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“He channels electricity through his Zap Pack, a unique device that stuns and damages any troop attacking him within its range. Don't tell him that his finger guns aren't real! He'll zap you.”

The Electro Giant is an Epic card that is unlocked from the Rascal's Hideout (Arena 13). It spawns a slow, single-target, building-targeting, melee, ground troop with very high hitpoints and moderate damage. Enemy units who damage the Electro Giant while being within a 3-tile radius of him will be damaged and stunned for 0.5 seconds with each hit. He generally resembles the Giant, but wears gloves, goggles, and carries what seems to be an electrical device on his back called the Zap Pack. An Electro Giant card costs 7 Elixir to deploy.

Strategy[]

For Battle Decks with this card, click here

  • The Electro Giant does not inflict any reflected damage if he is frozen. Hence, Freeze can be used along with a swarm card to safely defeat him as it buys 4 valuable seconds.
  • When a unit attacks the Electro Giant, their attack will take priority over the stun, even though both effects happen simultaneously. Due to this, the Prince and Dark Prince's charge attacks will successfully connect against an Electro Giant.
  • When against the Electro Giant, your best bet has to be buildings such as Cannon, as they cannot be pulled by his usual support troops, save for damaging spells such as Lightning, which the user can use.
  • The Electro Giant's high cost leaves the user vulnerable to a push in the other lane such as a Hog Rider. If this happens, the user should either have some cheap troops available to defend, or be prepared to trade towers.
  • He will easily take out a Crown Tower if he is ignored, so he should not be left alone unless both players are racing for each others' Crown Tower (such as in Sudden Death).
  • The Inferno Dragon and Inferno Tower can easily and quickly defeat the Electro Giant if placed correctly. The Inferno Dragon should be placed as far as possible to the side, in a position that the Electro Giant will not walk towards (i.e, not between him and a defensive building). The Inferno Tower can be placed as it usually is against building-targeting units; 4 tiles from the river, and 3 tiles from the defending Crown Tower. These workarounds are not infallible, however.
    • The user's opponent can deploy a Giant Snowball, Tornado or a Fireball to force the Inferno Dragon and other units inside the stunning radius, and they can Zap or distract the Inferno Tower with swarms to give their Electro Giant more time to reach it and stun it.
  • Like the Golem, he should rarely be played in single Elixir time due to the high 7 Elixir one must commit to use him. Placing him in the back without a sufficient lead or without being able to circumvent the opponent's counters will often give the opponent momentum, through a powerful opposite lane push or a positive Elixir trade on their defense. However, unlike the Golem who cannot defend itself, his reflected damage will hit troops attacking him within a close-set range and potentially destroy them before they can defeat him.
  • The Electro Giant can be pushed by dashing units like the Dark Prince so that he can travel faster.
  • The Electro Giant synergizes well with Tornado. This is handy for ranged troops that stay outside his “zap” area that can be pulled in to stun the troops.
  • The Electro Giant can be used as a defense-turned-counterattack, as he cripples some offensive cards such as a Mighty Miner or a Ram Rider.
  • Fisherman has synergy with the Electro Giant, as he will pull ranged troops to the Electro Giant's zap radius. He can also defend the Electro Giant from heavy hitters such as P.E.K.K.A by pulling them away towards himself, allowing the Electro Giant to escape their sight range. However, the player will have less Elixir to defend the heavy hitter afterwards, and the Fisherman cannot target air troops, although Electro Giant's zaps will do.
  • The Barbarian Hut is an effective counter to the Electro Giant when placed in the middle. It will distract the Electro Giant and pull it in range of both Crown Towers, while the Barbarians deal high damage to the Electro Giant for a neutral Elixir Trade, with some Barbarians possibly surviving for a counterattack.
  • If the opponent makes their own high-cost investment early on, the Electro Giant can be deployed to pressure their other lane, as he threatens to take out an entire Crown Tower if he is ignored. Furthermore, making high-cost investments will restrict them to deploying swarms only, which is ineffective against him.
  • If the opponent carries Tornado to pull units into the Electro Giant's stun radius, the player can deploy their counter units farther back and close to their King's Tower, making it more difficult for the opponent to safely reel them in. If the opponent makes a misstep, they may activate the player's King's Tower.
  • Electro Giant's reflected damage is static and is dependent on the enemy's attack speed. Troops that attack slowly with high damage such as the P.E.K.K.A, Mini P.E.K.K.A, or Hunter can handle him alone easily for a positive Elixir trade, while rapid-hitting troops like Lumberjack will suffer much more, since they will be damaged down more quickly and be stunned more often, reducing their DPS. Casting Rage on troops defending against the Electro Giant is not recommended because of this.
    • The reflected damage is also counted per hit. Because of this, the Electro Wizard and the Executioner will hit the Electro Giant twice, effectively hitting themselves twice. Since their range is longer than the Electro Giant's area, they should be placed as far away as possible to avoid them taking damage. The Hunter is an exception to this, as even with him hitting 10 times per attack, he will still only take the reflexion of 1 hit.
  • If the player has no other cards to effectively counter him, the Skeleton Army or Minion Horde will deal some limited damage to him. Keep in mind that they will likely all die, but the Electro Giant will be weakened.
  • Sparky can also counter Electro Giant to a certain extent. Amazingly, even if the Sparky is in the zap radius, its attack would still charge up and not be reset by the reflect damage. This makes it rather reliable against spells that the opponent might use. However, try to place the Sparky further away, outside the zap radius so that it would take minimal damage and set up for a counterattack. It usually only takes 2-4 blasts for the Sparky to finish off the Electro Giant, however, the Tower would still take some damage, so this counter isn't the most effective.
  • Mirror can also be used on the Electro Giant. Deploy an Electro Giant at the back of your King's Tower and wait for more Elixir. Then deploy the mirrored Electro Giant at the back. The opponent will likely spend a lot of Elixir defending this push.
  • Avoid using Arrows, Fireball, Rocket, Barbarian Barrel, The Log or Giant Snowball against the Electro Giant if he is attacking the King Tower. This will cause the King Tower to get stunned unnecessarily, making him take longer to defeat the Electro Giant. However, in 2v2 mode you can combine a Tornado with one of these spells to activate your King Tower from the reflect damage, without it taking any damage. This is because damage dealt by any direct damage spell originates from the King Tower and technically counts as an attack by it.

