What is the elixir cost of the electro spirit card
What is the elixir cost of the electro spirit card
Everything you need to know about the Electro Spirit, Clash Royale’s newest card
It can stun up to nine enemies.
Electro Spirit, Clash Royale’s 101st, is coming to the game soon. The card’s statistics and other details were unveiled today.
It costs just one elixir to use the card in battle. The Electro Spirit jumps onto enemies, dealing damage, and stunning up to nine enemy troops for a brief period.
The “area damage” in the card description of Electro Spirit is not area damage per chained hit, but that each chained hit (up to 9 targets) will occur within an area. #ClashRoyale pic.twitter.com/1sNjlYn8K4
What are its statistics?
Here are the stats for the card.
Here are the hitpoints and damage statistics per level. These have been collected from Clash Royale analytics website, Royale API.
Level | Hitpoints | Damage |
One | 90 | 39 |
Two | 99 | 42 |
Three | 108 | 47 |
Four | 119 | 51 |
Five | 131 | 56 |
Six | 144 | 62 |
Seven | 158 | 68 |
Eight | 173 | 75 |
Nine (Challenge) | 190 | 82 |
10 | 209 | 90 |
11 | 230 | 99 |
12 | 252 | 109 |
13 (Maximum) | 278 | 120 |
14 (Mirror) | 305 | 132 |
When will it release?
The card will be released on Oct. 14. Players can unlock the Electro Spirit for free from an event that will go live at the same time.
Clash Royale recently started with its 16th season, called Shocktober. It introduced another card to the game as well: the Electro Giant. The Electro Giant has an interesting mechanic and zaps enemies with lightning in a radius around him on taking damage. It is also the boosted card for the season.
The season also brought a new Royale Pass with some new rewards including a tower skin and emote. It will run until Nov. 2.
Clash Royale: Best Electro Spirit decks to beat the Electro Spirit Challenge
Shocktober has come to Clash Royale, and with the introduction of the game’s 101st card, Electro Spirit, players are looking for a way to use it to create the best possible decks.
There are definite perks for those who are able to figure out the new card quickly – big rewards are available for those who participate in the game’s introductory event by building decks that use the card.
The challenge is figuring out exactly how best to use Electro Spirit, and what other cards to include in a deck that puts it to use.
The “area damage” in the card description of Electro Spirit is not area damage per chained hit, but that each chained hit (up to 9 targets) will occur within an area. #ClashRoyale pic.twitter.com/1sNjlYn8K4
How to best use Electro Spirit in Clash Royale
Electro Spirit is a cheap card, costing just one Elixir to use. It jumps onto opponents to deal between 39 and 120 damage, depending on the player’s level, but then jumps to the closest enemey unit withing four tiles and attacks them as well.
Because the move chains, Electro Spirit can target up to nine enemies – provided they are all close enough together. The trick to best using Electro Spirit, then, is to play decks that naturally funnel enemies along a close path.
One quick and easy way to get up and running with Electro Spirit is to simply grab an existing deck that contains Ice Spirit or Heal Spirit, and swap these cards with Electro Spirit.
Best Electro Spirit decks
According to RoyaleAPI, which tracks the success of various players and the decks they use, the best Electro Spirit decks are:
Note that with all these decks, there’s room for experimentation and swapping out cards to find the best way to use Electro Spirit based on your personal preference. RG Fishboy Hunter and X-Bow are used by several of the top ten players on the RoyaleAPI website, so these are good to start with.
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3.3 Meta Logbait
Introduction
Hi there, this is my secondary deck and my personal favorite due to it’s sheer versatility. As the name implies, the objective of this deck is to bait out log and other counters to your goblin barrel with other cards like guards and princess. Even if your barrels can’t get damage, rocket cycle is always a way to win.
Deck Information
Card Roles
Strategy
Substitutions:
Now, every deck has cards that can be substituted, this deck is no exception.
Guards=>Skeletons: Skeletons are incredibly versatile for one elixir, but they die extremely easily and have low dps compared to guards, meaning against beatdown you will struggle more. They also can’t tank archer queen unlike guards.
Tesla=>Inferno Tower: I actually prefer inferno tower in midladder due to it’s high dps in it’s third stage and midladder’s unhealthy obsession with tanks. However, higher in ladder you will face more cycle decks like royal hogs, so tesla’s lower cost, higher initial dps, and no retargeting time means tesla is more preferable against those decks. Plus, tesla does plenty dps already so you won’t struggle against tanks even with tesla.
