rule.

The fine print. Both Princes sit near the bottom of the tracked results, with the Prince at 52.5% best and the Dark Prince at 57.9%. The Bandit and Electro Wizard carry the list. So treat the Princes as support, not as the plan.

Card pages: P.E.K.K.A, Mother Witch, Bandit, Electro Wizard and Dark Prince.

Zoom in. A 4.1 elixir list has one of the slowest cycles in the game. If the opponent plays at 2.6, the P.E.K.K.A arrives late, and the Mother Witch has to buy time. If the P.E.K.K.A slips in a coming patch, expect the deck to feel clumsy until you adjust.

How to Play It Today

Start with the Bandit. Place her behind the King Tower. If she is not in your hand, use the Prince or Dark Prince. Never open with the P.E.K.K.A or the Mother Witch, since they will go to waste.

Quick recap. Open with the Bandit, defend with the Witch and Wizard, and send the P.E.K.K.A once. The cycle is slow, so count every elixir.

Reality check. Six epics and legendaries make this expensive to level. If any of them sit three levels below the rest, the cycle breaks, and the P.E.K.K.A never gets her moment.

Bottom line. Choose this list if you like a heavy, defensive deck and own the legendaries. The Bandit starts, the Princes support, and the P.E.K.K.A closes.

Worth knowing. Keep the P.E.K.K.A in your pocket until you hold 10 elixir and the opponent has spent their small cards. She wins games by arriving once.

Upgrade order. Level the P.E.K.K.A, Bandit and Electro Wizard first. The Mother Witch comes next. Prince, Dark Prince, Fireball and Zap can wait.

Tips. After the opponent defends with Goblins, Skeleton Army or Skeletons, Zap them and let the Prince or Bandit connect. Put the second troop in front of the Bandit when possible. Open the linked card pages before you queue, since one balance patch can flip a trade.

Fireball with a purpose. If the opponent plays a Wizard, Magic Archer or Archers, Fireball the troop and the Princess Tower together. Keep Zap for swarms and resets.

Elixir math. The P.E.K.K.A and Prince cost 12 of the 33 elixir. The other six cost 21, or 3.5 each. So the deck can defend with real troops and still send a push.

Try it yourself: P.E.K.K.A Mother Witch Deck is ready to play: the Clash Royale Deck Builder loads it in one click. It costs 4.1 elixir on average, and because no tracker covers this exact list, there is no 2026 win rate.

Zoom out again. Defense-first decks are strong now, yet a patch that speeds up the game could make a 4.1 elixir list feel slow. Keep an eye on each season’s notes.

Frequently Asked Questions

Is a P.E.K.K.A Mother Witch deck good in 2026?

P.E.K.K.A’s best list wins 65.8% and the Bandit’s best wins 72.1%, but this exact list has no tracker sample, so test the Mother Witch slot first.

What is the average elixir cost?

33 elixir across eight cards, or 4.1 on average.

What is the shortest cycle?

13 elixir, from Zap, Bandit and the two 4-elixir cards.

What counters a P.E.K.K.A deck?

Inferno Tower, swarms to surround her, and fast bridge pressure.

Does this deck need legendary cards?

Yes. It uses three legendaries: Mother Witch, Bandit and Electro Wizard.

Original Guide, Kept in Full

The text below is the original page, kept in full. It was written between 2016 and 2024, so some details are out of date. The tips and numbers above use 2026 sources.

Clash Royale Dark PrinceClash Royale BanditClash Royale fireballmotherwitch
Clash Royale Electro WizardClash Royale PrinceClash Royale P.E.K.K.AClash Royale Zap

The Pekka Double Prince deck has an average elixir of 4.1 and a shortest card cycle of 13. It has an extremely good defence and offence. The synergy is just average but we can make it work and it’s fun. Pekka Double Prince deck has legendaries and epics, so it may not be good if you have these cards low-levelled.

deck cards banner 1

  • Dark Prince: Dark Prince is a good defence for mini tanks and swarms.
  • Fireball: Our Pump response card and also to take out that group near the enemy’s Princess tower.
  • Bandit: The building chaser which will push the opponent to the limits in defending under pressure.
  • Mother Witch: Skeleton army and Graveyard turns into piggies. Curse is upon you!
  • Electro Wizard: Our major anti-air troop and support to deal with Inferno towers and Dragons.
  • Prince: Our answer to Princes, Wizards, and even Mega Knight. Also to put pressure in the other lane if needed.
  • Pekka: Our win condition that will make the enemies dread. Butterflies…
  • Zap: The 2-elixir tiny shock to deal with skeleton army, goblins, and to reset the enemy troops.

deck strategy banner

The Pekka Double Prince deck offers a godly defence and that allows us to worry less about defending. We need to find a way to keep the Pekka alive and connect to the opponent’s tower.

Opening: If we are going to start, we will start with the Bandit in the back of the King tower. If Bandit is not in the opening cards, we can also start with the Prince or Dark Prince. Never with the Pekka or Mother Witch or they will go to waste. The opponent will respond after our move. If they place a wizard, Magic Archer, Archers etc we can fireball the Princess tower along with the troop. After this, place the second troop in front of the Bandit, it may be the Prince. Prince and Bandit go together well. The opponent will surely try to defend with Goblins, Skeleton army or Skeletons to stop the Prince. We have the Zap to quickly clear the swarm. One of the Bandit or the Prince will reach the tower. We will again start with the Prince or Dark Prince in the back. Pekka will be our game in double elixir.

Mid-Game: After a minute or so into the game, we will be ready to make a big push on the opponent’s princess tower. Starting with the Pekka in the back and waiting for the elixir to collect. Do not make hasty overcommit. Place support for the Pekka. It will be either the Dark Prince or the Mother Witch. Prince can work too but we will save it for the other lane. The opponent can try to punish us when we place Pekka by attacking in the other lane. Defend it; don’t ignore it. Fireball and Zap will be our spells to clear the way for our Pekka. Fireball if they place a defensive building. If they defend with Inferno Dragon or Tower, Electro Wizard at the right place to save the Pekka. A combination of these should breach the enemy’s defences and we should get a good amount of damage on their tower.

Endgame: Once we know our opponent’s deck, we can make the right choice of the combination of cards with Pekka and the cards to use in defence. Also if required, to defend or push the other lane. Bandit is the card to bridge spam in the other lane when we are pushing with Pekka. It is used when the opponent has heavy defences and we want them to use their elixir in the other lane. One or at most two successful Pekka cycles should get us the crown.  

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Sources

Researched from the following (no links, listed for transparency):

  • CryptoAIMeta card guides for these cards, built from RoyaleTracker October 2026 samples and SeeMeta 2026 balance changes
  • SeeMeta, Clash Royale balance changes 2026 (page updated October 2026), read through search summaries
  • Supercell official Clash Royale API, card list (elixir cost, rarity, unlock arena)
  • The original clash.world page (2016 to 2024), kept in full below