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GiantCard
SparkyCard
NightWitchCard
HealCard
PoisonCard
IceSpiritCard
BatsCard
MegaMinionCard

Introduction

Sparky, in my opinion, is fun to play and very satisfying when it fires. With the recent buff, it is more viable than ever. But there's another fun card to play with that is overlooked, and that is heal. Heal can get that clutch sparky shot on the tower, or heal your sparky against an under leveled rocket. Overall, this deck is a fun one to use, and even if you don't like it in tournaments or on ladder, it is still fun to use in 2v2.

Deck Information[]

Deck Created by: Dieper.io
Minimum Recommended King Level: 7
Maximum Recommended King Level: 10
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 3.3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Giant: The main backbone of the deck. Without it, it doesn't work nearly as well. The giant is an all around good card. It can be used to soak up damage against a push if you need to stall, is a big threat on offense, and makes a great synergy with the rest of the deck. Did you just defend that push with a sparky? Great! Place the giant in front to tank. Overall, this card is needed.
Sparky: The reason why this deck exists. While having her counters, sparky can offer insane value on defense and offense. If you get a sparky shot on the tower, it deals insane damage. But sparky is also great in defending that golem push. A fun card to use, and is satisfying when it works.
Night Witch: Some may say this card sucks now after the nerf, but I disagree. While Night Witch is nowhere near as powerful as she was upon release, she still does offer good value. If you have a giant and a sparky pushing the tower, the night witch helps protect the sparky. Against those pesky electro wizards, she takes them out in 2-3 shots. Against those swarms, the bats she spawns help take them out. She also counters one of my most hated cards: The hog rider. If you place the sparky in the back and the opponent place a hog rider in the opposite lane, you have 4 elixir to defend with a night witch, then the opponent has to deal with the night witch AND the sparky.
Heal: Commonly overlooked to this day due to the nerf, I say that heal still has something good to offer. While no longer as good with three musketeers, this card offers multiple synergy's with the many glass cannons in the deck, such as the night witch, the sparky, and the mega minion. If your opponent fireballs your push, you can use your heal to heal your troops almost back to full hp. If that sparky is approaching the tower with a sliver of hp, you can heal it to get that clutch sparky shot. This is a great surprise card, and when used at the right time, can make your opponent regret their decision. In 2v2, where there are cards that are under leveled, if your opponent has an under leveled rocket that doesn't kill your sparky, you can heal her back up.
Poison: I love poison. The main reason I don't use fireball over sparky is because my poison is level 6, while my fireball is only level 7. However, this is not the only reason. While it deals damage slower than a fireball, it deals more total damage and has a wider radius. It pairs great with the giant (those of you that were around at the goison meta would know that) and provides great area denial. If you opponent keeps playing swarm troops around you sparky, you can play a predictive poison directly on top of sparky. If they place their swarm troops, they die to the poison. If they don't, then they have to wait for the poison to finish, as it denies your opponent from playing their swarm troops. It also counters multiple cards such as graveyard and spawners. I use this card in any deck that I can, and ALWAYS replace fireball with it.
Ice Spirit: Always just a great card. It resets certain troops and can be used for quick cycling. If you need only a little damage on the tower, just place it at the bridge. You opponent would have a hard time justifying killing a 1 elixir card. It stalls on defense, especially if your opponent zaps your sparky, and it deals splash. It can stall troops like minion hordes and buy yourself enough time to kill them with your air troops. If you have a push approaching your opponents tower, you can place ice spirit at the bridge. It can freeze the tower, or it freezes defending units. Either way, it's good for you. It is also a great stalling tool against the mega knight, as is jumps on the ice spirit and the ice spirit freezes the MK anyways.
Bats: Amazing after the extra bat was added. It offers great value on defense, and it can distract electo wizards, allowing your sparky to shoot it. On offense, the opponent can not leave these things alone, as they will deal massive damage on their own. A great card, overall.
Mega Minion: Even after the two heavy nerfs upon release, mega minion still manages to be a great card. It is great on defense, and it deals great damage if ignored. If there is a mega minion with a sliver of hp approaching the tower, you can heal it to let it get damage it otherwise wouldn't. It deals heavy damage to ewizes, and it counters air and ground units. It can also help to soak up support troop damage on defense. For examle, if your opponent plays hog rider and fire spirits, you can play the night witch to defend against the hog and the mega minion to soak up the fire spirits.

Strategy[]

  • Play defense and wait your opponent to make the first move. If you opponent takes too long and doesn't do anything, place an ice spirit or mega minion. Something low cost.
  • When your opponent pushes, defend with your defense troops. If it is a hog rider use your night witch, or an ice spirit and mega minion. If they place a big unit like a giant or golem, prepare to defend with a sparky. You can then place your giant in front of the units that defended, and counter push.
  • Save your heal. Don't just spam it on your troops and hope for the best. If your support units are at low hp, heal them. If a sliver of health mega minion is approaching your opponents tower, you can heal it up, but be careful. If you already placed your heal before, your opponent will know that and zap it, therefore wasting your heal. Trust me, wasting a heal spell feels bad. Be conservative with it and save it only for the right moments.
  • This also means don't be predictable. If you always do the same thing with heal, your opponent will learn to predict it. If you always heal your mega minion at the same time, for example, your opponent will learn to zap it before your heal has any effect on it. However, if you are unpredictable, your opponent will not know when you will use your heal and may waste spells such as a zap on troops when it was unnecessary and they were going to die anyway.
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