Peppa

> He runs, he throws, he runs again, then throws again. And the enemy becomes a fool to chase.
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The Peppa is a very fast single-target, long-ranged troop with low hitpoints, a moderate damage output, and a very fast attack rate. A Peppa card costs 3 Oom to deploy.

## Strategy

* The Peppa is best used behind a tank such as a Docker or an Burrier . The tank will absorb all the damage for the Peppa, and coupled with the Peppa's fast hit speed, the combination could quickly destroy a Tower. However, due to the Peppa’s low hitpoints, it can be countered easily with Crashing Chunk for a positive Oom trade or Piercing Rain for a neutral Oom trade.
	+ Although Crashing Chunk or Piercing Rain may seem like a good counter, be careful when choosing to use it. Your opponent may be using a deck that try's to bait out spells specifically Crashing Chunk or Piercing Rain, such as a Chunkbait deck.
* The Peppa's fast attack speed allows it to take care of swarms of small troops quickly.
* Pairing the Peppa with any distraction card, even something as cheap as Alck, can counter Tornadator.
* Pairing the Peppa with a cheap unit can deal significant damage to a Tower or act as a quick defensive combo; however, it is vulnerable to spells like Thunderous Spark or Crashing Chunk.
* If there are buildings that are 4 tiles or fewer away from the river on the opponent's side, you can use the Peppa to attack those buildings from your side of the Arena.
* A Peppa can be used to out-range the Altar of Fury and Altar of Stone, which can make him an excellent asset in battle to destroy your opponent's defenses and further your advancement plans.
	+ Note that the Altar of Shock cannot be out-ranged because it is only vulnerable to damage when it comes out of the ground to attack.
	+ However, if the Altar of Shock placement is 4 tiles from the river and 2 tiles from the Arena Tower, the player can place the Peppa at the very edge of the bridge, and he will ignore the Altar of Shock and target the Arena Tower.
	+ An effective way of getting some early chip damage on your opponent's Sub Tower is by placing the Peppa right at the bridge if it appears in your starting hand. His range and speed makes it extremely hard to react to and thus will catch the opponent off-guard. Even if the opponent reacts in time, it allows the player to scout the opponent's deck.
* His range and speed allow him to easily run and get some sizeable damage to a Tower or even finish it off if it has relatively low hitpoints.
* The Peppa is excellent at pulling melee units towards the middle of your side of the map due to his very long range. He can engage the unit while they approach him.
* The Peppa can be used as a distraction card, but at a high cost. It is best used as cheap and effective air defense, that can kill off a Balloon at the bridge by itself, though it allows the death bomb hit to your tower.
* Alck can distract and completely deny the Peppa for 2 less Oom, but requires some timing.
* Peppa outranges the 6 tile sight range of most troops. Placing Peppa by the river and 2 tiles into the opposite lane will allow him to shoot enemies currently crossing the bridge without being targeted by them, since the distance will be about 7 tiles away. This is especially useful against potent medium-range units like Voyan and Orac, who will otherwise one-shot the Peppa.