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“Jumps on enemies, dealing Area Damage and stunning up to 9 enemy Troops. Locked in an eternal battle with Knight for the best mustache.”

The Electro Spirit is a Common card that is unlocked from the Spell Valley (Arena 4). It spawns a very fast, single-target, air-targeting, short-ranged, ground troop with low hitpoints and low damage. It launches itself at its target when attacking, destroying itself on impact. If it jumps onto a unit, its attack will arc and strike up to 8 other targets within 4 tiles of each other. It will stun affected troops for 0.5 seconds. Its physical appearance is similar to an Ice Spirit, but its body is purple, and it has a bright blue moustache. An Electro Spirit card costs 1 Elixir to deploy.

Strategy

For Battle Decks with this card, click here

  • For just 1 Elixir, the Electro Spirit is a strong card to have in many decks due to its ability to cycle the deck, and to give other troops or even the Crown Tower more time to destroy an oncoming threat.
  • The Electro Spirit can be used to briefly stun enemy troops and buildings, reducing the enemy's damage per second.
  • Its increased chain count, chain range, and lower cost in comparison to the Electro Dragon make it notably more difficult to nullify for a good trade. The Electro Spirit can stun and force most, if not all troops in a push to retarget, simply by deploying it from a short distance so that it can jump on the frontmost unit.
    • Its chain attack is very effective at dealing damage to a Witch or a Night Witch while also defeating their Skeletons and Bats. It will also stun them, delaying her from spawning additional Skeletons or Bats.
    • If the Electro Spirit's attack only strikes 1 target, the target will only take one-ninth of the Electro Spirit's potential firepower. Unlike the Electro Wizard, unspent charges on the Electro Spirit's attack are not stacked on to the original target.
  • If it crosses the bridge at full health, the player can deploy a unit between their Tower Princess and King's Tower to force a King's Tower activation for minimal Crown Tower damage. Since it can chain onto more units in one attack than the Electro Dragon, small swarms like Skeletons can also function as a link to the player's King's Tower. As a result, the player should avoid using the Electro Spirit in decks where a King's Tower activation greatly hampers the effectiveness of future attacks, such as a Graveyard deck. Use this fact and deploy it only when the opponent is low on Elixir, or if it is countered by troops. This is not possible with the Cannoneer as it will OHKO the Electro Spirit before it can connect.
  • It is important to note that the Electro Spirit does slightly less damage per hit than the Ice Spirit. For example, when used in tandem with a Dart Goblin, the Electro Spirit is incapable of dropping the health of troops with shields to the point where the Dart Goblin can OHKO them, whereas the Ice Spirit is able to do so.
  • The Electro Spirit can counter most swarms with the help of a Crown Tower, when placed to pull the swarm off to a side before stunning them. This does not work very well versus the Minion Horde, as the Crown Tower must still shoot each Minion twice to defeat them, and since there are 5 of them, this equates to 10 shots to defeat the entire Minion Horde. This is not fast enough to prevent some Minions from swiping at the Tower.
  • The Electro Spirit has enough hitpoints to take a shot from most medium-sized units. The Musketeer, Executioner, Baby Dragon, Witch, Minions, Princess, Electro Wizard, Magic Archer, Miner, Fisherman, and Bandit, all take more than 1 hit to eliminate the Electro Spirit, giving it ample time to stun them.
  • Slow units like the Mega Minion and Hunter can be prevented from hitting the Tower Princess with the help of the Electro Spirit. Place the Electro Spirit close to the river when they cross it so that they get lured towards it.
  • Normally, an Electro Spirit will fail to counter Spear Goblins when placed on top of them, as all three immediately throw their spears to take it out. However, if the player lets one Spear Goblin connect to the Tower Princess, the other Spear Goblins will not deal enough damage to 2HKO the Electro Spirit, allowing it to connect to them. This will prevent the most damage to the Tower Princess.
  • If the Electro Spirit is placed ahead of a Hog Rider, the Electro Spirit can stun buildings or take out Goblins, Minions, Dart Goblin, Princess, or Rascal Girls with the help of a Zap. The same applies to cards like the Lumberjack, Mini P.E.K.K.A., and Musketeer.
