Hey guys, I am SageTheBatman and this will be my first guide in Clash.World.
I consider myself a pretty nice strategist and tactician is CR. This deck is a fairly high cost Elixir deck and if it is learned perfectly,then believe me, you will rarely lose a fight like me. It has a 75-80% win rate in ladder and in challenge i have managed 11-wins streak twice.
Please just lend me some of your time and read this article, you will not regret this, this is my guarantee.
Mega Knight P.E.K.K.A Exe Deck
Cards Breakdown
P.E.K.K.A
It is the main tank as well as tank killer of the deck. Since it costs 7 Elixir therefore there is a lot to it than just playing it behind the Tower anytime you have it.
This card requires 2nd most precision in this deck after Executioner.
The P.E.K.K.A will be mainly used against tanks like Golem, Giant, Big tank pushes as well as against Hog Riders.
There is always an option which is Mega Knight but if situation comes to so, then P.E.K.K.A can be trusted to help. Although main Hog defense is Tornado on which i will mention later.
For now just understand that if you waste this card, then you are sure to lose a Tower, worse lose the game
But if you play it right you will get a Tower at the very least that’s my guarantee. Further role will be explained later in strategy and synergy.
Electro Wizard
The EW is an awesome card at defense who can easily stop any troop long enough for P.E.K.K.A to kill.
On the other hand, it can take out Minion Horde for 1 positive and Goblin Barrel for 1 extra Elixir and a chance to counter push with Mega Knight or P.E.K.K.A
The Electro Wizard paired with any other troop can single handedly take care of a whole tank and spank push but do not rely on it too much.
Use it after you have activated King Tower to lure troops to center while letting them take on fire from 3 towers. More will be explained in the strategy section.
Executioner and Tornado
This is my favorite combination and i can proudly say i have mastered this golden tactic. These two cards undoubtedly are the best 2 synergies of the game that’s for sure.
This 8 Elixir group (5 Exe and 3 Tornado) can take out a whole Golem push with 3 Musketeers alone (I have done it and my Tower only received death damage of Golem)
This combo should not be wasted on small troops like Goblins/Gang/Minions but if opponent drops any mini tank like Ice Golem/Knight/Hog Rider do not hesitate to use it.
This combo is THE IRON DEFENSE in right hands, it can stop anything provided it has just a little support.
Tornado on the other hand has many features. It can activate king towers, take out Minion Horde alone, take out Hog Rider alone, stall opponent’s push for last few seconds etc. More in strategy section.
Poison
This spell ruins all swarm troops your opponent drops to stop your P.E.K.K.A push and works wonders in defense too.
Graveyard on Tower and bad hand? Use Poison GG.
Minion Horde coming and you have Mega Knight, Elixir Collector, Log, Poison? You know what to do “gg”.
The Log
Pretty self explanatory card not much to say. Details of its crucial use in strategy.
It works wonders against swarm (ground only ;P)
Mega Knight
The show stopper/The destroyer/The devil on jump stick(;p) whatever you want to call this card.
When you catch your opponent off guard, this masked jumper will make sure he regrets it dearly by losing a Tower.
On defense, he can take the whole support of a tank in one fell swoop and then kills the tank too (works better with Tornado and king Tower activated). “where did my troops go? They were right there” is what your opponent will say.
Elixir Collector
Last but not the least, this card is rather important for this high Elixir deck but you will only need it before 2x. Don’t let this make you underestimate this card. The extra 1 drop saves lives believe me. It’s the perfect staller at start and makes your opponent take the first move.
General Gameplan
Early Game (3:00 to 2:00)
The early game basically consists of exploring and memorizing your opponent’s deck all while trying to take up a few advantages here and there.
Let me be frank – You can and WILL have bad starting hands every once in awhile. I will try my best to guide you through it.
The best starting hand may have 1 or all of these cards in it:
- Elixir Collector
- Executioner
- P.E.K.K.A
- Electro Wizard
A bad hand in my opinion of this deck is one which has at least 3 of the following cards or even worse,4 of these if the god of luck is not on your side:-
- Mega Knight
- Log
- Poison
- Tornado
(Extra point: If you get all four of these in the first hand of your first fight of the day, then beware, it is a bad day. :p)
Back to topic, you NEVER EVER want to place Mega Knight in the first minute of game unless it can take out ATLEAST 8 Elixir worth troops with little to no damage like a Musketeer and Wizard grouped together etc.
You will want to place your Elixir Pump or cycle to it but do not send P.E.K.K.A.,unless your opponent drops something in that lane. Otherwise use Electro Wizard to cycle. By then you must have Elixir Collector. If not then don’t stress it let it go and wait for your opponent to react.
The main strategy in this part is just observing and adjusting your strategy according to your opponent.
Placing an early Elixir Collector behind a Tower gives many tactical advantage like
- Your opponent has to take first turn which helps you in reacting fast.
- If your opponent drops Miner/Goblin Barrel, you can Tornado it to activate your king Tower early in game.
- If your opponent uses Lightning/Poison/Rocket/Fireball(rare) then you will know that you don’t have to clump your troops together.
When you can find so many things from just one card, i can’t see how this is not being used by everyone.
Middle Game (2:00-1:00)
This is the time when the game starts to pick up pace. It is this part that reveals whether the opponent is a tactical pro or just a lucky kid.
Your strategy in this part will be to conserve Elixir, place Elixir pumps, gain small Elixir advantages and/or get a little damage off Tower.
It sounds monotonous and simple but let me reveal the small twists and turns in it. I will try to cover each and every possibility here now.
