Her high damage can cause the opponent to overcommit their defenses on her solely, allowing other troops (specially quick ones like the Lumberjack) to pass by unharmed. When doing so, she can serve as a meat shield that makes it more difficult for the opponent to place frail troops or tanks, limiting their defensive options. As such, she is a hard counter to dangerous cards such as the Mega Knight, Elite Barbarians, Golem or the Electro Giant, having a large amount of health remaining afterward, enough to start a counterattack.
While this generally makes her less effective on offense, as she can be distracted, it allows her to be effective on defense as she will destroy most enemy ground units in a few hits.
The Electro Wizard can have a similar effect, but he is more easily blocked off, since he doesn't deal area damage unlike the other Wizards, can only affect 2 targets at once and glass cannons can kill him easier. Electro Dragon pairs well with the P.E.K.K.A, as its chain lightning denies both small swarms and the Inferno cards that she is weak against.However, combos like this are often vulnerable to spells or mini tanks that can take care of the back end support troops first. Ranged troops that deal area damage like the Wizard are effective at backing up the P.E.K.K.A, as they cover each others' weaknesses fairly well.Although situational, the P.E.K.K.A can be used as a distraction for enemy air troops, as her hitpoints are high enough to tank several shots from units such as Baby Dragon or Flying Machine.They can attack her completely unharmed and set up for a good counterattack. The P.E.K.K.A is very weak against enemy air troops like a Minion Horde or an Inferno Dragon.This can easily assure at least a single connection at most of the times, due to the fact of this strategy being relatively cheap and unpredictable. Poison is very effective as its long duration can prevent large swarms from attacking her, while also giving you an advantage against hard counters like the Witch. decks, as they can temporarily replace area damage troops if they were currently out of rotation. Spells are extremely important on P.E.K.K.A.Their shields and regular hitpoints also makes them spell-proof, with the latter being high enough to survive any spell that costs 3 Elixir or less. Royal Recruits are an effective counter to a lone P.E.K.K.A, since one side (with the help of a Princess Tower can take care of her while the other side sets up a fairly threatening counterpush.The Executioner is also quite tanky, and can survive 2 strikes from an enemy P.E.K.K.A. The P.E.K.K.A works quite well with the Executioner because he can deal area damage that can help defend against swarms.However, she gets countered relatively easily when alone. Because of this, she can get enormous value against massive pushes. The P.E.K.K.A.'s massive damage and very high hitpoints make her nearly impossible to defeat on the other side.However, as sending her alone is in generally unadvisable without playing support cards, so expect the enemy to place a counter. If she crosses the bridge alone, a grounded swarm card like the Skeleton Army is effective at distracting and defeating her, usually for a positive Elixir trade, although this is easily countered with a quick spell like The Log or Zap.The Hunter is an effective counter to the P.E.K.K.A as long as he is being protected by a tank such as Knight or Ice Golem or a swarm like Skeletons or Goblins, allowing him to stay in front of the P.E.K.K.A unharmed.This is useful to keep in mind if Barbarians are the opponent's only counter to her. The P.E.K.K.A can defeat Barbarians up to 3 levels higher in just 1 hit.A P.E.K.K.A card costs 7 Elixir to deploy. She wears heavy dark blue armor, has team-colored horns, eyes, and wields a large metal sword. She is a slow, single-target, melee-ranged ground troop with very high hitpoints and extremely high damage. The P.E.K.K.A is an Epic card that is unlocked from P.E.K.K.A's Playhouse (Arena 4). Swings from the hip but packs a huge punch!”