Power P.E.K.K.A

Builder Base

Power P.E.K.K.A

Armored Destruction Machine

HP
3,800
DPS
400
Housing
20
Speed
16

Overview

Power P.E.K.K.A (formerly Super P.E.K.K.A) is the tenth Builder Base troop, unlocked at Builder Barracks Level 10 (requires BH8). This armored powerhouse features Overcharge ability—explosive leap dealing massive area damage in 3-tile radius, usable once per battle manually OR automatically triggers on death. With 3,800 HP and 400 DPS at max level (Level 20), Power P.E.K.K.A has highest damage and second-highest HP of all Builder Base troops. Dark armor radiating unstable electric energy, wields massive sword for devastating melee strikes. Immune to Spring Traps (25 spring weight) but vulnerable to high-level Push Traps (level 6+).

Power P.E.K.K.A revolutionized Builder Base late-game by providing unstoppable destructive force. Deploy 1 Power P.E.K.K.A with Cannon Carts or Sneaky Archers—P.E.K.K.A tanks all defense fire (3,800 HP survives 15-20 seconds) while support troops deal ranged damage. P.E.K.K.A destroys buildings rapidly (400 DPS = highest in Builder Base). Activate Overcharge manually when near clustered defenses (Multi Mortar + Roaster + buildings)—explosion deals 1,200-1,500 area damage destroying everything in 3-tile radius. If not manually activated, Overcharge triggers automatically on death providing final explosive damage. Housing cost of 20 limits to 1 per army (only 1 fits per camp). Best paired with funneling troops creating direct path to base core where P.E.K.K.A excels.

📊 Stats & Capabilities

Builder Hall Level HP DPS Overcharge Damage
BH8 16 2,900 310 1,000
BH9 18 3,400 360 1,300
BH10 20 3,800 400 ⚔️ MAX — 1,500

Key Attributes: Housing 20 (only 1 per camp), movement speed 16, attack range 0.8 tiles (melee), training time instant. Active Ability – Overcharge (One-time): Explosive leap dealing 1,200-1,500 area damage in 3-tile radius. Can be manually activated OR automatically triggers on death. Must be used strategically—only one use per battle. Immune to Spring Traps (25 spring weight, highest in Builder Base). Target: Any (ground melee unit, single-target attacks, no preferred target).

⚔️ Best Attack Strategies

Power P.E.K.K.A + Cannon Cart Tank-Snipe
Deploy Power P.E.K.K.A first targeting defenses. P.E.K.K.A’s 3,800 HP tanks Crusher slams (600-800 damage), Multi Mortar volleys (600 damage), and Roaster beams (350 DPS) for 15-20 seconds. While defenses engage P.E.K.K.A, deploy 8-10 Cannon Carts behind in Mortar mode (9-tile range). Carts snipe defenses from safety while P.E.K.K.A absorbs fire. P.E.K.K.A destroys buildings with 400 DPS (highest Builder Base damage)—eliminates Crusher (2,400 HP) in 6 seconds, Multi Mortar (1,400 HP) in 3.5 seconds. When P.E.K.K.A reaches critical HP (800-1,000), manually activate Overcharge destroying clustered defenses. Carts provide sustained DPS (832 combined at 64 each × 13 Carts), P.E.K.K.A provides tank + burst damage. BH8-BH10 dominant strategy.
Overcharge Cluster Bomb Timing
Deploy Power P.E.K.K.A targeting central defenses (Multi Mortar, Roaster, Builder Hall). As P.E.K.K.A approaches cluster of 3-5 buildings within 3-tile radius, manually activate Overcharge. Explosive leap deals 1,500 damage in 3-tile area-of-effect. Against clustered defenses: Multi Mortar (1,400 HP, destroyed), adjacent Firecrackers (1,100 HP, destroyed), nearby Storages/Barracks (800-1,200 HP, destroyed) = 3-5 buildings eliminated instantly in single explosion. Optimal activation: when P.E.K.K.A positioned between Builder Hall + 2 defenses = triple-kill explosion. Never waste Overcharge on single low-value building. Wait for maximum clustering opportunity. If not manually activated, Overcharge auto-triggers on death providing final damage.
P.E.K.K.A Funneling Strategy
Use Raged Barbarians or Baby Dragons to destroy edge buildings creating funnel before deploying P.E.K.K.A. Deploy 6-8 Barbarians per flank (left and right edges) destroying outer buildings. This creates V-shaped funnel directing P.E.K.K.A toward base core. Without funnel, P.E.K.K.A paths to nearest building (often edge structures) wasting time and HP on low-value targets. With funnel, P.E.K.K.A marches directly to Builder Hall destroying core defenses. Funneled P.E.K.K.A destroys 60-70% of base vs unfunneled destroying 30-40%. Deploy P.E.K.K.A at funnel apex (center) after edges cleared. P.E.K.K.A’s 400 DPS + 3,800 HP = guaranteed core destruction if properly funneled. BH8-BH10 essential technique.
P.E.K.K.A + Battle Machine Double Tank
Combine Power P.E.K.K.A (3,800 HP) + Battle Machine hero (3,200+ HP at higher levels) for 7,000+ combined HP overwhelming defenses. Deploy both from same side—they advance together tanking all defense fire. P.E.K.K.A (400 DPS) + Battle Machine (200-250 DPS) = 600-650 combined DPS destroying defenses rapidly. Activate Battle Machine’s Electric Hammer ability (hits 2-3 targets simultaneously) + P.E.K.K.A’s Overcharge (1,500 area damage) = devastating double explosion eliminating entire defense cluster. Two mega-tanks survive 30-40 seconds under concentrated fire—sufficient time destroying 80-90% of base. Deploy Sneaky Archers behind for cleanup. Double tank + ranged support = BH9-BH10 three-star strategy.

