YTread Logo
YTread Logo

How Clash Royale RUINED PEKKA

Mar 27, 2024
Pekka has been a part of the Clash universe since the Clash Universe has existed in Clash Royale for most of the game's history. It has been considered the defensive backbone of many iconic decks. Pekka is an expensive but extremely powerful tank that has acted. as a force in keeping Beatdown decks in check, although it has received many balance changes in its past from what it originally was, it has barely received any changes recently and in recent years has gone from being an iconic staple in The Meta to a board line. useless, so how does a card that was consistently viable for years become one of the worst cards in the game?
how clash royale ruined pekka
In today's video we will cover all the ups and downs of Pekka's 8 year history and how he finally fell. Pekka has been in Clash Royale since the beginning of beta days over 8 years ago in January 2016, but what does Pekka mean that most cards are named directly after what they are? The prince is a The prince musketeer is a musketeer, but Pekka is not even a real adjective. Pekka is actually an acronym, so what does it mean? To answer this, we have to go back to August 2012, when Pekka launched in K Clash Royale. brother game Clash of Clans originally This acronym meant nothing.
how clash royale ruined pekka

More Interesting Facts About,

how clash royale ruined pekka...

Supercell was running a contest to let the community decide what it meant and it would be officially decided on August 23, 2012, where the user named Victor got 58 likes on the Facebook comment of him. official acronym suggestion Perfect Enraged Night Killer from Assassins, so although it has an official meaning, it was originally a meaningless acronym and Supercell probably wasn't quite sure what it meant. Pekka's gender is also something that is not 100% clear. You might think he doesn't have one since he's essentially just a robot, but according to an old Clash of Clans tip, it clearly says that Pekka's armor is so heavy that spring traps don't affect it.
how clash royale ruined pekka
A modern banner also says that no one messes with it. Their real-life butterfly machines, like boats and cars, are usually referred to with female pronouns, so this could have been the case here, but it was actually part of the lucky ladies challenge a few years ago and also, according to a shockrama strip, mini Pekka who There was another troop in Clash Royale who was Pekka's son and mini Pekka was confirmed to be male, implying that Pekka is a biological creature that can reproduce. If you read the description of the P.K car in Arabic, Persian or Finnish, it actually refers to is male and English doesn't refer to any gender at the end of the day, although it doesn't matter much, it's just a fictional character in a mobile game.
how clash royale ruined pekka
Now let's jump ahead to January 2016 and look at the Pekka's first appearance in Clash Royale. The Pekka didn't do the most hit damage of any troop, but he did do the most hit damage of any troops that could attack other troops that you see in Clash Royale, some troops usually win, conditions ignore other troops and make them. essentially useless on defense, so although the Pekka did not cause the most damage per hit, it did cause the most damage to troops per hit of any troop, making it an excellent defense against windy conditions from ground tanks such as Golem and the giant downside of this. was that it was much more difficult to connect to the tower.
The swarm cards, like the skeleton army, were detrimental to Pekka countering for a plus4 positive Elixir trade in a one-on-one interaction, but one more advantage she had over the other tanks targeting the building was that she It had more health than both of them, in fact it had the most health of any card in the game, but it was well deserved because it cost eight Elixir, making it more expensive than any other card tied only with the Golem, which also had eight Elixir. . Also like the Golem, she was one of only two troop cards in the game that had a 3 second deployment time.
Most cards' display time was only 1 second. Having a 3C deployment time was a huge detriment because if you played the Pekka too close to an enemy. Troop, that troop would have a lot of extra time to deal damage to the Pekka, furthermore, this 3 second deployment time was long enough that you couldn't successfully use it as a reactionary defense against the Hog Riders placed on the bridge because the Hog Rider would . using her very fast running speed to reach the tower before Pekka finished charging. Pekka was an interesting card because it wasn't really considered a wind condition since it couldn't reliably deal damage.
Towers, but because it was the most expensive card in the game, you had to build your deck around it. Looking at

pekka

's initial stats from January 17, 2016, it shows that it was only being used in two of the top 100 ladder decks. which makes sense when you consider that things like Pig Rider, Infernal Tower Skeleton Army, and barbarians that Pekka couldn't take out in one fell swoop were everywhere, while the cards Pekka was effective against weren't. were so popular, you also saw many generators. whose decks were very popular, especially in the lower Arenas at this time, and Pekka was overwhelmed by them.
