This is the first sparky deck I am giving you and I find that it works very effectively. This deck has two expensive troops but is offset by many cheaper ones. Having these cheap troops will help you defend if you are low on elixir and these low cost troops will help you cycle to your royal giant and sparky combo even faster. This deck is pretty balanced having all the conditions of a good standard deck-area of effect, an area of effect troop, a tank troop, a high damage troop, and some point damage troops. This deck is also pretty manageable elixir wise. At an average of 3.3 elixir, you can get out three of your cards out of every full bar of elixir. This allows you to get a lot more cards down onto the field compared to your opponent if they have anything above a four elixir average deck. This deck has many counters to troops or buildings that your opponent may have to stop your push. This is very good because you can keep your push going to destroy one or more towers. Also, this deck is an extremely good three crown win deck because once you get the first crown, you can keep steam rolling any troops that they put down with your sparky and your other supporting troops you have. This deck is strong against most decks but if fairly weak to any deck with lots of buildings, and it is even harder if it is a hut spam deck. This is an all or nothing deck most of the time where it will either end in a draw or loss or a three crown victory. This deck is very good if you want to fill up your crown chest extremely fast. IT is also great at pushing for trophies because your opponent probably will not expect your royal giant sparky combination.
BASICS: AVERAGE ELIXIR AND HOW TO USE EACH TROOP EFFICIENTLY
The average elixir cost for this deck is 3.3 elixir and contains the following cards:
TROOPS: USED FOR DEFENSE AND OFFENSE. IMPORTANT TO USE THE RIGHT COUNTER FOR EACH TROOP
Sparky- The sparky is the main support to your royal giant. It costs six elixir just like the royal giant so you will be making very expensive pushes. The sparky is mainly there to kill any barbarians that your enemy will spawn. However, if it does lock on to the enemy arena or crown tower, you will bring that tower down extremely quick. The sparky also has a defensive capability but i highly recommend you do not use it for defense. The reason be hind this is the zap spell. If you see an enemy push with a hog rider and barbarians, you may think that a sparky can kill all those troops and give you a huge elixir advantage right? While this can be true, it is very likely that your enemy has a zap in their deck. If they do, they can zap your defending sparky right when it is about to shoot and give them a huge advantage. They will most likely destroy the tower they were aiming for super easily and also kill your sparky . They ill also probably get a lot of your king’s tower health down if not completely destroy it. In these cases, I think the rewards do not outweigh the risks. The sparky is strong against the barbarians and any other troops below 1400 health. It is very weak to any air troops like the minions or the minion horde. It is also weak to spawner buildings like the tombstone, the barbarian hut, the goblin hut, and the furnace-those buildings provide the enemy with big distractions. Additionally a rocket, depending on its level, will either almost destroy a sparky or kill it off completely. If the enemy does have a rocket you should not place your sparky anywhere close to your arena or crown tower. You do not want to have your sparky near your arena or crown tower because if your opponent has a rocket on hand, they can send it and hit both your sparky and tower. This will give your opponent an equal elixir trade but give him a few hundred hit points off of your tower for free. The sparky downs massive damage and can take down a tower in only two shots.
Royal Giant- The royal giant costs six elixir which makes it a pretty big investment. The royal giant will be one of your biggest is not your biggest damage dealer. It should only fall second to the sparky if your opponent can’t counter him. You want to start off ever major push will your royal giant in the back of your map. This will allow you to regenerate some of your elixir that you spent letting you build up an even harder push to defend against. Once you get another six elixir stored up, send your sparky behind your royal giant. Make sure though that the sparky is not directly behind the royal giant. Make your sparky four or five squares behind. This makes this push so much harder to defend because the enemy can no longer instantly zap your royal giant and sparky and quickly place barbarians to counter them both. They have to wait maybe an extra seven seconds just so they can zap the sparky and counter the that and the royal giant. These seven seconds will be the majority of your damage output time because your royal giant should be uncontested facing the tower. However, if your enemy does counter the royal giant with barbarians right when he crosses the river, they will be met with a surprise. Instead of the barbarians getting a ton of damage onto the royal giant and killing him quickly, the sparky will shoot the barbarians instantly making your opponent down five elixir and do almost no damage. I have had this done to me quite a few times and let me tell you, it is very demoralizing. Also, there is the snowball effect where you keep trying to defend but by the time you send out another troop to defend, the sparky has already charged back up and will instantly kill the defending troops that just got placed. Once this starts happening, it is very easy to get a three crown victory because your enemy is elixir deprived and you can just keep sending troops at him. However, your opponent can place an inferno to stop the push fairly well, and that is buy using the inferno tower. But this deck has a good counter to the inferno tower because of a recent update. The recent update now makes it possible to reset the damage of the royal giant by using the zap spell. The zap spell is an easy way to make the most out of this push, and not let it get ruined by a defensive building. I recommend zapping the enemy’s inferno tower when it is on its second stage of damage. This will let the royal giant survive the longest amount of time and it will not get the highest damage setting until the very end of his life. With that counter down,there is only on more to address. and quite possible the easiest to think of, the minion horde. You can counter this by having your spear goblins, a quick and easy card, support your push behind the royal giant. Along with the help of your zap, you should be able to easily take down the minion horde without having to much damage be put onto your royal giant. By knowing and memorizing how to sop your enemy from countering your push, you should be able to drastically improve your three crown to win ratio. Another use for your royal giant comes in after you take one enemy tower down. If you place the royal giant on your opponents side at the point where it is closes to your enemy’s other arena or crown tower, the royal giant will not even have to walk before he targets that tower. Using this strategy easily allows you to get a few hundred hit points off your enemy’s arena or crown tower. This damage will let you get that tower down in only a few cycles of your deck. This makes this strategy extremely efficient and extremely annoying. The only counter the enemy can do is place some type of tower before your royal giant spawns in but that is still a bad counter. If they do this, all you have to do is destroy what ever tower they placed and then send in your royal giant. It takes one extra step this way but is still very efficient and getting the second crown. This strategy can especially be helpful when it is tied at one crown to one crown because you will have a lot easier time getting that second crown when compared to your opponent.
