
Is PEKKA's buff actually good? Deep dive on all interactions that are changing:
Here are all the interaction changes with its new balance, and all the interactions that could have also changed with a better buff:
• 1,25 elixir - Royal Hog (single hog)
Before → 2 hits to kill
After → 1 hits to kill ✅
(💚 5 hp diff)
• 2 elixir - Berserker
Before → 2 hits to kill
After → 2 hits to kill
(❤️ 54 hp left after 1 hit)
• 3 elixir - Knight
Before → 3 hits to kill
After → 3 hits to kill ❌
(❤️ 82 hp left after 2 hits)
• 3 elixir - Cannon
Before → 2 hits to kill
After → 1 hits to kill ✅
(💚 18 hp diff)
• 3 elixir - Bandit
Before → 2 hits to kill
After → 2 hits to kill ❌
(❤️ 64 hp left after 1 hit)
• 3 elixir - Fisherman
Before → 2 hits to kill
After → 2 hits to kill ❌
(❤️ 28 hp left after 1 hit**)**
• ~3 elixir - Rascal Boy
Before → 3 hits to kill
After → 3 hits to kill ❌
(❤️ 148 hp left after 2 hits)
• 3 elixir - Three Musketeers (single musketeer)
Before → 2 hits to kill
After → 2 hits to kill ❌
(❤️ 41 hp left after 1 hit)
• 4 elixir - Battle Ram (ram only)
Before → 2 hits to kill
After → 2 hits to kill ❌
(❤️ 125 hp left after 1 hit)
• 4 elixir - Hog Rider
Before → 3 hits to kill
After → 3 hits to kill ❌
(❤️ 13 hp left after 2 hits 💀)
• 4 elixir - Battle Healer
Before → 3 hits to kill
After → 3 hits to kill ❌
(❤️ 33 hp left after 2 hits)
• 4 elixir - Rune Giant
Before → 4 hits to kill
After → 4 hits to kill ❌
(❤️ 136 hp left after 3 hits)
• 4 elixir - Hunter
Before → 2 hits to kill
After → 2 hits to kill ❌
(❤️ 43 hp left after 1 hit)
• 4 elixir - Night Witch
Before → 2 hits to kill
After → 2 hits to kill ❌
(❤️ 64 hp left after 1 hit)
• 5 elixir - Ram Rider
Before → 3 hits to kill
After → 3 hits to kill ❌
(❤️ 82 hp left after 2 hits)
• 5 elixir - Interno Tower
Before → 3 hits to kill
After → 3 hits to kill ❌
(❤️ 64 hp left after 2 hits)
• 5 elixir - Witch
Before → 2 hits to kill
After → 1 hits to kill ✅
(💚 3 hp diff)
• 5 elixir - Cannon Cart (down to 50% hp)
Before → 2 hits to kill
After → 2 hits to kill ❌
(❤️ 62 hp left after 1 hit)
• 5 elixir - Ronin
Before → null
After → 3 hits to kill ➖
(❤️ 95 hp left after 2 hits)
• 6 elixir - Giant Skeleton
Before → 5 hits to kill
After → 4 hits to kill ✅
(💚 7 hp diff)
• 6 elixir - Boss Bandit
Before → 4 hits to kill
After → 4 hits to kill ❌
(❤️ 98 hp left after 3 hits)
• 8 elixir - Golem
Before → 7 hits to kill
After → 7 hits to kill ❌
(❤️ 68 hp left after 6 hits)
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As a PEKKA player for almost 10 years now, I look closely at every change made to the card.
This troop has hardly changed in its mechanics or stats since ever
If she has a weakness, it's obviously her attack speed, which significantly hinders it and sometimes prevents her from being truly effective.
PEKKA is countered by all the small troops in the game, ranged troops, all air cards, and most buildings.
Therefore, it absolutely must be efficient in its interactions and take advantage of its high damage to easily eliminate tanks and "medium" troops.
That's why increasing her damages is perhaps the best possible change to make her viable.
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Obviously, the goal isn't to make the card too broken.
This small buff will also allows it to be more effective overall and deal more damages to towers when it connects.
However, I'm still a bit frustrated by certain interactions that make some games almost impossible.
The most frustrating is Hog Rider, which can very easily hit our tower while we're defending with a 7-elixir PEKKA. But this interaction needs to change through a nerf to the Hog's HP.
Games against Royal Giant decks will also remain very difficult to manage. The PEKKA is still hard countered by the Fisherman, the Evo Hunter, and Skeletons...
What do you think of this buff?