It was too easy to counter with swarms for a massive positive Elixir trade, if you really needed a tank killer, something like barbarians were safer. more versatile option, Pekka would receive her first balance change on February 2, 2016, which would be a rework. Her life points were reduced by 133%, but the card cost would be reduced to 7even Elixir. This marks a rare case in Clash Rail history where a card's first change was changing its Elixir cost, this was a big deal and I think it was the right move. Eight Elixir for a windless condition made it very difficult to fit into any deck and it was very easy to get a big positive Elixir. it is exchanged with cheap swarms.
Health didn't matter much in those situations because the Swarms or the Infernal Tower would evaporate it in a matter of seconds anyway, so I think that was the right stat to get on his nerves because overall he needed a lot of help to make this overall rework look To put the card in a pretty good spot, as it was able to maintain a usage rate of around 8% in top ladder shortly after the rework went live, there actually wasn't a single Pekka deck that seems to be working well, but we did see Pekka pair up a lot with the witch, the witch was a fast attack Splash card that was excellent for dealing with swarms that would normally be a nuisance for Pekka, although the 8% usage was about Below average by the time it makes sense for a more expensive car to be a little less usable given that expensive C's are not inherently versatile.
Pekka was in a pretty decent position at this point, but the troop wouldn't even make it through the rest of the month without another balance change because a general change occurred on February 29, 2016. is being implemented for every current troop, which was a decrease in vision range for Nerf indirectly on all buildings. The interesting thing is that before this change, most troops, including Pekka, had a vision range of sixty and likewise, for most troops, the vision range was reduced to 5 1/2 squares , but Pekka's vision range was reduced by one full tile to five, meaning that Supercell was specifically giving the Pekka special attention here, giving him just a little more help than the rest of the troops would receive.
Initially after this change the usage rate was still at 8% in top rank and it didn't seem like pek's place in meow was changing at all, but on the same day six new cards were released to improve the vision range, the Princess and the Ice Wizard were notable additions that are somewhat relevant to the Pekka, but the one that was the most important to the Pekka story was the Dark Prince. Later in March you saw the emergence of what would be one of the most iconic decks not only related to Pekka but in the entire history of Clash Royale. simply known as Pekka Double Prince Pekka Prince and Dark Prince was a very synergistic combination.
I know at first it seemed strange that the two fastest cards in the game paired well with the slowest and most expensive card in the game, but nevertheless they served each other well. I think it's unfair to say that this trio worked well together simply because of synergy; A large part of their success was simply because higher rarity epic cards in the early days meant a lot more than they do now. Legendaries were inherently overpowered in early 2016, not only because of their powerful unique abilities, but also because they went up to level six, which was equivalent to an epic level 9, which did not exist, since the maximum for epics was level eight, a level eight epic was equivalent to a level 13 common, which also didn't exist yet since the maximum level for Commons was 12 epic and legendaries had this unfair Advantage that I think helped the trio much more than their Synergy.
I think this is supported by the fact that the best performing variant included both Princess and Ice Wizard, the only two legendaries at the time, but double Prince was basically pay to play, which in turn was pay to win, as it was such a powerful deck that it was impossible to have this deck near max if you didn't. spend money even if you were playing all the time keeping your chess cycle smooth and getting all the free rewards since the game's beta launch as a result of. Pekka Double Prince covers the. Pekka's usage rate in the top ranking went from 8% to 31% in the month of March, making it the 10th most popular card.
An incredible increase that cannot be explained by a decrease in visual range alone, just to make it clear that in a few weeks there were balance changes and the dark prince, prince and princess would be nerfed, severely damaging the double Pekka's PRS, but in the same set of balance changes, the Three Musketeers would see a reduction in Elixir which led to the next few months Pekka 3 Musketeers seeing some plays as a very expensive but effective way. combo but peka double Prince was still the most dominant peka deck you saw even though the princes got worse and the Three Musketeers got better peka double Prince didn't really have a massive Fallout until after the May update of that same month, which increased the level cap for com and rare cards diminishing the advantage epic cards previously had, as Pekka, the double Prince, was falling, Trifecta was rising, and The Meta determines that mini Pekka, Pekka's son, was best suited for deal with it.
Remember that Pekka was terrible against tall grer due to her 3 second Deploy Time, so it wasn't the right environment for her right now. Mini Pekka was dramatically increasing in popularity not only because of its faster deployment time but also because it had an infinite range bug that allowed it to easily counter Hog Riders and even without bugs, the mini Pekka naturally had a longer range than the Pekka. normal since. Pekka did not consider himself as good without the strength of the princes behind him. Supercell finally decided it was time to give it an upgrade to give Pekka more of an advantage over the mini Pekka; would receive an 8% damage buff. huge because now it meant he could shoot barbarians, musketeers and wizards, barbarians especially were quite strong in this era and there weren't many cards that could shoot them, not even a fireball, so this gave Pekka a good advantage, especially compared to the mini.
