
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. Ranged area damage troops like the Wizard can greatly support the P.E.K.K.A by quickly clearing out the shielded Recruits. 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.
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 the Hunter is protected by a tank such as Knight or Ice Golem or a swarm, Skeletons or Goblins allowing it 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 2 levels higher in 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 damage.
The P.E.K.K.A card is unlocked from P.E.K.K.A's Playhouse (Arena 4). Swings from the hip, but packs a huge punch.”