
Introduction to Clash of Clans PEKKA Detailed Guide
The P.E.K.K.A in Clash of Clans is a heavy-hitting ground troop unlocked at Barracks level 10, requiring a Town Hall level 8. As a melee unit, it deals massive single-target damage with each sword swing. While it prioritizes the nearest building, it will switch targets to engage enemy Clan Castle troops, Heroes, or Skeleton Trap skeletons if they are actively attacking or near an ally under attack. Once enemy troops are eliminated, the P.E.K.K.A returns to targeting buildings.
Synergies
Golem:
The Golem and P.E.K.K.A pair well together because of their complementary roles in a battle. The Golem serves as a tank, absorbing damage from defensive structures and allowing the P.E.K.K.A to deal massive damage to key targets. This combination is especially effective when the goal is to break through defenses and create a path for other troops to follow.Wizards:
Wizards provide valuable support for P.E.K.K.As by delivering splash damage to clear out low-health troops that might otherwise overwhelm or distract the P.E.K.K.A. This combination helps ensure that P.E.K.K.A is not slowed down by groups of small but numerous enemies, keeping the focus on high-value structures.Wall Breakers/Wall Wrecker/Log Launcher:
Wall Breakers, Wall Wreckers, or Log Launchers can help the P.E.K.K.A navigate through the base, opening up paths to critical buildings by breaking through walls. This is especially important for P.E.K.K.As, as they often need a direct route to reach high-priority targets like the Town Hall or defensive structures.Rage Spells:
Rage Spells are incredibly effective when paired with P.E.K.K.As, as they significantly boost the unit’s damage output. A P.E.K.K.A under the influence of a Rage Spell can destroy most buildings with just a few hits, making it even more dangerous and efficient in combat.Tanks:
Other tanks like the Barbarian King can be deployed alongside the P.E.K.K.A to draw fire from defenses. This allows the P.E.K.K.A to focus on destroying defensive structures while the Barbarian King takes the brunt of the attacks.Siege Machines:
Siege Machines work well with P.E.K.K.As, especially in pushing through the core of an enemy base. The Siege Machines can take down high-hitpoint buildings and open up the base, providing a clear path for the P.E.K.K.A to follow and continue its destructive path through the enemy’s defenses.Offensive Strategies
Deployment:
Deploying P.E.K.K.As strategically is key to maximizing their effectiveness in battle. Placing them in pairs on opposite corners or near clusters of defensive buildings ensures they deal significant damage while minimizing the risk of getting stuck on lower-priority structures. Since most buildings cannot withstand more than two hits from a P.E.K.K.A, this method accelerates base destruction while keeping their pathing controlled. Additionally, deploying in pairs reduces the impact of splash defenses like Mortars, which can only target a limited area at a time.
When facing bases with high-level Walls, deploying larger groups of P.E.K.K.As may be necessary to break through defenses more efficiently. A concentrated push allows them to benefit from Rage or Freeze Spells, making it easier to destroy compartments quickly. Combining P.E.K.K.As with Wall Breakers or Jump Spells can further improve their movement, preventing them from getting stuck outside the core of the base.
The proper deployment also involves considering the placement of enemy Clan Castle troops and traps. A P.E.K.K.A’s slow attack speed makes it vulnerable to swarms of smaller troops, so it is beneficial to clear distractions before deploying them. Supporting units like Wizards or Bowlers can help eliminate threats, ensuring that P.E.K.K.As stay focused on high-value targets.
Wall Breaking:
P.E.K.K.As have high damage output but struggle with Walls due to their slow attack speed, making proper wall-breaking support essential. Using a Jump Spell allows them to bypass Walls entirely, creating direct paths to key structures. An Earthquake Spell can also be effective, especially when multiple layers of Walls need to be weakened at once. Both spell options help prevent P.E.K.K.As from wasting valuable time attacking Walls instead of advancing through the base.
Wall Breakers can be a useful alternative for opening compartments, but they must be deployed carefully to avoid being taken out by splash defenses before they reach their target. Supporting P.E.K.K.As with a Wall Wrecker or Log Launcher can also be a strong approach, as these Siege Machines not only break Walls but also provide additional damage to defensive structures. The Wall Wrecker is particularly effective in tanking defenses while opening a clear path, whereas the Log Launcher deals long-range damage and can weaken multiple compartments ahead of the P.E.K.K.A’s advance.