Statistics

Electro Giant Attributes

Cost
Elixir
Hit Speed
Damage Speed
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
7 2.1 sec Slow (45) 1 sec Melee: Medium (1.2) Buildings x1 Ground Troop Epic

Zap Pack Attributes

Radius
Radius
Stun Duration
Freeze
Target
Targets
3 0.5 sec Air & Ground

Card Statistics

Level
Level
Hitpoints
Hitpoint
Damage
Damage
Damage per second
DPS
Reflected Damage
Damage
Reflected Tower Damage
Tower Damage
6 2,410 102 48 120 80
7 2,651 112 53 132 88
8 2,916 123 58 145 96
9 3,205 135 64 159 106
10 3,518 148 70 175 116
11 3,856 163 77 192 128
12 4,241 179 85 211 140
13 4,651 196 93 231 154
14 5,109 216 102 254 169
15 5,615 237 112 279 186

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 280,000 Damage to enemy Troops or buildings 20 Electro Giant cards
75 XP
2 Deal a total of 840,000 Damage to enemy Troops or buildings 6,000 Gold
75 XP
3 Deal a total of 1,400,000 Damage to enemy Troops or buildings 150 Gem
75 XP
Tower Tapper
Tower Tapper
1 Hit enemy Crown Towers a total of 980 times 9,000 Gold
125 XP
2 Hit enemy Crown Towers a total of 2,800 times 20 Epic Wild Card
125 XP
3 Hit enemy Crown Towers a total of 4,900 times 15,000 Gold
125 XP

History[]

2020

  • The Electro Giant was once available in the Electro Giant Draft Challenge, which started on 5/10/2020. In this challenge, gameplay was similar to a regular Draft Challenge, except that one of the players was able to choose who would use the Electro Giant. If the player achieved at least 6 wins, they obtained the Electro Giant early.
  • On 14/10/2020, prior to the card's general release, a maintenance break, increased the Electro Giant's hitpoints by 12.5%.
  • The Electro Giant card was generally released on 2/11/2020.
  • On 18/11/2020, the Clan Wars Improvement Update, made the Electro Giant's reflected damage scale with its level. Additionally, certain interactions with the reflected damage were changed. For example, each of the Hunter's pellets no longer count as individual attacks versus the Electro Giant. Previously, if the Hunter hit the Electro Giant from a point-blank range, the Hunter would take reflected damage 10 times and die instantly.
  • On 19/11/2020, a maintenance break, fixed a bug where using Lightning on an Electro Giant would cause the game to crash.

2021

  • On 30/3/2021, the 2021 Quarter 1 Update, added the Electro Giant to all Draft selections.
  • On 6/9/2021, the 2021 Quarter 3 Update, decreased the Electro Giant's hitpoints by 4%.
  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).
  • On 1/11/2021, an Optional Update, fixed an issue where Electro Giant could not stun some enemies.
  • On 15/11/2021, a Minor Update, fixed an issue where the Electro Giant counter-zaps would causes incorrect damage to enemy units.

2022

  • On 30/3/2022, the Miner Update, fixed a few bugs on the Electro Giant such as with his zap damage behaving inconsistently, a rare crash when Electro Giant received certain types of damage, and an issue where the Electro Giant's Star Level used the sound effects of the Giant.
  • On 4/4/2022, the April 2022 Update, decreased the Electro Giant cost to 7 Elixir (from 8 Elixir), but also decreased his hitpoints and damage by 15%.
  • On 7/6/2022, a Balance Update, increased the Electro Giant's hitpoints by 9%.
  • On 2/8/2022, a Balance Update, decreased the Electro Giant's reflected tower damage by 33%.
  • On 26/10/2022, the 2022 Quarter 3 Update, moved the Arena to unlock the Electro Giant from Electro Valley to Rascal's Hideout.

2023

Gallery[]

Trivia[]

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