Mechanics explainer · Kiting
How to Kite P.E.K.K.A. Between Both Towers
The P.E.K.K.A. hits harder than almost anything in the game, but she has two weaknesses you can exploit: she is slow, and she targets the nearest unit or building. A kiting turn uses both — you never out-damage her, you make your towers do the killing.
Why it works
How does the mechanism work?
A ranged unit placed on the centre line of your side pulls the P.E.K.K.A. across the arena: she walks toward whatever target is nearest, and a ranged attacker on the centre line stays alive long enough to keep re-pulling her. The key is what happens each time she changes direction — her path crosses the range of both Princess Towers. Every leg of the back-and-forth walk is time your towers spend shooting her, and she never connects with a single target.
Where the bait belongs
Where does the bait belong?
The bait unit belongs on the centre line, roughly the 3rd tile below the river. That spot is close enough to the river that she commits to it as the nearest target, and far enough from both Princess Towers that neither tower is ever "nearer" than the bait while she crosses the middle.
When to drop it
When should you drop it?
Drop the bait as the P.E.K.K.A. crosses the bridge, before she has walked deep into one lane. Her "nearest target" decision is made moment to moment — if she is already hugging one side, that side's tower becomes the nearest building and the bait stops working.
How the pull breaks
Why does the wrong placement fail?
- Too close to one tower: the P.E.K.K.A. reaches that tower before the bait can re-pull her. On a 1 HP tower that is an instant fail — remember a single hit ends most Daily Puzzle attempts.
- Too far back: the bait is never the nearest target, so the P.E.K.K.A. simply ignores it and keeps walking at your tower. The pull only works inside the band where she "sees" the bait as closer than the towers.
Who can play bait
Which cards can do it?
The puzzle hand decides the bait. A Firecracker works beautifully because her recoil keeps repositioning her; any durable ranged unit (or the Fisherman's hook, as in Day 2 — Kingfisher) can play the same role of dragging a slow melee unit through your towers' fire.
Worked example: Day 5
In the “Heavy Metal Tour” puzzle, a single Firecracker placed on the centre line just below the river kites the P.E.K.K.A. between both Princess Towers until they shoot her down — step by step, with placements and timings.
View the Day 5 solution →