Pekka, despite the advantages the Pekka had, still had three more Elixir than the mini Pekka and could encounter a pig rider, so after this change was put in place, Pekka only saw a small increase in use, while his son's rate remained approximately the same as Pekka, the double Prince. However, he did a little better thanks to the buff, and if you saw Pekka in the months after this buff, it was usually in double Prince decks, but only three of the top 100 players in the rankings were playing him in July and August . Pekka had practically disappeared completely.
Again, based on August stats, Mini Pekka had risen to be the third most popular card in the most popular troop in the entire game, while Pekka stagnated; he was clearly the best damage dealer, so later in the month, Pekka would receive another damage buff. Being a 5% increase with this additional increase, he could now attack an Ice Wizard and a witch. He also gained a slight decrease in first hit attack time. This set of balance changes also sold a nice profit to The Prince and The Darkness. Prince allowed the rise of Pekka Double Prince once again, he was still nowhere near his pointmaximum, but it was still considered a meta deck as on previous occasions, although this would not last long.
Peka was fine after August. balance changes, but after that it only went down to 0% in October, this is because for the rest of the year the meta changed to favor Lava Hound decks with mega minion Elite barbarians and graveyard, which was terrible for Pekka because those decks were too swarming too fast and too in the air, plus many meta decks included Inferno Tower or Tombstone, it was too much for this butterfly chasing threat. If you saw Pekka around this time, it was usually with the Three Musketeers, but we wouldn't really see Pekka around this time, certainly not if you were in the top 100 in the world, so there really isn't much else to talk about until next time. card balance change, which would arrive on February 13, 2017, finally Supercell. was making the deployment time consistent with all other Troops that cost 7, even Elixir or less.
Fun fact about this, did you know that when Pekka finished unfolding he said butterfly? She said it 3 seconds after being placed on the sand just like she was. finished deploying, but since reducing the deployment time to 1 second, it still said butterfly 3 seconds after being placed and to this day, in March 2024, it still says butterfly 3 seconds after being placed, remembering that time 3 second deployment time I used to have, this is what Pekka did. Much more useful against cards that required an immediate response, Pekka was not only a somewhat viable reactive card for those cards, but it was also decent against the newly released Battle Ram, of course it wasn't the most profitable counter, but overall it is better than nothing, although a decrease in deployment time is a huge advantage, the Expo and the mortar are perfect examples of the difference a small tweet with that statistic makes.
You may achieve this a couple of weeks after the benefit went live, the card usage rate in the top ranking increased to a staggering 2%, okay, you may not have seen a huge increase in popularity right away, but the meta was still in development, players were still trying to figure it out. Find out what was the best use for Pekka. Remember that even in 7 Elixir it was a pretty difficult card to fit into the following months. The only possible development in The Meta related to Pekka was the emergence of battle. The Ram people were actually using Pekka.
Battle Ram before its implementation time slowed down, but it didn't see much high-level play until around April and became more popular in June, where several topet players would end up with this peka Beatdown deck that included Battle Ram Lightning and the Dark Goblin, but the Pekka. The full potential wouldn't be tapped until July of this month, it was the crown championship and a player named oxy put on an amazing performance using a

pekka

deck that included battle Ram Bandit and Night Witch. He used this deck every round and ended up winning everything. The drash tournament again claims victory.
American battle champion Ram Bandit and Night Witch had already been working well together in a newly formed archetype called bridg bam and now Pekka was integrating into this archetype. Most players were now noticing Pekka's true potential and thus. top ladder end usage rate in July increased 10 points from last, the most popular Pekka deck actually included a graveyard, but you saw plenty of other Pekka decks that made the top 200, including minor control variants, lightning bolts were absent in all of these, with fireball poison being the new option for a big spell Pekka was clearly doing very well around this time, it was pairing very well with many of the cards that came out in the first half of 2017, Without these three cards, Pekka's perceived power would likely have been very different and that perception may not even have been wrong because these fast-paced cards worked as a great balance for him.
Pekka's slow but powerful attributes from the. Pekka isn't a win condition, but it's too expensive not to build a deck around. It makes sense that a secondary wind condition would be the best synergizer of it. I know the cemetery variant was technically more popular during the July season, but I wouldn't say that was the case. due to the Great Synergy I would say it was mainly due to the graveyard being overpowered, the August balance changes would be Nerf the night of Witch Battle RAM and the graveyard, despite the indirect Nerfs there was a huge demand for Pekka thanks to the Mega Knight that was added earlier.
