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“Spawns a pack of miniature Zap machines. Who controls them...? Only the Master Builder knows.”

The Zappies is a Rare card that is unlocked from the Hog Mountain (Arena 10). It spawns three single-target, air-targeting, medium-ranged, ground troops with moderate hitpoints and low damage. Their deployment is in a triangle formation. Each of their attacks stun the target for 0.5 seconds. They appear as having an upwards coil on a wooden chassis and wheels, with a spiked steel ram at the front and team-colored flags at the rear. A Zappies card costs 4 Elixir to deploy.


For Battle Decks with this card, click here

  • Since Zappies can stun, they are effective counters against a lone Fisherman, Ram Rider, and Inferno Dragon.
  • 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. However, as most of such troops have attacks that can hit multiple troops, do not rely solely on the Zappies to defeat them.
  • 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.
    • Split two Zappies on the lane with the healthier Crown Tower to minimize the spell value.
    • Consider using other spell vulnerable troops with the Zappies such as the Royal Hogs to try and bait out the opponent's spell so that they won't be able to take out the Zappies on offense. Alternatively, in matchups where Zappies would not have a great use, they can be used to bait out these spells so that the other spell vulnerable troops can attack unharmed.
  • 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 Crown Tower barely being able to shoot.
  • Zappies crossing the bridge can be countered by the Barbarian Barrel and Royal Delivery fairly well even when supported by a tank, so try to either have support cards to quickly eliminate the follow-up defenders, or simply not push when these counters are in cycle.
  • Zappies can be good counters to small swarms like Skeletons and Goblins, and with the help of a Crown Tower, they can also counter larger swarms like the Skeleton Army and Goblin Gang. However, defensively, these swarms can also be used to counter the Zappies, by surrounding them with the said swarm.
  • Zappies are most effective as defensive troops against single targeting units, especially slower ones as all three will focus their attacks onto them, making their stun effect much more effective at slowing them down. Placing them beside the Tower will make them line up vertically and efficiently stagger the timing of their stuns, leaving the enemy troop nearly immobile.
  • Zappies can easily be stumped by proper ranged support troops like the Executioner, or spell combos, so try and bait these out beforehand.
  • The Zappies have an fairly slow first attack, so placing them down on top of a unit to distract them is generally a bad idea. Instead, place them behind the Crown Tower so they have more time to charge their shots and stun approaching units.
  • Zappies counter Balloon fairly well since their stalling makes it harder to reach the Balloon's goal. They can also survive many spells like Arrows, Zap, and Giant Snowball commonly used with the Balloon, necessitating Fireball in order to defeat them.
  • Zappies can synergize well with Graveyard. They can bait out the Graveyard's hardest counter, Poison. Additionally, even just a single Zappy supporting a Graveyard can be deadly, as it will survive to hit and stun the Tower once, making it retarget onto the spawned Skeletons, letting the Zappy stay alive and continue to slow down the tower's shots. The stun from the singular Zappy will also allow for more Skeletons to spawn before the existing ones are killed, further increasing the damage that the Graveyard will deal.
  • When approached from a distance, Sparky will one shot the trio of Zappies before they can reset her attack. To properly counter the Sparky, wait for it to cross the bridge and surround her so that one or two Zappies will survive and leave her permanently stunned until death. This is also effective against area damage troops that lack a 360° area damage effect.
  • The Mega Knight is extremely effective against the Zappies. While his Spawn Damage is not enough to defeat them immediately, it will lower it to a point where one regular attack from him can finish them off. In addition, Zappies are also usually paired with other troops, so the Mega Knight gains additional value from his Spawn Damage by hitting more troops.
  • If a Crown Tower is at a health range where a Lightning could finish it off, Zappies can be placed in the expected area to block the spell, as they will likely have more hitpoints than the Crown Tower. This can be an unexpected way to save your Crown Tower from being destroyed.


Hit Speed
Damage Speed
Stun Duration
Deploy Time
Deploy Time
Troop Count
4 2.1 sec 0.5 sec Medium (60) 1 sec 4.5 Air & Ground x3 Ground Troop Rare
Damage per second
3 250 55 26
4 275 60 28
5 302 66 31
6 332 73 34
7 365 80 38
8 400 88 41
9 440 96 45
10 482 106 50
11 530 116 55
12 582 128 60
13 640 140 66
14 702 154 73
15 772 169 80

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 140,000 Damage to enemy Troops or buildings 100 Zappies cards
50 XP
2 Deal a total of 425,000 Damage to enemy Troops or buildings 4,000 Gold
50 XP
3 Deal a total of 710,000 Damage to enemy Troops or buildings 150 Gem
50 XP
Speed Limit
1 Zap a total of 1,400 enemy Troops 6,000 Gold
125 XP
2 Zap a total of 4,000 enemy Troops 100 Rare Wild Card
125 XP
3 Zap a total of 7,000 enemy Troops 9,000 Gold
125 XP




  • On 24/1/2018, a Balance Update, gave Zappies the ability to target air troops.
  • On 3/9/2018, a Balance Update, changed the reload mechanics, increasing their first attack time interval to 1.4 seconds (from 0.6 second), but made it so that they can no longer be stun-locked by other Zappies.
  • On 5/9/2018, the September 2018 Update, changed it so that Rare cards start at Level 3 and end at Level 13 (from 1 to 11).



  • On 4/2/2020, a Balance Update, increased the Zappies’ damage by 20%, but also increased their attack time interval to 2 seconds (from 1.6 seconds), decreased their first attack time interval to 1 second (from 1.4 seconds), and increased the deploy stagger for each Zappy to 0.15 seconds (from 0.1 seconds).
  • On 2/6/2020, a Balance Update, decreased the deploy stagger for each Zappy to 0.1 seconds (from 0.15 seconds).
  • On 7/7/2020, a Balance Update, increased the Zappies' damage by 14%, but increased their attack time interval to 2.1 seconds (from 2 seconds), and increased their first attack time interval to 1.1 seconds (from 1 second).
  • On 9/9/2020, a Balance Update, decreased the Zappies' first attack time interval to 0.9 seconds (from 1.1 seconds).


  • On 30/3/2021, the 2021 Quarter 1 Update, increased the Zappies' first attack time interval to 1.1 seconds (from 0.9 seconds).
  • 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, made it so that the Mega Knight cannot be forever stunned by Zappies.