Valkyrie=>Dark Prince: Dark prince has higher offensive presence than valkyrie due to the newly added bridge jump and the charge mechanic, but has significantly less health and worse splash. However, the shield is amazing at tanking high damaging but slow attacks like a sparky charge, it will also force infernos to reset.
Upgrade Priority:
1. Goblin Barrel: An overleveled barrel can take one extra hit from princess towers, but an underleveled one will die to zap, making life harder. By far the highest priority.
2. Tesla: You got to upgrade your only anti air dps lol, plus it’s your defensive building, so having it underleveled sucks against lv14 hogs.
3. Rocket: Less important win condition, but not being able to severely cripple a balloon when underleveled is sad, it’s even more sad when you can’t finish a tower with rocket. Upgrade Upgrade Upgrade
4. Valkyrie: The more health, the longer she can tank and defend.
5. Guards: Not extremely stat based, but the extra dps per upgrade is much more noticeable than the skeletons’.
6. Princess: The extra chip damage helps but isn’t game changing.
7/8. The Log/Electro Spirit: Log needs to be at lv 13 to one shot maxed princess, but other than that no need to upgrade further, while e spirit can one shot bats and skeletons 2 levels higher. I would recommend upgrading e spirit first so it can help a goblin barrel connect more hits, but upgrading log first is fine too.
Deck Matchups:
1 is a free matchup and 10 is an impossible matchup, logbait tends to do quite well against beatdown and bridge spam but tends to struggle against siege and cycle.
Pekka Bridge Spam: 2
Tesla in the middle with guards and see their push get dismantled, they have no way to get in and usually can’t counter goblin barrel.
Mega Knight Ram Bridge Spam: 4
Mega knight ram is more reliable against logbait especially with lightning and snowball, but it doesn’t change too much especially considering mega knight is easier to counter than pekka with this deck.
If they invest golem, punish opposite lane with valk + goblin barrel. This forces them to either defend the push, separating support from the golem, or to be immediately down a tower. A rocket can ruin their stacked units and deal severe damage to the golem. Inferno tower brings this matchup to a 3 as it is a better tank killer.
Hog Rider Cycle: 6
Pretty even matchup, as you have multiple ways to counter hog and they have multiple ways to counter goblin barrel. You can win by rocket cycle but they can also predict your tesla with a spell.
Much easier with tesla than inferno tower, as it has faster hit speed and no retargeting. Valkyrie is a good counter along with a building, but she can be out cycled. They also have faster cycle and multiple barrel counters, so rocket cycle is the only way to win.
Tesla counters xbow head to head, but not an xbow paired with a tesla and a knight. Like royal hogs cycle they also have faster cycle and multiple barrel counters. However, you do have a mini tank and superior spell cycle so not too difficult.
Protecting princess is completely useless due to mortar, and they will counter your goblin barrel with log every time. They will outcycle you hard and even win in the spell cycle game, much harder than x bow.
Conclusion:
Overall, this in my opinion is the best logbait deck in the current meta, it is really strong for ladder and my most used ladder deck of all times. I highly suggest using this deck if you are in midladder(pre 6-6.6k), but use inferno tower instead of tesla. Thank you.
Electro Spirit 101
Hey guys! Today I will be talking about the 101 st card coming in Season 16 of Clash Royale: The Electro Spirit!
Let’s jump right in!
Card Overview:
Stats:
“Jumps on enemies, dealing Area Damage and stunning up to 9 enemy troops. Locked in an eternal battle with Knight for the best mustache.”
General:
Range | 2.5 |
Speed | Very Fast |
First Hit Time | 0.2 sec |
Stun Duration | 0.5 sec |
Chained Hit Radius | 4 |
Chained Hit Targets | 9 |
Per Level:
Level | Hit points | Damage |
1 | 90 | 39 |
2 | 99 | 42 |
3 | 108 | 47 |
4 | 119 | 51 |
5 | 131 | 56 |
6 | 144 | 62 |
7 | 158 | 68 |
8 | 173 | 75 |
9 | 190 | 82 |
10 | 209 | 90 |
11 | 230 | 99 |
12 | 252 | 109 |
13 | 278 | 120 |
14 | 305 | 132 |
Interactions:
The eSpirit has the same Hit points as that of the Ice Spirit, hence all the interactions (with to respect to their Hit points) would remain the same.
eSpirit + 1 Spell:
Kills: Electro Wizard, Ice Wizard, Musketeer, Wizard
Electro Spirit vs Ice Spirit:
My Opinions:
This section will be covering my feelings about this card and how it will affect the game. Take it with a grain of salt XD.
