Clash Royale Wiki
Clash Royale Wiki


RoyalChefCard
InfernoDragonCardEvolution
WallBreakersCardEvolution
RocketCard
GoblinHutCard
ElectroGiantCard
BarbarianBarrelCard
TornadoCard
GoldenKnightCard

Introduction

An Electro Giant deck with a live demonstration of one of Joule's laws to turn up the Arena's heat.

Deck Information[]

Deck created by: AmogusSus801.
Minimum recommended King Level: 10
Maximum recommended King Level: 15
Arena Required: Executioner's Kitchen (Wrong?)
Average Elixir Cost: 4 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Royal Chef: Assist.
Inferno Dragon: Anti-Tank.
Wall Breakers: Secondary Win Condition; Anti-Swarm (Evolution only).
Rocket: Anti-Glass Cannon heavy spell; Tertiary Win Condition.
Goblin Hut: Anti-Air building.
Electro Giant: Anti-Rodent, Anti-Swarm, Tank; Primary Win Condition.
Barbarian Barrel: Anti-Swarm light spell; Assist (Barbarian only).
Tornado: Anti-Swarm, Assist, King Tower Activation light spell.
Golden Knight: Tank; Anti-Swarm, Punish (Dashing Dash only).

Deck Overview[]

This deck is an unique take on one of the Electro Giant meta decks that appeared some months ago. I've named that as Conducted Splash, if you remember, but the point is that this seems to be an interesting variation that is both similar and different at the same time.

Card Overviews[]

Royal Chef: As the deck has 3 high-health units (Electro Giant, Golden Knight, and Inferno Dragon), Royal Chef's pancakes will be able to help this deck's performance, making said cards both harder to take out and deadlier. Even if you don't deploy Wall Breakers or Goblin Hut at the wrong time (e.g. no healthy unit on the field), not everything is wasted.

Inferno Dragon: Your anti-tank. The Inferno Dragon can prove to be quite deadly when supported properly. With Golden Knight and Electro Giant clearing swarms, as well as Barbarian Barrel and (in some situations) Wall Breakers, Inferno Dragon will be able to melt the healthier units, including P.E.K.K.A., EGiant's hard counter. When Evolved, he will become even deadlier if unaddressed because of not resetting his charge when switching targets.

Wall Breakers: Your secondary win condition. With the presence of Electro Giant, Wall Breakers will be more useful for early chip damage/pressure. Later on, they can be more useful for pressuring in the opposite lane, making your opponent spend less Elixir in countering an Electro Giant push. They can also kite certain units. When Evolved, their chances of chipping the enemy's Crown Tower increases with their second life, and they can be used on defense due to their high death damage.

Rocket: Your anti-glass cannon. Despite taking a long time to deal damage, the offensive value Rocket has is high enough to make it worth using. It deals the most damage to Crown Towers and can clear a number of troublesome troops when needed.

Goblin Hut: Your anti-air building. The Goblin Hut can quickly amass Spear Goblins on defensive positions, allowing for a small counterpush that can also bait spells for your Wall Breakers. They can counter both building-targeting units and normal troops alike, requiring the opponent to address them if they don't want chip damage.

Electro Giant: Your primary win condition. Though he does not have as much health for his cost compared to something like a Giant, he makes up for it with his Zap Pack, making certain counters way less efficient. Though the combo costs a whole Elixir bar, Tornado will make taking him down even harder (especially against Inferno Dragons and ranged troops). Because of this, Electro Giant pushes are quite deadly and will almost always get some damage, even if it's only with his Zap Pack.

Barbarian Barrel: Your second anti-swarm and assist. Both the Barrel and the Barbarian spawned will prove to be great assists, as the Barrel clears swarms and the Barbarian finishes a number of troops off, even during offense. The spawned Barbarian can also distract buildings when needed, giving your Electro Giant time to reach them and stun them with his Zap Pack.

Tornado: Your first anti-swarm and assist. The Tornado mainly serves to bring units close to Electro Giant, in order for his Zap Pack to be more efficient particularly against Inferno Dragons. However, it can also cause an activation of your King Tower if it successfully pulls something like a Hog Rider, clear swarms, or bring things closer to offensive Wall Breakers (mainly Evolved) to deal significant damage.

