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Introduction
The deck is one of the only few viable Sparky decks in the meta right now other than Giant Sparky bait. This deck has a mixed play style in which it can be both Beatdown/control against cycle/control players or punish/control against Beatdown players. Even though this deck lacks a big spell, the high dps units that cannot be ignored in this deck when paired with rage can allow you to break through defensive troops easily.
Deck Information[]
- Deck Created by: BetaSahara
- Minimum Recommended King Level: 9
- Maximum Recommended King Level: 13
- Arena Required: Serenity Peak (Wrong?)
- Average Elixir Cost: 3.9 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Goblin Giant: Your major win-condition. Unlike golem or giant, this card can be used as a punish card as with the medium move speed, high dps, and the long-range of the spear goblins forces the opponent to expend something more than 4 elixir to defend it as usual swarms such as skeleton or bats will not survive against it, and ranged unit such as musketeer dies before killing the goblin giant due to the spear goblins. The spear goblins on a Goblin giant is one of the major reasons why it is 6 elixir: it can completely kite and kill a giant skeleton without taking a single hit, counter most of the skeletons from the graveyard even if they poison(not if they freeze though, but the goblin giant can soak most of the skeleton's damage), and kill a ballon before it reaches the tower with the help of a zap/rage. You can also slap a goblin giant in front of defending units for a deadly counter-attack(mini pekka surprisingly pairs well with goblin giant)
- Sparky: Your Semi-win condition. The sparky actually does far less dps than a mini-pekka so unless you plan to counter-attack with her, don't use her to defend single tanks such as royal-giant. However, its splash and its role as a semi-investment troop allows it to be placed against any mini-tank/ranged unit and completely shred it. However, a lone sparky can be easily countered as even skeletons can defend it alone, so when you plan to attack with her, slap literally anything in front of her and she will be 10x more threatening. Beware though: if the opponent is using rocket, then it is a complete dead card as most of the time you can't out cycle a rocket, nor can you bait out the rocket with other cards such as pump, and she will be completely destroyed along with providing spell value to nearby arena towers/troops. However you can always allow the opponent to know that you have a sparky to prevent them from spell cycling you as the moment they decide to spell cycle, the moment your sparky starts gaining infinite value.
- Dark Prince: Your supporting unit. Unlike in bridge-spam decks, you do not want to bridge-spam it unless they invest something heavy in the back and you don't have goblin giant. This is because this is your only splash unit that can defend small swarms consistently(does not include royal recruits or barbarians, and sparky is far too much of an investment for cheap units such as skarmy). Other than that, its pretty self explanatory: use it to kill supporting units, put behind a goblin giant to deny swarm usage on goblin giant, and slap it in front of a lone sparky to make it more threatening
- Mini P.E.K.K.A.: Your supporting unit and primary tank killer. You would expect a sparky to be your tank killer right? Well yes but no. Use your mini-pekka when you don't want to invest a sparky as it does more dps and is far more reliable than a sparky as a sparky can get zapped but a mini-pekka can't. You can also slap it behind a goblin giant/sparky push to deny e-wiz usage on sparky or just in front of a lone sparky to make it more threatening. Contrary to popular belief, it is not a good bridge spam card(unless paired with dark prince) as it is easily distracted by any unit.
- Electro Wizard: Your supporting unit and air-attacker. An all round supporting unit, he is amazing on defense with its annoying stun effect, and the stun also prevents inferno units from murdering your goblin giant in 2 seconds. You really don't have to utilize his spawn zap as placing him on top of a mini-pekka only results him getting killed instantly and placing him away will provide the greatest value possible. However, one downside to this unit is the fact that it moves so fast that you can't invest with it.
- Mega Minion: Your supporting unit and air-attacker. The Mega minion is basically your flying mini-pekka and also provides great value against air units. You can even use him alone on a knight/Valkyrie to completely counter it. As one of the only two slow units in this deck, the Mega minion is great as an investment unit, and it survives both fire ball and the full duration of a poison.