Selecting the right wall-breaking method depends on the base layout and attack strategy. For bases with multiple layers of Walls, a combination of Jump Spells, Earthquake Spells, and Siege Machines may be necessary to ensure smooth pathing. Keeping P.E.K.K.As moving efficiently allows them to reach high-value targets faster, reducing the chances of them getting stuck or split up.
Rage Spells:
P.E.K.K.As are already high-damage troops, pairing them with Rage Spells significantly boosts their attack speed and damage, allowing them to tear through bases with ease. Since they have a slow attack rate, the increased speed from the Rage Spell helps them eliminate key structures more efficiently. Under the effects of a Rage Spell, a P.E.K.K.A can often destroy most buildings in a single swing, making it an ideal combination for quickly breaking through defensive cores.
When using a Rage Spell with P.E.K.K.As, it is crucial to place the spell in advance so they remain inside its effect for as long as possible. Since P.E.K.K.As do not get distracted easily, they will continue moving toward the nearest building, making predictive spell placement effective. If multiple P.E.K.K.As are deployed together, a single Rage Spell can enhance their damage output significantly, allowing them to take down key defenses such as Inferno Towers, Eagle Artillery, or the Town Hall within just a few hits.
Rage Spells are particularly useful in core areas where defenses are concentrated, such as around the Town Hall or near clustered high-hitpoint buildings. Combined with a Jump Spell or Earthquake Spell for easier access, the Rage Spell ensures that P.E.K.K.As maximize their damage potential without being slowed down by heavy defensive fire. This synergy makes them even more effective in high-level attacks, especially when paired with support troops that can handle swarms of enemy defenders.
P.E.K.K.As can easily take out opposing Heroes, especially when paired with Rage Spells. They can one-shot Grand Wardens, Archer Queens, and Royal Champions, even at max level, and Barbarian Kings may take up to three hits if at a high level.
Supporting Troops:
P.E.K.K.As are powerful single-target troops, but they require proper support to be effective in battle. Since they cannot target air units, they are highly vulnerable to enemy Clan Castle troops like Dragons, Electro Dragons, and Balloons. Additionally, swarms of Skeleton Trap skeletons can slow them down and waste their attacks. To counter these threats, it is essential to include splash-damage troops such as Wizards or use a Poison Spell to eliminate enemy swarms.
Pairing P.E.K.K.As with Golems is a strong strategy, as Golems can absorb damage from high-damage defenses like Single-Target Inferno Towers, allowing the P.E.K.K.As to focus on dealing with damage. Supporting them with ranged troops like Wizards ensures that non-defensive buildings are cleared, keeping P.E.K.K.As on a direct path toward defensive structures and the Town Hall. Deploying a tanky hero like the Barbarian King alongside P.E.K.K.As can also help absorb damage while keeping the attack balanced.
Siege Machines greatly enhance P.E.K.K.A-based attacks by providing a way to reach the core of the base without getting stuck on walls. The Wall Wrecker is particularly useful for breaking through heavily defended compartments, while the Battle Blimp can target the Town Hall directly if needed. With the right combination of spells, supporting troops, and proper deployment, P.E.K.K.As can deal devastating damage to bases while maintaining their survivability throughout the attack.
Trap Mitigation:
P.E.K.K.As are effective at triggering various traps due to their large housing space of 18. This makes them useful for clearing paths for supporting troops, as they can absorb damage from Giant Bombs and Spring Traps without being eliminated instantly. Their high health allows them to survive multiple traps that would otherwise cripple smaller troops.
Since P.E.K.K.As are immune to Spring Traps, they will not be removed from the battlefield, unlike smaller ground troops. However, they are still vulnerable to Seeking Air Mines if they are deployed alongside Healers, as the Healers may be eliminated, reducing their longevity. Additionally, while they can withstand Giant Bombs, stacked bombs in compartments can weaken them significantly, making it essential to support them with healing effects or Rage Spells to sustain their damage output.
To maximize trap mitigation, P.E.K.K.As should be deployed ahead of other high-damage but fragile troops, such as Wizards or Bowlers. This ensures that these backline troops remain safe from sudden explosive damage. Deploying a tank like a Golem or using a Siege Machine can further absorb trap damage, allowing P.E.K.K.As to focus on clearing defenses without excessive health loss.
