Clash Royale Wiki


Introduction

Personally, I think Sparky is one of the most underrated cards in the game. People don't like it because they think it is bad at taking towers, but that is not what it is for. Sparky does best behind a tank, and can remove almost any ranged tank killers, does splash to kill Royal Hogs, and if multiple Sparkies are on the field, only Rocket can take them out. As a no-skill deck, the aim of this deck for intermediate players is to three-crown the opponent in one or two pushes, namely investing Sparky in the back, Goblin Giant at the bridge and bridge spam the Mini Pekka and Dark prince when you have the Elixir, and Rage it up. Usually, without Rocket, it is almost impossible to stop this push if everything is on the field, or if you have Sparky in response.

Deck Information[]

Deck Created by: TheBigManRyan
Minimum Recommended King Level: 8
Maximum Recommended King Level: 14
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 3.9 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Tower Troop:
Goblin Giant: Your tank and main win condition. The Goblin Giant is a slow, durable tank and anti-air. Used to take towers and tank for your Sparky Mini Pekka Dark Prince push.
Sparky: Your primary support and secondary win condition. most of the time, it would be invested in the back and paired with the Goblin Giant at the bridge. It also counters Royal Piggies.
Musketeer: Your primary anti-air, does not stun like Electro Wizard does in the Classic Goblin Giant Sparky, but does way more DPS and is better against Lava Hound Miner.
Mini P.E.K.K.A.: Your tank killer. It has enough DPH to one-shot Magic Archer, Electro Wizard, Wizard, Ice Wizard, Musketeer, Witch, Mother Witch, etc. Beware of swarms, as they can take him out due to his slow attack speed. Best paired with Dark Prince.
Dark Prince: Your other support card. Used to take out small swarms like Goblins and Skeletons. Best Paired with Mini Pekka, because the Dark Prince can take out swarms that usually bother the Mini Pekka, and the Mini Pekka, in turn, can remove tanks that counter the Dark Prince, such as the Valkyrie or the Knight.
Minions: Your anti-air swarm, Minions are important to take out LavaLoon pushes and do DPS on the Balloon if the Musketeer locked on the Hound. However, they are vulnerable to Arrows, so beware.
Rage: Your support spell. A Raged up Goblin Giant in the Pocket does 286 DPS (379 at Max Level) with both Spear Goblins, and can make the Sparky shoot in 3 seconds. It is a great surprise factor to opponents, and might even help the Sparky dodge Rockets!
Zap: Your small spell, enough to one-shot Bats and Spear Goblins, and reset the Inferno cards for the Goblin Giant. Also minimizes the damage from the Goblin Barrel.

Strategy and Tips[]

In Single Elixir, like all Beatdown decks, it is generally not advisable to Sparky in the back, or Goblin Giant at the bridge, because the aim of this deck is to take tower before Overtime, so you'll need that Elixir advantage. Defend lightly, but don't eat large amounts of unnecessary damage, such as Wall Breakers, which can be Zapped. Making the first move is generally not advisable, but it is not a huge deal. Split Minions at the back, Zap the opponent's Princess Tower, and Rage your own Towers are the best investment for this deck at the start of the gameIf they invest a 7+ Elixir card, like a Golem or Lava Hound, then it is safe to invest a Sparky in the back. Keep in mind that it is better to NOT invest a Goblin Giant instead of a Sparky, as the Goblin Giant is faster, and can waste the value of the investment.

In Double Elixir, you can have more opportunities to invest the Sparky at the back, and can push more aggressively with Goblin Giant in FRONT of the Sparky, with perhaps a Dark Prince and/or a Mini PEKKA behind. It is generally not advisable to push with Musketeer and Minions, too, because they are your only counters to Lava Hound and Balloon. Therefore, they should be used for defense, not offense. If your opponent puts down an offensive X-Bow, DO NOT USE DARK PRINCE TO TANK. Dark Prince can jump over the river, and while he is jumping, he is considered a projectile and the X-Bow would ignore him and lock on to your tower. The Goblin Giant or Sparky is the best counter to this, because the Spear Goblins on the Goblin Giant can snipe the X-Bow even if a Tesla is placed, and Sparky does splash damage that can easily damage the X-Bow.

Triple Elixir, unlikely to happen, but if it does, feel free to spam at the bridge, and use Minions and Musketeer more freely, especially Minions, since it can distract Inferno Tower. If they are playing a fast cycle deck, like 2.6 Hog, then there should be no way they are stopping the Raged up Goblin Giant even with Inferno Tower or Rocket.

Card Leveling Sequence[]

  1. Musketeer. As she is your major air defense, the higher her DPS is, the more chance you have against LavaLoon. If she is underleveled and dies to a Fireball, your anti-air defense would crumble without her, and you don't have a fast enough cycle to cycle back to her.
  2. Sparky. An overleveled Sparky is, without a doubt, one of the most menacing thing in the game (along with EBarbs and MK lol). Having it overleveled means surviving Rockets, one of the only hard counters for it, as it would be behind a tank most of the time.
  3. Dark Prince and Mini PEKKA. The mini tanks in your deck are not as important as Musketeer, but you would still need them for Royal Giant and Golem pushes. Contrary to popular belief, Mini PEKKA does a ton more DPS than the Sparky, outclassing her 450 - 332 at Tournament Standards (597 - 441 at Max). Dark Prince is also very important, because it is crucial to defending Graveyard.
  4. Goblin Giant. The Tank and the Main win condition of this deck, and also a good counter to Graveyard. The reason it is behind Dark Prince and Mini PEKKA is because they have more utility than Goblin Giant, because the Sparky behind it can take out most high DPS units, barring the PEKKA and aerial units.
  5. Minions. You need Minions for their DPS against Balloon, but their health just need to be higher than Zap, because they would always die to Arrows.
  6. Zap and Rage. The spells are mostly used for utility. Zap needs to one shot Bats and Spear Goblins, while Rage only increases the duration.