- Rage: Your effect spell. This might be the cheese spell: it messes up the timer of sparky so the opponent can't counter it with zap properly, swarms gets demolished by dark prince instantly, goblin giant reaches the tower even faster, and gives great mental pressure to your opponent for just 2 elixir! Though, when used improperly, it would not gain any value at all. Your best bet is to use it in a gigantic cluster of unit attacking the opponent to win even harder.
- Zap: Your only direct spell. Its pretty self-explanatory: does damage to units and stun it for 0.5 sec. When facing zap bait decks, try to save it against inferno tower/dragon and counter any other zap units with dark prince. Other than that, its really versatile and low-skill.
Starting hand plays[]
- Zap the tower to cycle
- Rage your own tower to cycle
- Mega minion in the back
- Dark prince in the back
- If you're patient enough and have an anti-air unit and sparky in hand, wait until the opponent makes the first move. This is a control deck after all.
General tips[]
- Save your air counters unless you know they don't have a major air win condition.
- Try not to make the first move unless you have a bad rotation
- When the opponent throws any type of tank/support(from a knight to a golem), sparky the same lane to prepare for a counter attack
- Never use both air counters together in spell range as it can be easily removed with spell and you will be left with nothing to defend
- Never give up! The rage gives the chance to turn a 2-0 defeat into a 2-3 victory with the high-dps unit it provides
- Counters to the sparky includes but not limited to: pekka, Mega knight, e-wiz, inferno tower/dragon, etc. You can sometime brute-force through these units with double elixir.
- When you invest a sparky in the back and the opponent use something that isn't building targeting to punish, you can use goblin giant to kite it for the sparky to shoot it.
General Game plan[]
Single Elixir Time(3:00-1:00)[]
- Use one of the starting plays mentioned above. After the initial play, wait until the opponent throws some mini-tank/tank/supporting units behind and sparky immediately the same lane.
- If the opponent throws some heavy investment behind the king tower and you don't have sparky in hand, goblin giant the other lane without support, your opponent will be forced to spend elixir on it, and if they use a skarmy, zap it.
- after defending the units the opponent throws at, slap a goblin giant in front.
- Play as passive as possible, while defending as best as possible without being down elixir.
- Unless its a rocket, spell value doesn't matter as much as most of your unit are spell-proof.
- Defend with mini-pekka instead of a sparky against royal giants/hog riders
Mid-end Game(1:00-Tie breaker)[]
- Be more aggressive with your sparky usage when they don't have rocket
- If they send a death ball to your tower, sparky it and protect with other units you have to completely demolish their pushes.
- If they're on an elixir advantage and they're using cycle, defend their cycle units such as hog rider and counter attack with every unit you have
- You can ignore certain tower damage for an elixir advantage
- If they're using cycle and you have an elixir advantage, sparky in the back and build up a gigantic push while ignoring certain damage
- Against control, always build up gigantic pushes as normal control has a huge dis-advantage with a tower down
- Against Beatdown, always defend and counter-attack as your sparky shreds the opponent's tank, providing you opportunity to build a deadly counter-attack
- You can be a lot more aggressive on offensive supporting units behind goblin giants while raging it.
- If they have rocket, use it once to let them know you have it to prevent they from spelling your later pushes or spell cycling your tower, then never use it again.
- Don't over commit, none of your units are good tanks with the goblin giant dead. Focus on building another counter-push instead.
- You can sometimes split lane to force opponent to spend elixir on the other lane
Deck substitutions[]
Giant snowball: same statistics as a zap, with knock back/slowing instead of stunning. This card allows better defensive potential but lacks ability to reset chargers/inferno tower, and requires a bit more skill. Sub zap
Log/Barb barrel: Unlike zap, these spells actually kills a goblin barrel, use these when you have trouble with bait. Sub rage or zap
Valkyrie/Ghost: Similar to dark prince, this is also a mini-tank that can splash. The lack of move speed was comprehended with extra health. Sub Dark prince.[]
Prince: A good charging unit that synergizes perfectly with dark prince. Kills e-wiz really fast, and has similar dps to a mega-minion. Sub Mini-pekka.