  • When combined with a Zap or Giant Snowball, the Electro Spirit can allow the spell to OHKO frail swarms. This is especially useful on offence, as it allows for the player's push to continue on for a good trade, and the Electro Spirit is almost guaranteed to hit each swarm unit with its chain attack. In the same principle, it can be used with a Fireball to effectively put troops like a Musketeer or a Wizard into a hitpoint range where the spell can finish them off.
  • The Log and the Barbarian Barrel are the cheapest methods of countering an Electro Spirit that is being tanked for by something else, as they can both OHKO it. When attacking, the Electro Spirit should generally not be played behind the push when these cards are in hand, as it will result in a waste of 1 Elixir. However, the player may want to do this to bait the opponent's spell, which can allow them to more effectively use other cards, such as a Goblin Barrel.
  • It is quite effective against an Elixir Golem or a Lava Hound. When these units are defeated, the Electro Spirit will hit some of their death spawn units with the chain attack, increasing its value. This is not useful against the Skeleton Barrel however, as the Skeleton Barrel has a slight delay between its death and the spawned Skeletons.
    • Against the Skeleton Barrel, it is best to wait for it to connect to the Tower Princess first, then deploy the Electro Spirit behind the Crown Tower. The Electro Spirit will jump onto the Skeletons, eventually killing them. This will prevent more damage than if it was placed on top of the Skeletons.
  • Pairing the Fire Spirit with Electro Spirit is very effective, as they both cost 1 Elixir, which will only use a total of 2 Elixir. This combination can take out units such as Princess, Minions, Archers, Bomber, Firecracker and can even completely stop a Goblin Barrel with the help of the Crown Tower. This combo can help a lot of decks which try to bait The Log or Arrows, since the combo is very effective against swarms. It is also good on the offensive side, having more damage potential than The Log and can hit air. The player should make sure to deploy the Spirits a short distance from their targets to ensure they can finish deploying and attack successfully.
  • An Electro Spirit, paired with Skeletons can fully stop a Goblin Barrel for a positive Elixir trade. Place the Electro Spirit on the inner Goblin so that it will target it, while the Skeletons will distract the other two Goblins. The damage and stun combined with the Skeletons will be able to finish off those Goblins while the inner one will be finished off by the Tower Princess.
    • Without the Skeletons, the Electro Spirit can prevent all but 1 hit from a Goblin Barrel. The Electro Spirit should be planted so that it attacks the inner Goblin, and it should be planted just before the Goblin Barrel's shadow reaches the river.
  • When playing against a Graveyard, the player should wait for a few Skeletons to group up so that they can hit as many of them as possible without taking too much damage.
  • The Electro Spirit can serve as a replacement for the Zap since it stuns troops for just as long while having only half the cost. However, it deals noticeably less damage than Zap, does not deal area damage and also cannot be placed on the opponent's side.
  • It is a good supporting card to help defend against a Balloon, stunning it for 0.5 seconds for the cost of 1 Elixir. If a Balloon is already locked onto a Crown Tower, this 0.5-second duration could prevent another high-damage hit. On the contrary, it works well with the Balloon. The 0.5 second stun will leave a larger time for the Balloon to continue its path, which can allow it to get a hit on the Tower.
  • The Electro Spirit does not deal enough damage to take out the Guards' shields but it does deal enough damage to finish off the Guards themselves. Knowing this, you can combine the Ice Spirit with The Log to counter Guards for a neutral Elixir trade, however that requires precise timing.
  • For only 1 Elixir, it can deny a few waves from a Furnace. Make sure that it is placed in such a way that it jumps onto a Fire Spirit and then chains onto the Furnace.
  • If a Royal Ghost is coming from one lane, the Electro Spirit should be used to kite him towards the other lane. This is most useful when the Royal Ghost is supporting a larger push to separate him from it.

