“Spawns a pack of miniature Zap machines. Who controls them...? Only the Master Builder knows.”
The Zappies card is unlocked from the Electro Valley (Arena 11). It spawns three single-target, medium-ranged Zappies with low hitpoints and damage. Each of their attacks stun the target for a brief period of time. The Zappies card costs 4 Elixir to deploy.
Zappies can be very effective against low hit speed troops such as the Hunter and Bowler because they can cripple them with constant stuns, making them almost unable to attack.
Since Zappies have low hitpoints, effective counters are spells such as the Fireball or Poison. Both spells can destroy Zappies for a neutral Elixir trade.
They can be decent support behind a tank since they can cripple buildings, especially the Inferno Tower, and with their stuns, they will leave the Arena Tower barely being able to shoot.
Zappies can be good counters to small swarms like Skeletons and Goblins, and with the help of an Arena Tower, they can also counter more numerous swarms like the Skeleton Army and Goblin Gang. However, these swarms can also be used to counter the Zappies, by surrounding them with the said swarm.
As defensive troops, Zappies can be used to stop troops such as the Lumberjack, Mini P.E.K.K.A and Bandit, as they will constantly stun the troops, eventually defeating them. They can even stop tanks such as the Giant Skeleton with the help of a mini-tank such as a Knight. After the said troops are defeated, the Zappies can be used in a counter-push.
The Zappies have an incredibly slow first attack, so placing them down on top of a unit to distract them is a very bad idea. Instead, place them behind the Arena Tower so they have more time to charge their shots and stun approaching units.