“Slow but durable, only attacks buildings. A real one-man wrecking crew!”
The Giant card is unlocked from the Training Camp (Tutorial). He is a building-targeting, melee troop with very high hitpoints and moderate damage. A Giant card costs 5 Elixir to deploy. He wears a large, brown coat made of cloth and has ginger sideburns and bushy eyebrows with blue eyes.
The Giant is effective when used as a shield for other troops due to his great elixir to health ratio. He can soak up the damage of enemy troops while other supporting units or the Crown Tower(s) behind the Giant deal damage to them.
Dealing with an opposing Giant that is paired with a support troop can be difficult. The player must wait for the troop(s) to cross the river, then counter them with an appropriate counter. They must not forget to deal with the Giant right after, or distract him with a building to give their Crown Towers more time to take him out.
An effective way to counter the Giant is by using high damage troops like the Mini P.E.K.K.A. or the Prince, or by using swarms of troops that output a large DPS like the Skeleton Army or Minion Horde. If the support troop behind the Giant has low enough hitpoints, the player can use a spell to eliminate them, and then deploy any of the aforementioned cards.
The Witch is a reliable counter to the Giant. While her damage is very low, she continuously spawns Skeletons that can build up to enormous strength and can hit everything behind the Giant with her splash. They can then be used in a counterpush, especially if paired with other troops such as another Giant or a Golem.
The Giant costs only 5 Elixir, which is very cheap considering its health pool. This makes it more effective in decks that rely on the counterpush to gain damage, as the Giant will be able to be deployed more quickly as a tank for these pushes.
If a win is impossible, a defensive Giant can stall for time in Overtime until the match ends.
One of the most effective counters to the Giant is the Inferno Tower, as it will both distract the Giant and eliminate it in seconds with its ramp up damage.
However, Bats and Minions are great blanket counters to the Inferno Tower. The Giant will tank the Crown Tower damage, protecting the swarms while they overwhelm the slow retargeting building.
The Inferno Tower user should be aware of when the opponent has distraction troops in hand for their building. For example, the Inferno Tower could be placed to the side of the arena if the opponent keeps playing swarms in the center of the arena to distract the building. This results in the Inferno Tower still targeting the Giant first, making the defense smoother. Another option is to simply spell down the swarm.
A good alternative to the Inferno Tower is the Inferno Dragon. The Inferno Dragon costs less Elixir than the Inferno Tower and can be used in a counterpush, but its damage is weaker and it is vulnerable to knockback, which will reset its charge. Most of the same strategies against a defending Inferno Tower will also work against the Inferno Dragon, but keep in mind that the Dragon flies and can counterattack after defending.
Zap will reset the charge of both Inferno cards, but if the player lacks other support units to take these cards out, the Giant will still be incinerated.
A very strong strategy is a Giant-Balloon combo. Although it costs a heavy 10 Elixir, it is difficult to defend due to the combined health pool of both cards, and can catch the opponent off-guard especially if they start a slow push in the other lane. The Giant should be played first so that it is the primary tank for the push.
It is most effective to play the Balloon on the outside of the bridge to let the Balloon bypass some defenses.
An Inferno Tower/Dragon + Zap combo is enough to defeat this attack.
The Minions, Minion Horde, and Mega Minion cards can decimate this push. However, the opponent can quickly deploy an appropriate spell like Arrows to counter the cards mentioned above. Also, the Balloon's death damage may eliminate the Minions, so it is advised to be prepared with another card.
An overlooked Giant attacking a Crown Tower can easily destroy it on his own, so never ignore an offensive Giant.
Depending on the situation, a Giant can be played similarly to an Ice Golem and kite troops to the opposite lane. The difference is that the Giant costs more, but is much more threatening than the Ice Golem.
If the player has nothing else to defend with, a Giant can counter a Giant Skeleton that has reached the Tower. Deploying the Giant in front of the Crown Tower pushes the Giant Skeleton, thus causing it to retarget, and since it is slow, it will lure the Giant Skeleton away from the tower, taking away with it the enormous death damage that the Giant Skeleton can deal.
A Sparky + Tornado combo is a very good answer to the Giant and anything that may be behind one. Wait until the enemy drops a Zap, Lightning or Electro Wizard, and once the Sparky has charged up two rings, use the Tornado to pull everything into one spot so that Sparky can obliterate it all.
The Giant can be easily distracted by placing a building in the centre, such as the Tombstone, which will allow both Princess Towers to attack the Giant. The Tombstone is particularly useful because of its cheap Elixir cost, and once it's destroyed, the Skeletons spawned will aid in eliminating the Giant.
A Giant can be used to protect troops from spawners, like Spear Goblins from the Goblin Hut, allowing them to build up into a powerful offense.
Countering a spawner with a lone Giant is not a very good idea, as he will let the troops build up into a strong push.
The Giant, however, can counter the Furnace since its spawned Fire Spirits will be soaked up easily when they attack the Giant.
A P.E.K.K.A. is a quick and easy answer to the Giant. She will defeat the Giant for a negative Elixir trade, but she can then be used for a counter-attack.
When a Crown Tower starts targeting a Giant, it will not switch targets until the Giant is dead or the Tower stunned. This means using a Goblin Barrel when the Crown Tower is focused on a Giant can be very effective, as the Giant's large amount of hitpoints will allow the Goblins to deal immense damage.
This can be easily countered with a Skeleton Army placed behind the Tower. The Skeletons will split up and take out all three Goblins. Even if the enemy uses a spell on the Skeleton Army, the Goblins will be dead.
Placing a Prince behind a Giant is a good idea since the Prince's charge speed will speed up the Giant. Remember to support them with a troop or spell that does air targeting splash damage, as both the Prince and the Giant are weak against swarms of troops and air troops.
If the player only has fragile cards to counter splash units, they can use the Giant to tank and distract the splash unit and then quick-drop the card directly behind the splash unit. If the unit in question is a Dark Prince or Valkyrie, use an air troop like Minions, as they both can attack in a 360° radius.
Whenever a Giant is deployed in the very back, a player must prepare for a very big push such as a Sparky behind a Giant accompanied with a splash unit such as a Wizard. A good idea is to get the opponent to use Elixir by pushing on the other lane. This weakens their offensive potential as however much Elixir the opponent uses to counter this push is how much Elixir is denied from their Giant push.
If no other counter is available, the Giant can be used to absorb the damage of the opponent’s small pushes. If a troop is already locked onto the tower, the player can play the Giant in front of them to push them out of range and force them to retarget onto him.
The Giant was added with Clash Royale's soft launch on 4/1/16.