Fire Spirits- The fire spirits are your other splash damage card. The reason why they are not your only splash damage card is because they die when they give out damage. This makes it hard for them to support a push all the way through because once they run into a troop, they no longer can support your push. However, their damage is insane for only two elixir. Their damage exceeds 500 and can be put out all withing one second. This lets the fire spirits easily kill bunched up troops very easily like skeletons, spear goblins, and the regular goblins. It can take out equal level spear goblins, skeletons, or regular shank goblins with only one out of the three fire spirits that are present. This means that this one card that only costs two elixir can kill all three of those cards costing a combined total of five elixir. The fire spirits can also nearly take down barbarians to the grave. The fire spirits can make the barbarian’s health points go so low that your arena tower can finish them off with out taking any damage. This gives you a three elixir value and a great quick reaction counter to swarm troops. The fire spirits can also help strengthen your anti air defense against any minions or minion hordes. However, they do not do well against higher health air troops like the lava hound or the balloon because they lack sustained damage. The fire spirits do not do well against high health singular targets like the pekka, prince, or balloon. They also are countered by the zap spell. It does a so so job against troops that have medium health like the mini pekka, musketeer, and wizard.
Minions– This deck uses the Minions instead of the Minion Horde. The Minions are preferred in this deck over the Minion Horde because you want to keep the cost of troops low. By keeping the cost low, you will be able to cycle through your cards faster. The Minions also do well enough against air troops like the Balloon or Baby Dragon, although for the Baby Dragon needs to target your Crown Tower first. Minions also can take out the Barbarians with the help of the Spear Goblins. This leaves you with a major counter push at the ready. Also, these blue little monsters can help destroy Prince rushes with the help of some ground troops. Even if your enemy uses Arrows, you are not at a Elixir disadvantage, unlike the Minion Horde. The Minions could also kill a Sparky before it can take its aim at the Tower. The minions are very vulnerable to anything that attacks air troops like the baby dragon, the witch, the spear goblins, the musketeer, the fire spirits and the wizard. They are also weak to the ice spirits because they can be stunned long enough so the enemy tower can finish them off. The minions are also one of your only air targeting units so you should be careful and know when the right time to use them is. If you are seen having to defend against a lava hound or balloon without your minions or spear goblins, you will have a pretty hard time defending. Because of this, if you see your opponent has one or two of these cards, you should save your minions or spear goblins just to counter the enemies air troops. The minions are also weak to direct damage spells like the zap spell and the arrows. Both of these direct damage spells will give your opponent an equal or an advantageous elixir trade. It is strong against group troops that have a medium or low amount of health. The are strong against the mini pekka, the musketeer, the barbarians, the pekka, and the princes.
Goblins- the regular goblins are also a great choice for this deck because it is still very cheap. The regular shank goblins help you lower your average elixir cost of your deck and allowing you to cycle through and spawning your royal giant and sparky more often. These regular goblins can do some major damage to enemy troops, especially if it is behind your royal giant. The goblins in this deck will mostly be used for defense though. The regular goblins and the spear goblins can be used to effectively and easily counter the prince. The regular goblins, the spear goblins, and the minions can be combined to take down the pekka very easily. The goblins can also counter the golem pretty quickly but will be useless at defending against the golemites because they would have been killed by the golem’s death damage. The goblins can also easily counter the hog rider and with the support of your zap spell, will make it impossible for the enemy’s hog to get one swing at your tower. Additionally, since these goblins do so much damage, they can effectively counter an enemy royal giant, although supporting the goblins with the spear goblins and or the minions will make the enemy’s royal giant’s death quicker. The goblins are strong against troops like the hog rider, the musketeer, the prince, the princess, the spear goblins, and many other troops, The goblins are weak when fighting against area of effect troops like the Valkyrie, the wizard, and witch, and the bomber. They are also weak to any air troops like the three elixir minions, the minion horde, and the baby dragon.
