Good day everyone! Come back again with me, JohnnyBoy. This morning I was so bored, and so I opened CR and tried to play a different deck. I like battle ram, but I still haven’t found the troops which can fully protect the battle ram, it was until this morning I finally found P.E.K.K.A turns out to be a great protector for the battle ram. Of course, I don’t send P.E.K.K.A alone; I set this as a counter attack, so there are also some troops covering the battle ram. Because I think the best way to play battle ram is how we can make it invisible and out of enemy’s target. In the previous article, I already discuss the invisible battle ram which placed underneath the balloon.
P.E.K.K.A Battle Ram?? What??
In today’s article, we will discuss the battle ram which covered by P.E.K.K.A. P.E.K.K.A functions as a damaged receiver and also the damage dealer. So, in this combination, I pick the high HP as well as high damage. It happens for a reason; I try to combine ram with the vigorous and forceful P.E.K.K.A so the enemy won’t send their single troops to counter our ram. But still, we should have a counter card to counter the spawners which also the common card used to counter the battle ram and P.E.K.K.A. Here; we have two cards which so vulnerable against number troops. Therefore, I enclose some spells card and another tough striker.
Average Elixir Cost : 3.8
Battle Ram and P.E.K.K.A
I already mentioned the reason why I combine the two cards which have the same common counter card; swarms army. You must be agreed with me about that. Yes, and I intentionally make the enemy send their spawners to counter these cards. I have cards to counter those spawners, but I will tell you later on. Now, let’s focus on P.E.K.K.A and ram first.
Both combinations create one strong damage dealer within one ram damage and hit by P.E.K.K.A. The damage that they have can reduce the enemy HP until half left. But, this is not an easy thing to do because we should make the battle ram invisibly protected by another troop. P.E.K.K.A ram can only succeed on the counter-attack; we won’t make it in the first or second attack.
We set this ultimate as a deadly surprise which enemy should take. I will tell you about the strategy to run this in the simple strategy later on.
The leader of attacking
Excuse me, let me dash your tower
I also have bandit as a striker which later on will cover the battle ram. Bandit will always make it to the enemy first rather than any troops because it’s insanely fast. Besides, it also has dash damage which can reduce the enemy’s HP significantly. Because of its speed movement and high damage ability, I choose it to support the battle ram.
So, whenever the enemy sends any troops to block the ram, the bandit will quickly jump on them and execute it. Bandit is also vulnerable against the number troops, but don’t worry because next, I will tell you how to handle it.
Poison and Zap (or the Log)
Nah, these are the cards which handle the spawners. We don’t need to worry about the spawners because if we intentionally play vulnerable cards, means we have anticipation for it. When we have P.E.K.K.A, battle ram, and bandit together (of course we make them together when we are building counter attack), we should standby the poison and the zap (or the log). When the ultimate is approaching the enemy tower, put the poison once you see the number troops. If they send another spawner, launch zap or the log to handle the another spawner.
When P.E.K.K.A get attacked by the spawners, and we handle it quickly, we must have our P.E.K.K.A still healthy and be able to give some hits on enemy’s tower. Poison is a must, and you should have one more spell card because one isn’t enough. For the alternative, you can choose either zap or the log. If you choose the log, you’ll easily erase the ground troops only, but it has wider and longer range rather than the zap. But if you choose zap, you can execute the air troops. Now, it’s up to you.
Spear Goblins and Minions
We also have spawners card on the deck which can contribute giving the protection for the battle ram utilizing its numbers. Goblins and minions meant to be the distraction; they are sent to be the target, so our P.E.K.K.A and Ram are hopefully out of enemy’s target. For the spawners cards, it’s up to you. I only recommend you to bring two spawners cards to help support.
We have one area card of course to handle the spawners and to make some hits on the enemy’s tower. Wizard is also our strongest defensive card since we don’t have area damage dealer but wizard. You can choose ice wizard or ewiz to be the controller, but I think we more need the area damage dealer than the controller. We use the wizard to build up the counter-attack, and I will tell you later about the step to make counter-attack using the wizard.