The same month Mega Knight entered the meta, Pekka helped him keep him under control, the Nerf Battle Ram hit him hard, so instead of Pekka Battle Ram, he saw Pekka Hog Rider as the new most popular Pekka deck , while Pekka's minor control is still quite popular. to see the electro magician with him. Pekka is pretty consistent at this point, partly in response to Inferno's heavy meta over time, although you did start to see this minor Pekka deck evolve into a pekka battle. Ram Deck Battle. Ram ultimately performed better in most people's eyes despite Pekka's blatant popularity. was growing a lot for a card that shouldn't be so versatile, it certainly appeared in a good variety of decks, though.
Pekka certainly wasn't going anywhere; The highest stair use rates from late September to October suggested that this July to September period was just another phase for the. Pekka was perhaps only doing well because of other popular Bridge Bam cards, but it turns out that this period of decline was the phase because in November 2017 Pekka had great success again, this time with the goblin cabin, this was the deck used by the winner of the ccgs euu tournament in the 2017 grand finals, but this wasn't the only variant you saw in the game, although Pekka Goblin Hut wasn't going to be unviable anytime soon, there was a meta change in December that changed what was most popular.
Pekka decks were all thanks to a floating type, Royal Phantasm was overpowered and thrived in several archetypes and Pekka was one of them, but other than that, Royal Phantasm was incredibly popular with Mega Knight and Pekka thrived in the Mega Knight goals. Royal Phantasm was nerfed the following month and quickly disappeared from almost all top decks except Pekka decks. It's hard to know what type of decks a card works best in when overpowered, as each archetype can benefit from it in some way. and continuing to appear in Pekka while he was absent from almost every other archetype showed that the real ghost's place was with Pekka.
The real ghost was a cheap, fast-moving Splash card that fit as a good pressure card like Bandit and Battle Ram, interesting thing. What I've noticed with Pekka watching it so far is that it never settled into a single deck for more than a few months after showing up with princes and battling Rams for so long that you probably wouldn't expect the meta developed in Pekka became the most popular Pekka deck when neither Executioner nor Tornado received recent changes, this deck remained the most popular Pekka deck in the ladder for two seasons in a row, despite Dark Prince being very popular in this one. era, he was no longer so popular with Pekka, surely he was. appeared in this notable X NATO deck, but if you look at the other popular Pekka decks from this era, the Dark Prince was nowhere to be seen.
April 2018 was an interesting month for Pekka, however, even though Pekka finished in the bottom 7%. decks in the top 200 there is no official record of exactly what padex finished in the top rankings for the April 2018 season in the wide scope of the game, you still saw basically what you had already been seeing, but you also saw the rise of Pekka with the balloon. This deck briefly became a very popular Pekka deck that relied on pushing hard with the lob and defending with the Pekka in the absence of a big spell. Its popularity didn't last long, although in May you started seeing a lot of them.
Spell Bait combined with Pekka, so for a brief period, Pekka was mostly played in this sort of hybrid between Bridge Bam and Spell Bait. Rascals were also released this month, and by the end of the month, Rascals combined with Pekka was considered overpowered. Combo Rascals were an overpowered card during this period, so it worked well with a variety of archetypes, but it was widely recognized that Rascals worked better with Pekka than any other card. The Rascals were eventually nerfed, so after that you didn't see them together much anymore in the following months, you mainly continued to see Pekka with high-pressure fast cards like Bandit Miner, Royal Ghost, and Hog Rider.
The Dark Prince didn't seem to be that popular with them. Pekka at this point, but he certainly wasn't going to be gone forever in July, this bridge bam Deck with a magic archer was trending, there were so many different competitively viable Pekka decks that emerged in The Meta throughout 2018, so in instead of continuing to review everyone. individually, I'll put them all on the screen now because I don't really need to keep going over them. The essence of Padex was generally the same, just trading a few cards here and there, however later in 2018 you wouldn't really see the pig.
The pilot was no longer paired with the Pekka. The battle. Ram had almost completely solidified his place. 2018 was a crazy year for Pekka. It seemed like every month there was a new version of Pekka. Bridge Bam. Moving up to the meta although I wasn't sure which Pekka was the best. The deck was all year long, it would become clear in October 2018 when one variant would rise far above all others and was not going to be eliminated so soon. This variant with battle Ram Royal Ghost Electra Wizard and Bandit was not just a variant of Pekka Bridge bam, it was peka Bridge bam, it would now consistently remain the most popular Pekka deck according to a statistic from late December 2018, this deck was the Fourth most used deck in the game with a 56% win rate.