Golden Knight: Your tank and pressure. The Golden Knight is sufficiently healthy for this deck, making him pretty good on both offense and defense. His Dashing Dash ability also lets him be a swarm clearer on any situation, and with the aid of Tornado, he can cause a lot of problem on the opponent's push/defense, maybe even reaching the enemy's Crown Tower. He can also push Electro Giant with Dashing Dash, or be pushed by Wall Breakers before his ability is activated.

Strategy[]

Single Elixir (3:00 to 1:01)[]

  • At first, you want to play slowly. Wait for your opponents' pushes before playing. This allows you to get positive Elixir trades for you to use later on. Golden Knight and Goblin Hut can be really good on defense, and Inferno Dragon can be used if tanks are needed.
  • After defending, the player can play Wall Breakers to send a cheap but dangerous one-card push to your opponent, forcing a response. They can be used in the opposite lane of a surviving Inferno Dragon if the you are sure both of them will make your opponent take mildly poor choices.
  • If you happen to make Golden Knight + Wall Breakers pushes every so often, vary between using Dashing Dash then playing Wall Breakers and pushing Golden Knight with the Wall Breakers and then using Dashing Dash (if you can get value out of it).
  • Do not be afraid of using Rocket early on, because it can be useful to detonate troops like Musketeer, Wizard, Witch, Furnace, Sparky, or Executioner alongside major Crown Tower advantage, giving you both a positive value trade and a headstart in taking your enemy's Crown Tower.
  • Because you'll generally not play Electro Giant early on, this is the best time to use Tornado to activate your King Tower.

Double Elixir (1:00 to 1:01 Overtime)[]

  • With the Elixir production rate being doubled, you are able to play your Electro Giant more often. After a push, play your Electro Giant at the back of your King Tower, then build a push. If you are able to, you can also play Electro Giant to tank some hits from your opponent's push.
    • You can boost your Electro Giant's movement speed with either Golden Knight or Wall Breakers. When one of these are speeding up the Electro Giant, the other can be used in the opposite lane to create a split-lane pressure. This strategy works even better if the opposite lane Wall Breakers are Evolved or if the opposite lane Golden Knight can be paired with a Tornado.
  • With Electro Giant's presence, your pushes will begin getting heavier. As such, it is a good idea to carry Tornado with you, because you have 3 scenarios that stem from it:
    • Tornado + Electro Giant. In this case, Tornado is used to help Electro Giant in countering ranged troops and Inferno Dragon. This may also help Golden Knight.
    • Tornado + Golden Knight. In this case, Tornado is used to help Golden Knight in dashing to more troops, including the Crown Tower. This may also help Electro Giant.
    • Tornado + Rocket. In this case, Tornado is used to help Rocket in gaining its maximum value possible. If available, try hitting the Crown Tower and/or aiding your Golden Knight and Electro Giant.
  • The Inferno Dragon also makes for a good supporting troop during Electro Giant pushes, especially when Evolved or if he can damage a tanky troop enough with his beam before it goes away.
  • Goblin Hut and Barbarian Barrel make for great defensive tools when you're storing most of your other cards on offense. However, you would have likely already cycled to other cards for you to use on defense and then counterpush with them.

Triple Elixir (1:00 Overtime)[]

  • Golden Knight and Wall Breakers' speed allows you to apply quick pressure towards your opponents to try getting some Crown Tower damage. Tornado can also be used to help Golden Knight in that matter.
  • You should still build up Electro Giant pushes in order to try to break into your opponent's defenses.
  • If all else fails, you can resort to use Rocket to spell cycle your opponent's Crown Tower, wjhile using everything else to defend and maybe counterpush.

Substitutions[]

Levels[]

Here is the deck's leveling order.

  1. Goblin Hut. The deck's least level dependant card. It can do its job well even when some levels below your enemy's cards. The only major difference is not one-shotting Skeletons and Bats.

Conclusion[]

Nomenclature[]

Joule Heating is the process by which the passage of an electric current through a conductor produces heat. This alludes to the fact that both Electro Giant (due to his Zap Pack working on electric energy, hence his name) and Inferno Dragon (who produces heat to defeat enemies, with the heat getting more intense the longer he charges his attack) are present in this deck, as well as Wall Breakers and Rocket on a lesser scale (whose explosions produce heat, though there's no electric energy involved in their attacks).

History[]

2021

  • The Joule Heating deck could be created as early as Golden Knight's release, which happened on 27/10/2021.

2024

2025