Statistics

Cost
Elixir
Stun Duration
Freeze
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
1 0.5 sec Very Fast (120) 1 sec 2.5 Air & Ground x1 Ground Troop Common
Level
Level
Hitpoints
Hitpoint
Damage
Damage
1 90 39 x9
2 99 42 x9
3 108 47 x9
4 119 51 x9
5 131 56 x9
6 144 62 x9
7 158 68 x9
8 173 75 x9
9 190 82 x9
10 209 90 x9
11 230 99 x9
12 252 109 x9
13 278 120 x9
14 305 132 x9
15 334 145 x9

Card Mastery

Type Level/Tier Objective Rewards
Damage Dealer
Damage Dealer
1 Deal a total of 35,000 Damage to enemy Troops or buildings 200 Electro Spirit cards
25 XP
2 Deal a total of 105,000 Damage to enemy Troops or buildings 2,000 Gold
25 XP
3 Deal a total of 175,000 Damage to enemy Troops or buildings 150 Gem
25 XP
Hit Maker
Hit Maker
1 Hit enemy Troops a total of 980 times 3,000 Gold
100 XP
2 Hit enemy Troops a total of 2,800 times 200 Common Wild Card
100 XP
3 Hit enemy Troops a total of 4,900 times 5,000 Gold
100 XP
Shocking Behavior
Debilitator
1 Zap 6 targets with a single deploy a total of 50 times 100 Banner Token
150 XP
2 Zap 6 targets with a single deploy a total of 150 times 125 Banner Token
150 XP
3 Zap 6 targets with a single deploy a total of 300 times 150 Banner Token
150 XP

History

2020

  • The Electro Spirit was once available in the Electro Spirit Challenge, which started on 14/10/2020. In this challenge, the player would build a deck which included the Electro Spirit. If the player achieved at least 7 wins, they obtained the Electro Spirit early.
  • The Electro Spirit card was generally released on 2/11/2020.

2021

2022

2023

Gallery

Trivia

  • The Electro Spirit, along with Skeletons, Fire Spirit, Ice Spirit, Heal Spirit, and Heal, are the cheapest cards, costing 1 Elixir.
  • The Electro Spirit 1 of 7 troops to die as a part of their attack, the others being the Fire Spirit, Ice Spirit, Skeleton Barrel, Battle Ram, Heal Spirit, and Wall Breakers.
  • The Electro Spirit is 1 of 9 cards associated with electricity, with the others being Zap, Tesla, Zappies, Electro Dragon, Electro Giant, Lightning, Electro Wizard, and Sparky.
    • In the Spanish, Italian, Russian, Arabic, Portuguese, and Thai language settings of the game, the Electro Spirit's name translates to "Electric Spirit". In the Chinese, Persian, and Finnish language settings of the game, the Electro Spirit's name translates to "Thunder Spirit", "Electric Soul", and "Lightning Spirit" respectively.
  • The Electro Spirit is 1 of 9 troops that have the same sprite for both players, the others are Skeletons, Fire Spirit, Bats, Ice Spirit, Heal Spirit, Elixir Blob, Phoenix, and Lava Pup.
  • It is currently the only permanent card in the game that hasn’t yet received any balance changes.
  • The description is inaccurate as Electro Spirit does not inflict area damage; it likely refers to the massive count of the multi-hit chain lightning mechanic.
    • The Electro Spirit is 1 of 4 troops that can deal damage to multiple units with one attack without an area damage radius, the others being Hunter, Electro Dragon, and Electro Wizard.
  • In Touchdown, if an Electro Spirit jumps into the enemy end zone as it attacks, it does not count as a touchdown. This is because a jumping spirit no longer counts as a troop; it becomes similar to a projectile.
  • The Electro Spirit is the subject of an Emote.
  • Before the Electro Spirit's card release, the Electro Spirit's damage was decreased by 48%.
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