Lumberjack: A high dps unit similar to Mini-pekka but with a death wish of rage. Sub rage or mini-pekka
Goblin cage: a good defensive building that spawns basically a lumberjack on death. Sub rage or mini-pekka
Giant: A better tank than a goblin giant with more hp. However, the removal of the 2 spear goblins really lowers the versatility of this card. Sub Goblin Giant.
Zappies/Electro dragon: Both units are great at defending and provides the same ability to stun as e-wiz. Sub e-wiz
Hunter: a broken card in the meta right now, has good dps, is range, and attacks air. Sub E-wiz or mini-pekka
Minions/bats: Both units provides great anti-air dps, and bats can be zap-bait for sparky. However their frail health makes it a little bit worse than mega minion. Sub mega minion
Musketeer/Skeleton Dragons: both units does good anti-air dps, but doesn't synergize as well with other units. Sub e-wiz/mega minion
To see other decks that also include goblin giant. Goblin giant double prince also works.
Offensive Synergies[]
Goblin Giant + Sparky[]
This offensive synergy usually occurs after you defended with a sparky and wished to counterattack with it knowing the opponent does not have a rocket/e drag/e wiz. It is quite deadly, but with proper plays from the opponent, it can be countered quite easily.
Goblin Giant + Sparky + supporting units[]
E-wiz: when the opponent has inferno tower/dragon or uses air units
Dark prince: When the opponent uses swarms on the sparky
Mini-pekka: When the opponent uses an e-wiz to counter the sparky
Mega minion: When the opponent uses an e-wiz to counter the sparky
All of these will decrease the possibility that the opponent defends properly
Supporting unit + Sparky/Goblin Giant[]
Same thing as above except a bit weaker
Mini-pekka + Dark prince[]
One cleans up swarm, one cleans up ranged units, they help cover each other's weakness. However the lack of hp for both them makes it weaker than the other synergies
Defensive Syngeries[]
Dark prince/zap + Mini-pekka/ Sparky[]
Pretty self explanatory. Dark prince/zap cleans swarms, Mini pekka/Sparky murders supporting units/tank
Goblin Giant+ Mega minion/Electro Wizard[]
Use Goblin Giant to kite, and Electro Wizard/Mega minion to do dps. However I find myself rarely doing so since Goblin Giant itself cleans the kiting units up and if a goblin giant couldn't counter it, I will just sparky it alone instead.
Suggested leveling Sequence[]
The following sequence is from high priority to low priority. It is assuming the card level is 1-2 levels away.
E-wiz: This man is one of your only anti-air, you do not want it to be 1-shot by fireball and watch as your tower just gets eaten by the balloon, and a split attack from an e-wiz to a fire spirit does not kill it. It matters against furnace, which is extremely annoying when played against.
Goblin Giant: usually tanks aren't rewarding when you upgrade it, and I would usually agree with it. However a spear goblin 1 level lower than bats/skeletons can't 1 shot it, which makes bats do way more dps than necessary, and Witch/night witch turning from an annoyance to an actual threat. This makes it actually rewarding to upgrade it first.
Mini Pekka: one of the greatest interaction difference with Mini Pekka is that it doesn't 1 shot a fireball-vulnerable unit. Usually it doesn't matter, yet the primary purpose of mini pekka is to 1-shot an e wiz placed on top of a sparky, which doesn't 1-shot it if its 1 level below. A slightly more unknown interaction is that it gets 1-shot by a sparky 1 level above it. Not really important since you have e-wiz, but still a notable interaction.
Mega Minion: a mega minion 2 level below fireball gets 1-shot by fireball, which is bad, a mega minion 1 level below archers/fire crackers doesn't 1 shot it, and a mega minion 2 levels below a loggies doesn't 1 shot it.
Sparky: A sparky 1 level above a rocket doesn't get 1 shot, however the opponent usually has a secondary spell to take it out. A sparky 2 levels lower than an Ice golem doesn't 1 shot it, A sparky 1 level lower than an executioner/lumberjack can't 1 shot it, A sparky 1 level above E-barbs/ mini-pekka can 1-shot them.