This was not the only Pekka. The deck you saw from October to December, although in November you saw a variant with the Dark Goblin that had recently been improved and was very strong, as well as one with the Three Musketeers, since they were very popular at the time, the 3M variant did not it was completely. As popular as the other two, but had the highest win rate of the three. Pekka's usage rate in Grand Challenges was around 15-16%, which was quite high. Some argued that it needed some grit, but the majority opinion was that it was a balanced card from Pekka.
Momentum wasn't slowing down in 2019. Pekka Bridge Bam was gaining even more popularity in January. By January 10th it had officially become the most used deck in the game and by January 12th it was made up of 3% of player decks, almost double that. popularity of the second most popular deck in the game and despite being so popular it still had a 55% win rate just to remind you that this was a single variant and these recent stats were taken just a few days after a nervous r battle , so it is not like a supercell. I wasn't trying to tone it down at least a little.
Pekka Bridge Bam wouldn't hold the number one spot forever, but he certainly wasn't going to fall off the leaderboards anytime soon. Over the next few months, Supercell will also return to Nerf, the battle Ram. as Bandit to help tone down Pekka's bridge spam, and while it still wasn't going anywhere, you saw some players replace Battle Ram with Ram Rider, later replacing the snowball zap since it worked better with Ram Rider , even Pekka with Goblin Hut. made a small comeback around this time, but even with the. Pekka's ability to adapt to other decks outside of Bridge Bam was unable to keep its rates as high as before these rats suggested that Pekka was a balanced card, so it would surprise many when it appeared in the balance changes in August. 2019, the first time in over 2 years, but before we even go over the balance changes, we need to go back to the previous month in July 2019.
The melee range system was being simplified. All melee cards would be placed in one of the three melee categories, which was 1.6 tokens, medium melee, which was 1.2 tokens, and short melee, which was 0.8 tokens or less. Pekka's range was 75 tokens, so he was not affected by this game rules update, but just a month after this game rules change, supercell was improving. Pekka's range from 75 tokens to 1.6 tokens classifies it as a long melee card to offset a generous range buff. Pekka would receive a 99.5% health nerf. Many wondered why this rework was necessary, why rework a statistically healthy card, the fact that they chose. balancing range made it even stranger since Super had rarely touched that stat when balancing cards in the past.
I think it's partly because Supercell wantedjust test to see how much changing a card's melee range would affect you. This statistic was eventually standardized. Instead of it being an arbitrary, hidden meaning, Supercell would now be more likely to use it for balancing, so maybe just to see how much a rank change would really affect it, they wanted to experiment with it on a relatively balanced card, but Supercell also believed it would make the card healthier as they stated that it was incredibly difficult for most decks to beat Pekka due to its exceptional health. The goal of this revision was to improve it against fast units.
Extending its range meant that targets would enter its proximity earlier and exit later while doing so was worse against slow-paced stacks, as range would normally matter less against cards like Golem that couldn't outpace it and also felt a bit off that. Pekka had a shorter range than the mini Pekka, so maybe Supercell only realized this when they were ranking the ranges for each melee card for July and wanted the game to make more sense or maybe even the plan. to change the scope of Pekka arrived before the scope. standardization and that's what drove them to standardize it in the first place, regardless of the fact that most players felt this Pekka rework was unnecessary and the community was divided on whether this would help or hurt the card;
There were quite a few people worried that this rework would be I'm going to kill Pekka and others who were optimistic, but many people, including Supercell, seem to greatly underestimate the difference this range improvement would make. Just put this in perspective, the reach more than doubled. Now you can easily counter a pig. rider as placement wasn't as important now due to not getting out of range as easily, which was huge in situations where there were other units supporting the rider that could have distracted him, otherwise a Nerf with 99, 5% health was pretty big for a card. just like Pekka, however, since he had so much health, this was over 300 life points at tournament standard level 9.
One major interaction difference this caused was that Pekka was killed by three shots from Sparky instead of four. It was certainly going to be very different after this change, but whether you liked it or not, it was coming, so overall, how did this rework affect the Pekka? Simply put, he was too overpowered as well as really overpowered. It was being seen in about a quarter of Grand Challenge decks for most of the season, easily reaching the highest Grand Challenges usage rating you've ever had - of course, you saw a lot. Pekka Bridge bam, but you also saw a lot of Pekka paired with Hog Rider and RAM Rider and even a double pekka generation deck started trending at one point, Magic Archer also appeared a lot more with Pekka because it received a rework at the time.