Substitution[]

Electro Wizard for Musketeer. The Classic Goblin Giant Sparky uses the E-Wiz, but with the recent buffs to the Musketeer, I think she is more preferrable and more f2p than the E-Wiz. However, it would be weaker against Graveyard.

Zappies for Musketeer. This is an uncommon substitution, but Zappies are handy in stopping Golem and Balloon pushes. However, it would be vulnerable to Fireball, whereas Musketeer would survive by a sliver of Hp left.

Hunter for Musketeer. The Hunter has a lot more DPH than the Musketeer, but less range, making it good for tank busting, such as the Royal Giant and the Electro Giant. However, its lack of range makes it bad for defending Bridge Spam.

Elite Barbarians for Mini PEKKA. For all true no-skill fans: EBarbs Rage with Sparky, what can go wrong? Answer: Rocket. The EBarbs have more health combined, and does more DPS than the robot combined. They are also more dangerous when paired with Rage, and can be used to have split-lane pressure. Their expensive cost, however, would mean a slower cycle to defend Hog Rider.

Heal Spirit for Minions. Classic Beatdown style, the presence of Heal Spirit instead of Minions meand you would have to eat the damage from the LavaLoon push, to heal up your big push in the other lane. A well-placed Heal Spirit may mean a hit on the tower from the almost-dead Sparky. It can also chip tower and increase cycle speed.

Mirror for Rage: This is a high-risk, high-reward play, as the Mirror lacks the synergy with the Goblin Giant as Rage does, but a Mirrored Sparky can survive a Rocket, and if you manage to get two or even three Sparkies on the field, and the opponent does not have Rocket, there is no way it can be defended, like it is just practically impossible if they are behind the Goblin Giant.

Deck Matchups[]

2.6 Hog Cycle: 3/10

The Hog Cycle has too many Hog Riders for you to defend with Mini PEKKA, so the strategy is to eat the damage from the Hog Rider pushes and beatdown with Goblin Giant Sparky. The Cannon can be eliminated by Sparky, like, immediatly, and as fast as their cycle is, they cannot cycle back to a third, which leaves your Raged Goblin Giant to lock on. If you have a big enough push, there is no way they are going to defend this, becuause it is almost impossible for them to three-crown you.

Bridge Spam (PEKKA, Ram Rider, Battle Ram, Three Musketeers, etc.): 4/10

As it is the same with Hog Cycle, they do not have enough defense to eliminate your Beatdown, so the only chance they would have is to three-crown you before you do it to them. In this case, defend with Sparky and Dark Prince and Mini PEKKA if you got an unstoppable push going on the opposit lane. If they place Ram Rider, space out your Sparky and Mini PEKKA, as they have Lightning, so they would be forced to choose the Sparky or the Mini PEKKA.

Royal Hogs EQ Cycle: 4/10

Sparky can counter the Royal Hogs because they don't have Zap, and with the EBarbs variation, one hit from both EBarbs plus Zap is enough to kill the Archer Queen if it is bridge spammed. EQ just got nerfed, so it isn't so much of a deal, and the Royal Delivery does not kill anything. If they split Hogs, Dark Prince on one side and Mini PEKKA on the other, it should be enough to stop it, and counter-push on the side of the Mini PEKKA (or both).

LumberLoon Freeze: 6/10

The Bowler cannot knock back most of your units, as Dark Prince just got buffed, so it would be useless on defense. Lumberjack can be eliminated by Sparky and Mini PEKKA, but if they put offenseive LumberLoon with Freeze, Mini PEKKA on the Lumberjack, and Musketeer and Goblin Giant in opposit directions, so they would have to choose one to Freeze. Focus on offense, because there is almost no way to defend a LumberLoon Freeze without a building (or Lightning),

Golem Beatdown: 7/10

They do not have the defense for your Goblin Giant, as the Night Witch's Bats would be eliminated by the Spear Goblins, so they would try and go all out other lane. If they invest Golem, Goblin Giant in the OPPOSIT lane, because if they defended the push, they would have a huge counterpush going on. The Clone variation is even harder to deal with, as the Night Witch with Clone are going to spawn a ton of bats, and you only have Zap. In this case, just go Sparky behind Crown Tower to defend, and go all out other lane to try and three-crown them before they do the same to you.

3.5 IceBow: 10/10

most of the time they cannot get an X-Bow connection because you have lots of Tanks and Mini Tanks, so they would have to spell cycle, and play defensive X-Bow. The thing that made this match up difficult is Rocket, as it hard counters this deck, with Sparky, Dark Prince (shieldless), Mini PEKKA, Musketeer all vulnerable to it

Classic Log Bait: 10/10

This is the hardest matchup besides IceBow, because they have both Rocket and Inferno Tower, so they basically hard counters you. However, if they make one mistake, then they are basically done for, because without Inferno Tower there would be no stopping that Goblin Giant going to their tower. You don't have a solid enough defense for Goblin Barrel, so most likely it would get chip, so focus on beat down.

Double Bait: 11/10

You thought Classic was hard? Double Bait with Skeleton Barrel is almost impossible to defend with only Zap, because the pressure would be constantly on, and you would have to save that zap for the Inferno Tower, or else the Skeletons would bypass the Dark Prince and get tons of DPS onto your tower.

LAVALOON: 69420/10

L Bozo you don't have any counter for it so it's gona be real tough. Focus on not getting three-crowed, and try your best to three crown the opponent.

Thanks

253.993x253.993px

Conclusion[]

Thanks for reading.