Remember P.E.K.K.A. Double Prince? Well out with the old, in with the P.E.K.K.A. and the Double Dragon have great synergies and is fun to use. This deck only requires 1 legendary, so it is relatively free-to-play. Tired of those pesky Royal Giant decks? Give this a try!

Now, if you do not have Inferno Dragon, use the Inferno Tower instead. However, it cannot translate into a counter-push and it costs 1 more Elixir.

Deck Information

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Minimum Recommended King Level: 8
Maximum Recommended King Level: 13
Arena Required: Frozen Peak
Average Elixir Cost: 3.9

Card Roles

P.E.K.K.A.: Ah, P.E.K.K.A. The really tanky mean machine(?) that crushes anything big in her path. She is the primary win condition for this deck. Tired of those Elite Barbs destroying your towers all the time? Use this. It's great at destroying the Elite Barbs, and then can continue to serve as a great tank for a counter push!
Baby Dragon: This thing? It seems underwhelming, but it is quite great in this deck. It serves as a great support card for your P.E.K.K.A., because it splashes away all of the weak units used to kill your P.E.K.K.A., such as Skeleton Army and Minions. It is also fairly tanky, so you don't have to worry about your opponent fireballing it. Not only that, but if you don't have a P.E.K.K.A. in rotation, you can use the Double Dragon combo. The Baby Dragon splashes away the small units, while the Inferno Dragon takes care of the big ones!
Inferno Dragon: This card is great at defending a push, then translating into a counter push. It is great when you get it locked onto a tower, but if you can't, that's fine. Players usually overreact to an Inferno Dragon, due to how deadly it is, so it can make the opponent waste elixir defending it. It also protects the Baby Dragon and P.E.K.K.A. from those large units the opponent sends as a distraction. P.E.K.K.A. may be a tank destroyer, but the Inferno Dragon is more efficient.
Poison: A great spell to use on offense and defense. When you have a P.E.K.K.A. down, I like to play a Poison down to protect the P.E.K.K.A. There are countless times when my opponent plays a Skeleton Army in response to the P.E.K.K.A., only to have it immediately die to the Poison. Too bad Poison doesn't slow down troops anymore.
Zap: A great utility card in general. Kills Skeleton Army in a pinch, prevents lost of damage from a Goblin Barrel, and can reset charges from Inferno Towers, Sparkies, and Princes.
Skeletons: Great distraction. Counters Mini P.E.K.K.A., and it can distract other troops to buy more time. Also great to cycle your cards in a pinch.
Minions: Great for Inferno Dragons. it can do work if behind a Baby Dragon. Also defends against Baloons if Inferno Dragon is not in rotation. You can surround Baby Dragons too for a positive Elixir trade.
Elixir Collector: An essential card to the deck. This deck aint cheap, and it is great to help you cycle faster. Sometimes, if you have an Elixir Collector, you can cycle back to a second P.E.K.K.A. or Inferno Dragon. Great to build up an Elixir advantage.


  • Use your Inferno Dragon defensively, as it can translate into a strong counter push.
    • Do NOT play it at the bridge by itself, as it is easily countered and will put you at an Elixir disadvantage. It will also put your main counter to tanks out of rotation.
  • If you know your opponent has Elite Barbarians, try to save your P.E.K.K.A. for countering them.
    • However, if the oportunity arises, use your P.E.K.K.A. for offense.
  • For Lava Hound, use the Inferno Dragon and have your Poison ready to kill any Minions your opponent may play. The Poison will kill the Minions and finish off the Lava Pups when it pops.
    • If your opponent plays LavaLoon, play your Inferno Dragon closer to the bridge so that it aggros the Balloon first.
    • If your Inferno Dragon is already locked onto the Lava Hound, use your Minions to take out the Balloon.