Same time. At the same time, Pekka's rework caused it to have a substantial increase in popularity alongside Pekka decks - even for Expo, decks that were considered Pekka's biggest weakness weren't nearly as good against him as they were. before because Pekka could get to the Expo much faster, giving the opponent much less time to distract him. Pekka's movement speed was ¾ tile per second and since his range was increased by 85 tiles, this essentially means that he would lock onto his target over 1 second faster than his previous iteration if he were walking towards it, which is unfathomably great.
When it comes to these micro interactions, another important benefit that I didn't mention in regards to. Pekka's extended range was that you couldn't really push him off the tower after he locked on now because Pekka usually had such a short range. Placing a troop between the two entities would put the Princess Tower out of Pekka's reach. lead the Pekka to retarget the troop you placed, most of the troops had a collision radius of 5 to 6 tiles, which was enough to push a troop already blocked in the tower that had a range of half a body to body.
This is a significant disadvantage. Cards with short ranges have compared to cards with long ranges to push the melee Pekka out of Princess Tower with another card, so that card needed to have at least a collision radius of 75 spaces, so very few cards They could accomplish this and if all that wasn't enough, El Pekka already had an exceptionally large collision radius at 34 seconds from a token which, combined with the long range, allowed him to attack across the river, something very few melee troops did. body could do. This made it an absolute nightmare because it dealt so much damage it basically meant if a pekka locked onto the tower it would take it out completely there was really nothing you could do about it now the best way to knock aeka off the tower during This time it was with the log, which was the only card that could really take down the Pekka, but even with this you had to spend two elixir on the log and more elixir for a troop to distract the Pekka and you will probably have already taken a lot of damage in that time. moment and if all that wasn't enough since the Pekka had an exceptionally large collision radius at 34 seconds from a tile which, combined with the long range, allowed it to attack across the river, something very few melee troops could do. .
Hopefully all of this gives a good picture to describe how impactful this range improvement really was, Seth. whoever was the balance head actually said that originally the health nerve was going to be 15% instead of the 9.5% it ended up being, so it seems like Supercell knew that 15% was the amount of health it should have been weakened to generate Es Balan but they were being too cautious to secure the. Pekka was still viable after the bounty because you can obviously never know for sure what impact the change will have until it becomes available with the next set of balance changes in September.
You would think that Supercell would follow through with their original plan by weakening the pekkas' HP. It would be 15% less than it was before August 2019, but after a month of Terror peka, Supercell realized that they underestimated the impact of the range buff, saw that it was super frustrating, and probably decided that the nerf and health would not be enough. to make the card balanced or fun to play, so in the September 2019 balance changes, Pekka's range was partially reduced, it would go from 1.6 melee tokens long to 1.2 tokens, ranking him now as medium melee, so Pekka could now be pushed. out of the tower by any troop with a collision radius of 045 or more tokens, which is practically all except the spirits and could not attack from the other side of the river either.
This was the last balance change Pekka would receive for a long time. So how did a card that consistently suited the meta act as the backbone of several top meta decks and keep ground tanks in check end up being nearly useless several years later without further balance changes? Well, it certainly didn't happen overnight initially. after the Nerf range the rates were back closer to what they were before the August review, it was still performing well and actually seems to be in an overall healthier position than before August 2019 because it was still better against cards faster-moving than previously, although it was also more bearable if you were playing a slower-paced deck that relied on big pushes, which was the initial goal of this whole rework.
The new Pekka main deck you saw floating around this season was this one that included the fisherman. Not only did Fisherman get a big buff in September, which overpowered him, but he was also good against Overpowered Executioner, which also got a buff in September, so as a result, this pekk deck won more Grand challenges and had a higher win rate than anyone else. Pekka's best rig this season, angler, certainly wasn't something you'd see every time you saw Pekka, but it would definitely be more common to see the Pekka with it than without it during the period in which it was dominated in the final months of 2019.
There are some more interesting developments, the October 2019 meta was a radically different environment, unlike anything we had seen before. Elixir Golem, Witch, and Wall Breaker, all cards that didn't exist or were irrelevant before this month were defining meta this season, even though you do. Let's see Mega Knight Rise make it into over a quarter of Grand Challenge decks in response to this meta. Pekka didn't really have a place as he was ineffective against the true meta drivers, but in November, when The Meta was resolved, Pekka's fees would increase again. to be normal and not only that, but this month would also be one of the biggest developments to ever happen to Pekka bridg spam magic.
Archer was gaining popularity to the point of being used in 20% of Grand Challenge decks, so you were seeing him quite often. paired with Pekka now, that wasn't a major new development in itself as you commonly saw this duo used together in the past, but what was notable was that Magic Archer replaced minions in the iconic bridge spam deck. from Pekka, this might seem like a fairly minor development. that quickly fizzled out when magic archer was nerfed, but this development was long lasting and this variant would now be what was known as the Pekka bridg bam deck from January 2020 to February 2020.