P.E.K.K.A and Battle Ram and Bandit and Spell
Don’t be wrong, P.E.K.K.A is support for battle ram and not vice versa. We can run this ultimate in the counter-attack. Because it is ultimate, meaning we should be unstoppable, so I also send the bandit to jump on enemy troops first before they become trouble for this combo. Of course, bandit doesn’t have to be in troublesome with spawners. We put poison whenever we run this strategy. So, we only have to deal with enemy’s heavy troops such. And in this case, P.E.K.K.A will be the one who we set to handle that heavy troops; it’s gonna be easy for P.E.K.K.A.
So far, we have ram, bandit, spells, and P.E.K.K.A in the counter-attack. If possible, we can send wizard as well to give more protection and support for the enemy’s number troops. But since it costs so expensive elixir, we should start building the ultimate when we are defending.
Put P.E.K.K.A in front of battle ram
Battle ram and Bandit
In the previous article, I already discuss the ultimate between these two dash damage dealers, and you can check that article if you might be curious. Alright, despite giving protection for the battle ram, we can also attack using naked battle ram and bandit. Here, we should predict the enemy’s card first. And if you know that the enemy has spawners card, you should standby the poison and the log (or the zap). But if you know the enemy has spawners and they already launched it, you can send bandit battle ram even without any spell. If we send them nakedly, we still probably make some hit to the enemy’s tower because we can rely on the barbarians as the tanks for the bandit.
This is probably too expensive if you wanna run the attack but still it is the counter combination which we can use in 2x elixir. Remember that you still can do the attack flexibly as you wish, but here I suggest you not to because we better play P.E.K.K.A as the strongest protector for the counter attack together with other supports.
You can laugh as loud as you can, but I tell you that launching spear goblins at the beginning of the battle might bring you advantage. It’s because the enemy will probably let the spear gob throw their spears and they won’t be the serious problem. Launching spear gob at first is the thing that I always do whenever I play my regular deck. I think we can utilizing enemy’s negligence which let our spear gob make free hits. Although they don’t make serious damage, but still making free hits is the good thing huh?
We can expect the wizard to secure the lane by putting it near the tower. So, wizard won’t get hit. Instead, he continuously hits the enemy troops. If the enemy only sends small counter attack and nothing so problematic, we can play the naked wizard and let him do the protection. But if the enemy sends massive counter sure you should combine wizard with other cards.
Wizard, P.E.K.K.A, poison
These three cards can be the strongest defense we have. But here, we should be willing to play our wizard as a tank because P.E.K.K.A has the highest HP among others. We shouldn’t be worry because we still have poison and wizard to really protect the lane and so if there is poison, the enemy will probably stop overcommit. Nah, here we are building the counter attack.
Defensive battle ram
I know it’s so unfortunate if we send the battle ram just to defend. But guys, if the condition demands you to do so then you should do it. Meaning, we can send battle ram to reveal the barbarians which can be the tiny tank. You don’t wanna lose your tower just because you don’t wanna play defensive battle ram huh?
If you have spear gob on the list, you can send the spear gob to make free hits at the beginning of the battle. Doing this means we force the enemy to start launching cards. Play defensively first, because we have an ultimate counter attack which begins from defending. If the enemy’s push seems not problematic, we can just send wizard to handle it. If they push hard, we can launch wizard first, then spear goblins as the distraction, then wait until we have enough elixir to launch P.E.K.K.A
This is how you should cover the battle ram
Here, we should be willing to have reduced HP tower to have the massive counter attack with wizard and P.E.K.K.A. If we can send them to the battle field than we just need to send ram and bandit which costs cheaper elixir than P.E.K.K.A. What I try to say here is we no longer have the major protectors left; the expensive cards are on the field already, and so we have easier way since we just have to wait for a moment to launch the ram and bandit.
See what we get from the massive attack. Don’t be too overcommit. Be prepare for defense. In 2x elixir, you can run the same strategy, but here you add the spells. When the ultimate is approaching the enemy tower, you can put poison (if possible, place it falls under the tower as well). When the enemy sends number troops, they will be burnt by the poison. And when they send more troops afterward, we can send the log or the zap. 2x elixir is when you should do 100%.
Alright, guys, I think that’s it for today’s article. I hope you enjoy this article and if I’m wrong or miss something, you let me know. And if you want me to review another deck combo or anything, please feel free to leave your comment down below! See you again soon and have a good day!