Spear Goblins- The spear goblin card is one of the most basic troops in the game. For being one of the first cards to be unlocked in the game, it is surprising how well they perform. The Spear Goblins not only can defend against goblins, enemy Spear Goblins, and Minions in a on verse one with the help of your Tower, but it can also be used at the very beginning. If the Spear Goblins are used right at the start, you force your opponent to either react to them by placing a much more expensive troop, leaving an option to have a hard counter ready, or make them just watch those Spear Goblins chip 300 damage off their tower. 300 may not seem like a whole bunch, but do that 2 or three times in a match, and you got yourself 1000 free chip damage. The Spear Goblins can also kill a Princess that is on the bridge very quickly as long as the princess is distracted. If the princess is not distracted and you deploy the spear goblins, they will die before they can kill the princess, making you basically waste three elixir. On a very good note however, you can do an advanced move with these spear goblins. the spear goblins, just like your minions, are one of your only air targeting units. You should save your spear goblins just to counter any balloons or lava hounds they may have. If you see that their deck does not have any of those cards, you can use the spear goblins like you normally would.The spear goblins are extremely vulnerable to splash damage units like the bomber, the Valkyrie, the witch, the bowler, the fire spirits, and the baby dragon. The spear goblins are also very vulnerable to any direct damage spells such as the fire ball, the arrows, and the lightning spell.
TOWERS: HOW TO USE THEM AND WHERE TO PLACE THEM
Cannon- The cannon is your main defense against building targeting troops like the giant, the hog rider, the balloon, the royal giant, and the golem. Make sure you have good placement with your cannon because its five and a half tile range is very short. Also, you should never pre place a cannon. If you do, your enemy can send any air troop, like the three elixir minions or the baby dragon, and destroy it without taking any damage. You enemy can also just place a single musketeer and out range the cannon. This can make you basically waste your defense and make you lose three elixir. Also, you cannon is out of your hand which makes it a lot harder to defend from the defense targeting troops like the giant, balloon, and hog rider. If your opponent doesn’t have those troops or they just used it and you have the cannon in your hand, you can use the combination of the ice wizard and cannon to defend from hordes of small group troops. A cannon and ice wizard combo can defend from barbarians. The cannon is very cheap which makes it have synergy with the rest of your deck. Since you have two very expensive cards in your deck, having the cheapest defense in the game will help you on defense when you are on low elixir. The cannon is strong against weak ground troops like the skeletons, the archers, the spear goblins, and the regular shank goblins. The cannon, if provided with some sort of distraction, can be good against the prince, the the mini pekka, the barbarians, and the valkyrie. The cannon, being only able to attack ground troops, is very weak against the three elixir minions, the minion horde, the baby dragon, the lava hound, and the balloon.
SPELLS: THEIR MAIN USES AND HOW TO MAXIMIZE THEIR POTENTIAL
Zap– The Zap spell is mainly used to support your royal giant. The best way to use the zap is to either severely injure a minion horde and let your spear goblins or your minions finish them off. The other major use for zap in this deck is to stun any inferno towers. With the most recent update,. the zap will now reset the inferno tower’s damage. This will greatly increase the life time of your royal giant and make this deck even stronger. Remember, the longer your royal giant stays alive, the longer your high damage per second troops stay alive, and the more damage you can put onto enemy building, arena or crown towers, and on their troops. The zap will be your best friend because since it resets the inferno towers damage, it is better than the freeze spell. As a bonus when compared to the freeze spell, the zap spell only costs two elixir while the freeze spell costs four elixir. This lets you put two more elixir into your push that would have been spent on freezing the inferno tower. I recommend you zapping the inferno tower when the inferno tower’s beam is on the second stage. This will allow the royal giant to receive little damage and by the time the inferno tower resets, locks back onto the royal giant, and charges back up, the tower should be destroyed by your royal giant and the other supporting troops behind him. With this zap your pushes should be able to hit harder and last longer, a great support spell when trying to take down an enemy arena or crown tower. The zap spell hard counters small troops like the spear goblins, the regular shank goblins, the skeletons, the minions, and the minion horde. The zap also counters the goblin barrel spell quite well. It has a hard time when trying to kill high health point troops like the golem, the pekka, the barbarians, any type of prince, the balloon, and other troops like that. The zap can also stop the princes charges and make them start walking before they charge again . This allows the zap to be used in some tight defenses when a prince is right next to your tower.