This peka bridge bam deck used to be number one . The most popular deck in the game consistently remained in the top three. If it wasn't number one, it started to fall a little more in March, but throughout 2020 it was among the top 10 most popular decks in the game, it certainly wasn't. dying early and that was good for Pekka, but the most important thing to note is that Pekka didn't really appear outside of this deck from 2017 to 2019. You were seeing so many adaptations and developments around Pekka that Pekka's top deck was constantly changing . before, but in 2020 you really only saw Pekka in the Pekka bridg spam, the only variation you sometimes saw was the Dark Prince replaced by the royal ghost or the minions replaced by the magical archer even though Pekka's win rate Bridge bam remained solid all year, the win rate for the standalone card was in the 30s and 40s, which generally indicates that said card is not that good.
Pekka clearly wasn't as flexible as before, only showing viability in very specific decks, which honestly makes sense for a card that's more expensive. The biggest side one of Pekka that I want to cover from this year is that he finished #1 on the guys leaderboards in October 2020, not in Bridge Bam, but in this Pekka Balloon Freeze deck. It would be ridiculous to say the card needed an upgrade at this point, but being barely above average in one or two good decks couldn't last forever with this pattern of decline present through 2020, it's easy to assume this would continue into 2021, but 2021 was surprisingly a really good year for Pekka.
Thanks in part to a new card, the Electric Giant, this troop was quite difficult to counter as when a troop attacked it, it took damage, meaning cards like Skeletons and Bats couldn't get more than one hit on the EEG Giant before of dying, as Pekka had a lot of health and dealt more damage per hit than most cars. It was a very effective counterattack against this new threat, also an advantage since Mage Pekka and Electro had the same hit speed. If you timed it perfectly, you could have it so that the electro. The mage hit the electric giant at the same time as Pekka completely shut it down with Pekka unharmed as the electric giant caused no damage as he was stunned.
You will continue to see some of the best players playing Pekka globe until early 2021, but never really. It was considered super popular around the world because this Pekka Bridge bam deck with the Witch Mother and the Dark Prince was trending rivaling Pekka Bridge bam for months to be the number one Pekka deck, causing Pekka rates to be the highest. highest in years. This time though most Pekka Bridge bam players were actually replacing fireball for poison because witch mother was very meta and Fireball was much better at dealing with that if you included the fireball variants and poison, Pekka bridg bam was actually the most popular. deck in the game in June 2021 and I'm not even including this new Ram Rider Witchmother deck, we're just talking about classic Bridge spam.
I think most of this can be attributed to mother witch because she was really good against swarms which was not present in Pekka bridg's spam since mother witch kept Swarm decks in check, the meta was overall better suited for Pekka users. Besides,bait decks with Inferno Tower were largely absent from the meta around this time due to the prominence of fire spirit. A few months later, in October 2021, another major development would occur in the game's overall meta. Champions were being introduced to Clash Royale. Initially, you saw Pekka paired with the new Archer Queen, but this was mainly due to her being released too hard and being paired with just her mostly, so this ended shortly after the Archer Queen was inevitably nerfed.
The main development that benefited Pekka from Champions was the Golden Knight. This makes a lot of sense considering it was a high-pressure, fast-moving card, similar to all the cards Pekka worked best with in the past, that popular deck that had surged earlier in the year was trending in November replacing Dark Prince with the new golden Knight. This deck was so popular that it was played in over 350,000 games and maintained a 55% win rate, landing it at number one on the list. global leaderboards by winning over 165 grand challenges in 7 days and winning the 20 win challenge that occurred in November 2021 almost 60 times.
This was the second most popular deck for players who had won the crl2 victory challenge, but witch mother would be nerfed hard. December 2021 ended this deck's reign while the Ram battle got a nice damage buff that helped Bridge hit a bit harder, so after an exciting year of numerous developments and new decks, Pekka was pretty much back to be seen only in the one Bridge bam deck that had been seen for years one more deck that was quite popular in 2021 and was still seen a bit in 2022 two was this Pekka Ram Rider deck, this deck attracted players that they had no champion of Champions.
They were still rampant at this time, especially Archer Queen, so this was a good deck for those who wanted to compete but didn't have leveled champions, naturally this deck was tuned more to help deal with champions. The lightning bolts were important because they eliminated Archer Queens. and Snowball was good for pushing an invisible Archer Queen away from your Tower and worked better with Ram Rider, but this deck never gained as much traction as Pekka bridg bam did. Honestly, 2022 was pretty much the same as 2020 when you saw Pekka. was Pekka bridg bam, rates throughout 2022 and most of 2023 ranged between 4 and 5% usage with a win rate between 40 and 40, which is slightly below average if we use statistics specifically to determine the The strength of a card in late 2023 fell further to a 2-3% usage rate and a medium to low win rate. surpassed the.