Targeting:
P.E.K.K.As prioritize the nearest building when deployed, making them straightforward to direct. However, if enemy Clan Castle troops, Heroes, or Skeleton Trap skeletons are within range or attack them, P.E.K.K.As will immediately switch targets to engage these enemies. This behavior can sometimes cause them to stray from their intended path, especially if Clan Castle troops lure them away from a funnel or into unfavorable areas of the base.
Once all enemy troops are eliminated, P.E.K.K.As will resume attacking the nearest building. Their high damage per hit allows them to quickly clear structures, but their relatively slow attack speed means they can be stalled by swarms of Skeletons or distractions from enemy Heroes. Poison Spells or splash damage troops like Wizards are effective in mitigating these distractions, ensuring that P.E.K.K.As stay focused on their primary objectives.
Because they lack a preferred target, P.E.K.K.As can sometimes be unpredictable in complex base layouts. Proper funneling with side troops or Wall Breakers can help guide them toward key structures, such as the Town Hall or core defenses, preventing them from wandering off to less important targets.
Defensive Strategies
Clan Castle:
As a defensive Clan Castle troop, the P.E.K.K.A is a risky choice due to its slow attack speed and inability to target air troops. However, its immense damage per hit can be devastating if an attacker’s Heroes or high-value troops wander too close. A single swing can severely injure or eliminate weaker troops like Wizards or Bowlers, and even tanky units like the Barbarian King or Electro Titan can take heavy damage if they are caught off guard.
The P.E.K.K.A’s high hitpoints make it an effective stalling unit, especially against ground-based armies that rely on tanky troops such as Golems, Ice Golems, or Giants. The time required to take down a defending P.E.K.K.A can slow an attack significantly, forcing the attacker to use additional spells or troops to clear it. However, its lack of an anti-air attack makes it ineffective against aerial strategies like LavaLoon or Dragon-based armies.
Positioning the Clan Castle near key defenses, such as Inferno Towers or Monolith, can maximize the P.E.K.K.A’s defensive potential. If attackers fail to lure and eliminate the P.E.K.K.A beforehand, it can disrupt their plan and deal unexpected damage, especially if paired with support troops like a Baby Dragon or multiple Archers to create additional distractions.
Defense Placement:
Proper defensive placement is essential when countering P.E.K.K.As, as they have high health and deal significant damage. Positioning traps and defenses strategically can weaken or eliminate supporting troops before the P.E.K.K.A reaches core structures.
Placing a Giant Bomb and a Wall at least two tiles away from an Inferno Tower can be an effective tactic. This setup ensures that any supporting ranged troops, such as Wizards or Electro Titans, are eliminated or severely weakened before they can reach the Inferno Tower. Since P.E.K.K.As often rely on support troops to clear distractions, removing them early can leave the P.E.K.K.A exposed and vulnerable.
Ricochet Cannons can also play a key role in damaging both P.E.K.K.As and their supporting troops. If positioned correctly, the initial shot can deal heavy damage to the P.E.K.K.A, while the ricochet can strike a nearby support troop, such as a Wizard or an Archer. This makes Ricochet Cannons especially valuable in defending against ground-based attacks where splash-damage troops are commonly paired with P.E.K.K.As.
Additionally, placing Single-Target Inferno Towers in locations where they are difficult to reach can force attackers to either sacrifice a Freeze Spell or risk losing their P.E.K.K.A quickly. High-damage defenses like Archer Towers and Cannons should be placed in a way that they can continuously deal damage to P.E.K.K.As as they move through the base.
By combining well-placed Ricochet Cannons, Inferno Towers, Giant Bombs, and other high-damage defenses, bases can significantly weaken or eliminate P.E.K.K.As before they can cause substantial destruction.
Distraction:
Skeleton Traps set to Ground Mode are an effective tool for distracting P.E.K.K.As, especially given their slow attack speed and tendency to target the closest unit. When deployed in the path of a P.E.K.K.A, the skeletons will draw its attention, forcing it to focus on them instead of attacking nearby defenses or buildings. This distraction can be crucial in buying time for other defensive units, such as Archer Towers, Cannons, or Inferno Towers, to inflict damage on the P.E.K.K.A.