🎯 Strategic Tips

Highest Damage in Builder Base (400 DPS)
Power P.E.K.K.A DPS: 400 (max level). Compare to other troops: Boxer Giant 220 DPS, Cannon Cart 96 DPS, Raged Barbarian 140 DPS. P.E.K.K.A deals 1.8x damage of next-highest ground troop. Against buildings: Army Camp (1,200 HP) destroyed in 3 seconds, Crusher (2,400 HP) in 6 seconds, Builder Hall (3,500-4,500 HP) in 9-11 seconds. P.E.K.K.A’s massive DPS compensates for lack of numbers (only 1 in army vs 10-13 other troops). Single P.E.K.K.A equivalent to 3-4 lower-tier troops in terms of destruction capability. Prioritize targeting high-HP buildings (Crusher, Builder Hall, Multi Mortar) where 400 DPS provides maximum value.
Overcharge Manual vs Automatic Trigger
Overcharge has TWO trigger modes: **Manual:** Activate ability button when P.E.K.K.A near optimal targets. Provides control over timing and positioning—ensures maximum value by targeting clustered buildings. **Automatic:** If not manually activated, Overcharge auto-triggers on death. Provides guaranteed explosion but unpredictable value—P.E.K.K.A may die in suboptimal position (near single building or edges) wasting explosion potential. Optimal strategy: Manually activate when P.E.K.K.A reaches base core surrounded by 3-5 buildings. Manual activation = 1,500 damage × 4 buildings = 6,000 total vs automatic (bad position) = 1,500 damage × 1 building = 1,500 total. Manual control provides 4x value in ideal scenarios.
3-Tile Explosion Radius
Overcharge explosion radius: 3 tiles from P.E.K.K.A’s position. This 6-tile diameter (3 tiles each direction) covers significant area—hits 6-10 buildings if clustered tightly. Against spread layouts (buildings 4+ tiles apart), explosion hits only 2-3 structures. Visual positioning guide: When P.E.K.K.A standing adjacent to Builder Hall (3,500 HP), Overcharge explosion damages Hall + all buildings within 3 tiles = typically 4-6 structures (Hall + surrounding defenses/buildings). Position P.E.K.K.A at intersection of multiple building clusters—maximizes explosion coverage. Example: Deploy P.E.K.K.A between Multi Mortar and Roaster (both within 3 tiles) = both defenses damaged by explosion = 2,800 HP eliminated (1,400 Multi Mortar + 1,400 Roaster) in instant burst.
20 Housing = Solo Unit Limitation
Power P.E.K.K.A housing: 20. Builder Base Army Camps: Each camp holds 1 unit only (regardless of housing). Therefore, maximum 1 Power P.E.K.K.A per army (uses entire camp). At 200 housing total: P.E.K.K.A (20) + remaining 180 housing for support troops. Cannot field multiple P.E.K.K.As unlike Home Village (Home Village: 25 housing each, can field 8+ in army). This solo limitation requires strategic support composition. Optimal: 1 P.E.K.K.A (20) + 8 Cannon Carts (24 housing) or 10 Sneaky Archers (20 housing) + filler. P.E.K.K.A provides tank + burst, support provides sustained DPS. Never deploy P.E.K.K.A alone without support—wastes 3,800 HP tanking capability.
Immune to Spring Traps, Vulnerable to Push Traps
Power P.E.K.K.A spring weight: 25 (highest Builder Base). Spring Traps eject 15 housing maximum = cannot eject P.E.K.K.A (25 > 15). This immunity allows fearless deployment over suspected Spring locations. However, high-level Push Traps (Level 6+) CAN push P.E.K.K.A despite weight. Push Trap displacement: 6 tiles in set direction. If Push positioned near base edges pushing outward, P.E.K.K.A flung away from core wasting 8-12 seconds traveling back. Conversely, if Push positioned pushing inward toward defenses, becomes advantageous—P.E.K.K.A pushed directly into core defenses. Scout Push Trap positions before attacking. Deploy P.E.K.K.A from angle where Push either ineffective or beneficial.