Pekka is on us and the win rates at any given time and if you don't already know, the mage is essentially the worst troop in the game and always has been so it's a good comparison, there are many reasons to explain this higher drop that the game had just developed. in a way that doesn't suit Pekka much before 2022, the only card that could take Pekka down was the log, but then you saw the release of the Monk and the Little Prince, both of which could also take him down from doing so. I even mention that in recent years, swarm cards like barbarians, goblin gang, and goblins got an extra unit, so it took one more hit from Pekka to remove each of those cards.
Now evolutions also played an important role in this fall, Pekka's biggest decline. It actually correlates perfectly with the introduction of them, now that you had barbarians who could survive. Pekka hit skeletons that could completely counter it for an Elixir and still require an extra response and the actual recruits got an evolution that brought them back to the meta, which countered Pekka strongly even without the evolution. I didn't mention them before because their time in the spotlight was pretty short since evolutions became a thing, none of the cards that work especially well with Pekka have gotten an evolution and that's part of the reason I think the Evolutions are so flawed that they are naturally unfair unless every card has one because of them.
By not having debuffs, evolutions have caused many relatively long-term balanced cards to suddenly have inferior raids, so I think this is the biggest problem right now. You saw Pekka benefit a bit from the modern Clash climate in December 2023, this Pekka Deck with The Little Prince overpowered was quite popular and you can still see some of the best players having success with the Little Prince Pekka and the double.Evolutions from February 2024, but if we look at the first few months of 2024, Pekka rates were still horrible even though there were multiple grounds in the meta, and at this point players had been clamoring for Pekka Buffs for years, but Supercell just would not budge, leaving what was considered the defensive backbone of many iconic decks over the years to slowly rot away until March 20124 for the first time in almost 5 years, supercell would be balancing the Pekka once again, but no It was just a small improvement they were giving back to the Pekka. long-range, it's true, they were officially returning Pekka to the exact state he was in during August 2019, when he was objectively overpowered.
I couldn't believe my eyes when I first saw this, but wait, was that really a dumb move? 2024 Clash Royale was severely Unlike 2019's Clash Royale, this is also certainly not the first time Supercell has reverted a card to a previous state. We saw this with Tesla when he got a Nerf hit speed in late 2020, but we saw it reversed in 2023 and it certainly wasn't that way. I feel broken in 2023 as I did in 2021 since Pekka already existed in this state. I don't need to cover the benefits the card gets from being melee again. The main question is how Pekka adapted from August 2019 to March 2024.
Meta, well, it might be too early to say for sure, but card rates at the end of March 2024 are still pretty bad. Pekka is much easier to counter now than he was 5 years ago, even in this once-broken form. it barely has a place in today's meta, it's certainly not a useless card, although you can definitely have success with it today, but to say that it's close to its 2019 power would be ridiculous to compare the rates from then and now makes it very clear that Pekka it is not. Even included in the top 20 most popular decks in the game right now, but even if this balance change didn't bring Pekka back into the meta, I think it was at least better than dropping Fester, so what's the future for Pekka if I do? ?
To be honest, I think a range upgrade was a terrible move for him. Pekka and it is not the right way to solve it. I think a 3% damage buff at mid-range melee would have been a much better route to go, it could fire off a lot more cards including Fisherman and Royal Hogs just to name a few. A couple of damage buffs for one more troop is how they adapted it to the meta in 2016 and I think it was a good move back then, even if. Pekka is relatively more balanced at the moment. I think this long range will need to be toned down eventually, just wait until cards that synergize really well with Pekka or even Pekka himself get evolutions if you want to go a little crazy with Pekka.
Although you could use deployment time as a balancing tool, I wouldn't have suggested this a while ago since Supercell said they wanted every troop card in the game to have a 1 second deployment time other than the Golem and not use it as a tool. balance, but they recently changed the goblins' deployment time a bit, so it doesn't seem to be completely out of the question. Now giving him some extra stats for a slower input could be a really interesting way to balance him out. I don't see a good reason. as to why this can't be used as a balancing tool anyway, but let me know what you think about the Pekka, okay?
Where is? Should we wait for more evolutions or does it need a buff now? Also let me know which cards have history. Do you want me to cover the following? Thank you all for listening and we'll see you later.

If you have any copyright issue, please Contact