The effectiveness of this tactic lies in the ability of Skeleton Traps to disrupt the P.E.K.K.A’s attack rhythm. Although the P.E.K.K.A has high health, it will still need to eliminate the Skeletons before it can resume its assault on the base, giving defending troops more opportunities to deal damage. A well-placed Skeleton Trap can delay the P.E.K.K.A long enough to neutralize its threat, especially when paired with other defensive mechanisms like splash-damage defenses or single-target Inferno Towers.
Using Skeleton Traps in this way requires careful timing and placement, as the P.E.K.K.A will eventually destroy the skeletons. However, as a short-term distraction, it can be invaluable, buying the defense enough time to weaken the P.E.K.K.A or eliminate it before it reaches critical structures.
Key Considerations
To maximize the effectiveness of P.E.K.K.As, it is crucial to manage the deployment carefully. Since P.E.K.K.As can be distracted by non-defensive buildings, clearing out these buildings outside the walls before deploying them helps ensure they stay focused on the main defenses. This strategy allows the P.E.K.K.As to stay on task and avoid wandering off to attack buildings that don’t contribute to taking down enemy defenses.
High-level Archer Queens or Royal Champions positioned behind walls can deal substantial damage to P.E.K.K.As. These heroes, especially when protected or placed strategically, can avoid direct contact with the P.E.K.K.A until it breaches the walls, making them dangerous adversaries. It’s essential to keep an eye on the positioning of these heroes and plan accordingly to either take them out with other troops or provide a distraction for them to be neutralized before they cause too much damage.
Frequently Asked Questions (FAQs)
❓What is the P.E.K.K.A in Clash of Clans, and what makes it powerful?
The P.E.K.K.A is a high-damage, single-target melee troop unlocked in the Elixir Barracks at Town Hall 8. Known for its extremely high hitpoints and devastating attack power, it excels at breaking through tough defenses and eliminating high-value targets like Heroes, Clan Castle troops, and the Town Hall itself. Its slow movement and single-target nature make it vulnerable to distractions and traps, but with proper support, the P.E.K.K.A can tank and demolishthe core compartments of enemy bases.
❓What is the best way to use P.E.K.K.As in attacks?
P.E.K.K.As are best used in ground-heavy attack strategies like PEKKA Smash, PEKKA BowBat, or GoWiPe. They function well as tanks and core crushers, especially when supported by Healers, Bowlers, or Wizards. It’s critical to funnel properly before deploying them so they don’t stray along the outer edge of the base. Rage Spells, Jump Spells, and Freeze Spells can enhance their impact by increasing damage and mobility or freezing key defenses like Inferno Towers.
❓How do you counter a P.E.K.K.A in defense?
To counter a P.E.K.K.A, use defensive strategies that exploit its weaknesses: slow speed and single targeting. Defenses like Hidden Teslas (which do extra damage to P.E.K.K.As), Swarm units like Skeleton Traps, and Inferno Towers (especially Single-Target mode) are effective. Also, funneling the P.E.K.K.A into traps like Giant Bombs or Spring Traps can reduce its lifespan. Delaying tactics such as placing storages or high-HP buildings in its path can slow it down significantly.
❓How does the P.E.K.K.A compare to other high-HP troops like the Golem or Yeti?
While the Golem has more HP and serves purely as a tank, and the Yeti provides a mix of tanking and ranged damage via Yetimites, the P.E.K.K.A strikes a balance between tanking and raw DPS. P.E.K.K.As deal significantly more single-target damage but do not have splash damage or secondary effects. Compared to these troops, P.E.K.K.As are more dangerous against core structures and enemy heroes but require more precise funneling and spell support to be effective.
❓What is the max level of P.E.K.K.A and when can you unlock upgrades?
As of Town Hall 17, the maximum level of the P.E.K.K.A is level 12. Players unlock the P.E.K.K.A at Town Hall 8, and upgrades become available at various Town Hall levels, typically requiring Lab upgrades and significant Elixir investment. Each level boosts its damage and hitpoints, making it more viable in higher-league attacks and war strategies. Upgrading the P.E.K.K.A is essential for players who use ground-heavy attack strategies in mid to high Town Hall gameplay.