🛡️ Countering Power P.E.K.K.A

Multi Mortar + Roaster Sustained DPS
Multi Mortar (150 × 4 shells = 600 per volley) + Roaster (350 continuous DPS) = 950 combined DPS to Power P.E.K.K.A. Against 3,800 HP, combined fire kills in 4 seconds (3,800 ÷ 950 = 4s). Position both defenses with overlapping coverage on common P.E.K.K.A paths. When P.E.K.K.A deploys, both engage simultaneously—P.E.K.K.A dies before destroying either defense. Additionally, if P.E.K.K.A destroys one defense (Multi Mortar) first, remaining Roaster continues fire (350 DPS) killing P.E.K.K.A over additional 6-8 seconds. This prevents P.E.K.K.A from reaching Builder Hall or using Overcharge optimally. Pair with Crusher for triple-threat coverage (Crusher + Multi Mortar + Roaster) = 1,550 combined DPS = kills P.E.K.K.A in 2.5 seconds.
Push Trap Displacement Strategy
High-level Push Traps (Level 6+, required to affect P.E.K.K.A’s 25 spring weight) push P.E.K.K.A 6 tiles in set direction. Position Push Traps at base entry points pushing AWAY from core toward edges. When P.E.K.K.A enters, Push triggers flinging her 6 tiles backward = away from Builder Hall/defenses. P.E.K.K.A must then travel 6 additional tiles (at speed 16 = 0.375s/tile × 6 = 2.25 seconds) returning to intended path. This 2-3 second delay + 6-tile displacement = P.E.K.K.A wastes 4-6 seconds repositioning. During this time, defenses deal 3,800-4,500 damage (950 DPS × 4-5s) = P.E.K.K.A dead or critically weakened before reaching core. Place 2-3 Push Traps at different entry angles.
Spread Defense Layout vs Overcharge
Position defenses 4+ tiles apart across base rather than clustered. Overcharge explosion radius: 3 tiles. Buildings 4+ tiles apart = explosion hits only 1-2 structures instead of 4-6. Against spread layout: P.E.K.K.A must travel longer distances between defenses (speed 16 = slower repositioning). When Overcharge activated near spread Multi Mortar, explosion damages only Multi Mortar (no adjacent buildings within 3 tiles) = 1,500 damage wasted on single 1,400 HP structure vs cluster explosion destroying 4,500-6,000 HP total across multiple buildings. Spread placement also prevents chaining—P.E.K.K.A destroys defenses sequentially rather than simultaneously, extending time under fire from 10s to 20s = higher casualty rate.
Guard Post Distraction Troops
Guard Post spawns defensive troops (Raged Barbarians, Boxer Giants) when triggered. These troops engage Power P.E.K.K.A distracting her from attacking buildings. P.E.K.K.A targets Guard Post troops preferentially over buildings (troops take priority). Against 5 Guard Post Barbarians (520 HP each = 2,600 total), P.E.K.K.A spends 6-7 seconds eliminating them (400 DPS ÷ 5 targets = 80 DPS each = 6.5s per Barbarian). During these 6-7 seconds, defenses deal 5,700-6,650 damage to P.E.K.K.A (950 DPS × 6-7s) = kills P.E.K.K.A completely. Position Guard Post centrally behind walls—P.E.K.K.A must break walls (2-3 seconds) then fight troops (6-7 seconds) = 8-10 total seconds wasted while taking 7,600-9,500 damage = guaranteed elimination.

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