Zap: a zap 1 level above can 1-shot stab goblins, a zap 2 level above can 1-shot minions, and since its the only common card in the deck, having it maxed before other cards is really easy. Other than that, no big interaction differences.
Dark prince: Pretty level-independent card, doesn't have that many interaction differences, but still great to have it leveled up.
Rage: The only difference is the time, but honestly, you don't need that much time for rage anyways, since you either won already or your push is already gone in 7 seconds. Doesn't really matter at all.
Archetype matchup tips[]
Lava hound[]
Difficulty: 8/10
You only have 2 reliable air counters, both can die easily: mega minion dies to the inferno dragon behind lava hound, and e wiz dies to the supporting units behind the lava hound. Don't even think about tanking it with goblin giant: inferno dragon shreds it. The only reason I can win against is if they foolishly believe that they can tower trade with sparky(Most of the units in lava hound do no damage) and used inferno dragon to defend so they can't use it on the offence.
Elixir Golem/Golem/Giant/Electro Giant[]
Difficulty: 3/10
Sparky tears through tanks, then you can counter attack with the left over sparky. Sure you might lose some hp from the tanks, yet you will have so many units left over from defending a tank push. Just space out your units so they can't get lightning value, and slap a goblin giant on the counter push.
Elixir Golem/Golems that carry electro dragon[]
Difficulty: 9/10
Electro dragon: the worst enemy of sparky. When its paired with tornado, not only does it renders sparky, your only reliable push destroyer useless, but it also destroys all your pushes with its annoying chain stun. The original 4.4 sparky with lightning can kill electro dragon, not this deck. Your only option is to pray your opponent is brain dead or cry in the toilet.
Miner cycle[]
Difficulty: 3/10
Usually in single elixir they will build a trillion minor pushes and take your tower, but thats ok, because you can usually build a gigantic push that they can't stop at all. A really good miner player can stop it, but it's really hard.
Hog/Royal giant[]
Difficulty: 3/10 or 8/10
Really polarizing matchup: either you sparky the Hog/Royal giant and build a gigantic counter attack and they fails to defend, or they cycle a billion fireball and ranged unit to destroy your push and go back to another hog/Royal giant
Bait[]
Difficulty: 7/10
You usually would die to it: they cycle extremely fast, you can't stop their barrels cuz zap is useless, and they usually have great defenses due to the nature of bait. However, the moment they misplays, they die in 2 seconds due to you having rage. It's unlikely for an experienced bait player, but a noob player will be noob enough to fail to defend it.
Bridge Spam[]
Difficulty: 4/10
Quite polarizing, same as miner cycle, expect them to break through in single elixir, then use sparky on their bridge spamming units to gain counter-attack value and tear through their pekka placed on top of your sparky. However, if you fail, you'd probably lose since they will keep up the pressure from you ever building a push, so double elixir is your only realistic chance to defeat them.
Siege[]
Difficulty:8/10
Most of the Siege will have rocket, so play your sparky once to ban them from using rocket on the tower/ pushes, then start building small pushes with the help of rage to force them to over-commit on defense, thus when they x-bow/mortar, you can throw everything down + rage and force them to overcommit on defense again. Do this multiple times, and eventually you'll get a break through. The moment they uses a rocket, sparky away from your pushes to force the opponent overcommit again. Although it is siege, which is known for their defensiveness, so a breakthrough is still unlikely.
Graveyard[]
Difficulty:5/10
Graveyard is really defensive, though it usually lacks a great unit to tank the supporting units behind the sparky. Try to force them to overcommit on attack and allowing them to take one of the towers, as an activated king tower cripples their attack. Goblin giant is a great graveyard counter, and rages completely nullifies the effect of ice wizard. One sentence: Play beatdown.
Mirror matchup[]
Difficulty:5/10
Wait for the opponent to drop their sparky first. When the opponent drops their sparky, immediately sparky the same lane. Use the sparky to tear away their tank, use dark prince to absorb the sparky blast, then drop e-wiz to perma-stun the sparky. After defending with it, build a gigantic death ball with your left over troops and zap their defending sparky. They should be dead after the first counter-attack.