You will use the following cards in the following situations:
Minion Horde/Minion/Skeleton Army/Goblins (all variants) -> Executioner(best)/Electro Wizard(worst)/Poison(fine)/any other troop to distract is the worst case scenario.
P.S. Tornado works fine too just pull them away from Tower towards the centre of river
Giant pushes which may include Wizard/ Musketeer/ Hog Rider etc -> Mega Knight if support is swarmy like Goblins Archers or 3M (yes people use it in 2:00 to 1:00 time behind Giants :/) and if high health high damage troops like Wizard Musketeer then use P.E.K.K.A. a little close to Tower so it doesn’t have to walk much (it’s too damn slow)
Miner/Goblin Barrel type pushes -> Best defense is Tornado it activate king Tower at first then rest is done with Log and it’s over for that push. As easy as that
Lava Hound pushes with Minions etc -> Here the best defense is the golden Executioner Tornado combo.
Place the Executioner in front of your Tower quiet back so as to give it protection. When the enemy troops close in use Tornado to pull them back. Until the Tornado ends there will be not 1 Lava pup remaining
Golem pushes -> These require a bit of calculation and alertness.
If you know your opponent’s cards then it becomes a lot easier as you can estimate what the opponent will possibly drop in a situation given his Elixir status.
Take for example that my opponent drops a Golem behind his king Tower and my hand has P.E.K.K.A,Mega Knight, Executioner and Tornado. Here i have the best possible hand and this leaves me with 2 choices:either i could push opposite lane with MK or drop P.E.K.K.A. behind my king Tower and let him build his push and i build my defense. My P.E.K.K.A approaches the Golem near the river my side. Until and unless he drops support there i will not use any more Elixir. If he drops support then there are 2 options: by using exenado i could end the push with 8 extra Elixir or i could let P.E.K.K.A handle everything and save 8 Elixir for a little Tower damage and create a major counter push with P.E.K.K.A. MK and Executioner.
LATE GAME(1:00 TO 0:00)
This is where everything gets to line up straight. By now you must know what your opponent is running and you can estimate how to counter what he will use to either overwhelm you or to stop your push.
The strongest push of this deck includes P.E.K.K.A as main tank/damage dealer,MK to clear swarms for P.E.K.K.A by jumping here and there,Executioner to clear air swarms like the Minion Horde(believe me if it is not dealt with the whole push will disappear in mere seconds),Bats etc and Electro Wizard for if the Inferno Tower as it can be a real pain to deal with.
So in this part all you have to do is just Pump 1 Collector and thats all. The slight advantage will be enough to overwhelm your opponent. The basic principal will be to counter your opponent’s first push and turn the remaining troops into a deadly unstoppable push which will include all the cards above mentioned.
Overtime (Awesome part)
Ok. Since you have reached this part in a fight this means that your opponent countered your deadly push or you were unable to overwhelm him in the time given.
Now you have 1 minute to decide what to do.
Did the opponent easily countered it? Or did he just barely survived?
If he countered it easily then you are in luck……this deck can defend very well against any type of push so just hold on for 1 minute and you might end in a draw.
If he barely survived then go all out and take his Tower along with his game.
These are the only 2 possibility in sudden death that can happen that is why this section is small.
Replacements
Since this deck is mainly based on the synergy of P.E.K.K.A and Mega Knight and Executioner and Tornado so there is a little space for replacements here.
The Log -> Easily replaceable by ZAP. This replacement is beneficial too as it can reset the charge of Inferno units like Inferno Dragon and Tower. I would rather recommend it
Poison-> Can be somewhat replaced by Arrows and would work quiet fine in its place by taking out minion/Goblin variants as well as helping in Graveyard situation somewhat
Executioner ->Just one word “ONE DOES NOT SUBSTITUTE EXECUTIONER FROM A DECK” but if you insist the Wizard can barely fill his place but he will not work so nicely against air opponents.
Electro Wizard -> No major card can take its place but if one insists then Musketeer can fill the role somewhat fine but not effectively.
Matchups
This deck in right hands can easily obliterate any push ranging from extreme ground Golem pushes to all air Lavaloon pushes. I will explain all situations and solutions below:-
Hog Rider -> Easy.
Tornado it to Tower to activate the king Tower and use next Tornado to pull Hog in middle of arena. He won’t get a single hit on the Tower. Alternative is Electro Wizard who will defend with around 2 hits on Tower.
Goblin Barrel -> Easy.
Use Tornado to activate king Tower then just keep logging/zapping them. Free king Tower activation for 100 damage
Minions/Goblins(all variants) with tank-> drop Executioner and Tornado all troops together and the push is nowhere to be seen.
Giant Gush -> Many choices.
Since Giant has low HP compared to Golem, you can use MK on support and then Giant will die after 3 hits in Tower. Alternatively P.E.K.K.A. can be dropped on Giant. The support wont be able to kill the P.E.K.K.A so the P.E.K.K.A will kill the Giant and then support will be gone soon. Though i recommend saving P.E.K.K.A for bigger tanks and worse situation. You could use exenado to kill Giant and support without a scratch on Tower.
Golem push -> The only best choice to destroy Golem is P.E.K.K.A and her mighty swings.
Moreover an Executioner will be a good support to and an exenado combo can take out support plus Golem such that Tower only takes 1-2 hits and death damage.
Lava Hound pushes -> There is only 1 option in this deck for this push.
Executioner+Tornado and Electro Wizard in support is enough for any push you can face.
Just keep in mind to line up Executioner with the Tower to deal maximum damage.
Conclusion
This game is all about overthinking and outsmarting your opponent with a combination of cards that leaves him with no choice but to lose and this deck is the one guys. Give it a try you will love it once you get a hang of it.
Good luck people,
Sage out