“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 card is unlocked from the Electro Valley (Arena 11). He is a single-target, melee-ranged troop with very high hitpoints and low damage that targets only buildings. Enemy units who hit the Electro Giant while being within a 3-tile radius of him will be damaged and stunned 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 8 Elixir to deploy.
Strategy[]
- Like the Golem, he should rarely be played in single Elixir time (1x Elixir) due to the high 8 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, threatening to destroy them before they can defeat him.
- The Electro Giant does not inflict any reflected damage if he is stunned. Hence, Freeze can be used along with a swarm card to safely defeat him as it buys 4 valuable seconds.
- The Electro Giant works well with the Mother Witch because she can help support him by transforming enemy troops into hogs which can then attack crown towers while the Electro Giant is tanking for them.
- 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.
- 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 Princess Towers, while the Barbarians deal high damage to the Electro Giant for a positive Elixir trade.
- 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 Princess Tower if he is ignored. Furthermore, making high-cost investments will restrict them to deploying swarms only, which is ineffective against him.
- He will easily take out a Princess Tower if he is ignored, so he should not be left alone unless both players are racing for each others' Princess 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 Princess Tower. These workarounds are not infallible, however. The opponent can use a Giant Snowball, Tornado, Fireball, or sometimes even Rocket 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.
- 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.
- Fisherman has synergy with the Electro Giant, as he will pull ranged troops to the Electro Giant's zap radius, he can also can 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.
- The Electro Giant's high cost leaves the player vulnerable to a push in the other lane. If this happens, the player should either have some cheap troops available to defend, or be prepared to trade towers.
- 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.
- If the player has no other cards to effectively counter him, the Skeleton Army will deal lots of damage to him. Keep in mind that they will likely all die but the Electro Giant will be severely weakened.
History[]
- Before the Electro Giant's release, Supercell changed his card description. It used to read, "A hulking hunk of man and metal. Zaps nearby enemies when attacked."
- The Electro Giant was made available before its general release on 2/11/20 as a part of a Draft Challenge, which started on 5/10/20. Players who achieved at least 6 wins in the Challenge would receive an Electro Giant card as a one-time reward.
- On 14/10/20, a maintenance break increased the Electro Giant's hitpoints by 12.5%.
- On 18/11/20, an 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.
- On 6/9/21, a Balance Update decreased the Electro Giant's hitpoints by 4%.
- On 27/10/21, the 2021 Quarter 3 Update added the level 14 Electro Giant.
Trivia[]
- The Electro Giant is the subject of a set of Emotes.
- The Electro Giant has the second most hitpoints of any unit, after Golem.
- The Electro Giant is the 100th card to be added.