For starters, let’s clear one thing: there’s no doubt that the Electro Spirit will be a strong and a popular card in the meta. This has nothing to do with its abilities, this is just because of the 1 elixir cost.
It’s a well-known fact that 1 elixir cards are one of the strongest cards in Clash Royale, at any given point in time. They provide too much value for their as well as the ability too cycle. Now, couple this with the eSpirit’s abilities, and we have a potentially OP card in the game. I won’t be surprised if it receives a nerf in next season’s balance changes.
eSpirit will most likely be replacing iSpirit in most decks, and players will have to choose between these two cards, depending on which card they are more comfortable using. eSpirit might also show up in beatdown decks, because its ability to reset those pesky Inferno Dragons and Inferno Towers is quite good.
But was an Electro Spirit really needed in the game?
The Electro spirit is the card Clash Royale deserves, but not the one it needs right now. Another spirit, another 1 elixir card or another ‘stun’ card wasn’t really needed in the game, what we did need was a card to keep Spell bait (which has taken control over the meta) to be kept at bay.
The eSpirit does provide a good way to balance the game, but it does so while tilting in another direction. A card which could help reduce spell bait and make the game interesting and fresh would’ve been great but we unfortunately don’t have any such viable card right now (*cough* eGiant *cough*).
That’s all folks! Hope you guys enjoyed reading this article. A guide to with the best tips and decks to win in the upcoming Electro Spirit challenge will be published soon.
Golem Electro Wizard Deck
And hello again, guys! The Kingdom’s crew is here again, back to you to share some deck guide for all of you champions.
What we’re gonna discuss today? Today it’s going to be the Golem Electro Wizard deck story. Curious enough?
Without wasting no more time, let’s get into it.
Golem Electro Wizard Deck
Average Elixir Cost: 3.4
Like what you see the walking rocks Golem and the legendary Electro Wizard will be the main card to create the combo. First of all let’s check the cards’ job description.
Supportive Cards
Advanced players consider Ice Spirit as the best cycling card in the game. Besides, the ability to freeze a bunch of troops is just meta since the cost only requires one elixir. Furthermore, when the sudden death moment comes, you might want to keep deploying this walking ice to make the other card stay available on the bench.
Fire spirits can deliver three splash damages. These hot balls are just the ones we need in supporting the attacking army. Minion horde? Skeleton Army? Goblin Gang? All of them can’t stand the kamikaze effect of them. With Fire Spirits card in your deck, you will always have the elixir advantage.
Zap is just the one efficient spell in this deck. The Zap can give any Inferno Dragon/ Inferno Tower users such a hard time. You have to utilize the ability of the card in resetting and restarting the inferno’s gradual damage.
Knight is just a protector. He is a damaged receiver. This yellow moustache guy is your guardian. He can take all the damage from any massive attack. All is well with this guy on your deck.
Primary Cards
Fireball is just an end-game card. However, you can use this spell to go against any strong swarm army such as the Three Musketeers, Barbarians, Elite Barbarians, etc. The Fireball is just so useful to go against any massive attack. You might want to rely on this spell to blow them all.
Tornado is just another defensive mechanism. You need this spell in dealing with any massive incoming attack. The whirlwind is useful to make any attack go away from your tower.
Golem has the most important role here. This is the primary card in this deck. You have to rely on this card to destroy the enemy’s base. Most noteworthy, Golem is the only card that can harass the enemy’s base. The rest of your cards is only the supporting card for this giant walking rock to make a ruin of the enemy.
We can enclose eWizard to join the attack. We send wizard when the enemy has responded to your Golem. We can send the eWizard and finish off the enemy infernos kind of units. Also, every troop that the enemy sent to stop your Golem.
Gameplay
Early Battle
At the beginning of the fight, you might want to start with letting the Golem walking to the enemy’s base. This is to see what kinda card your enemy use to counter this attempt.
Deploy the rocks behind your King tower. You can accompany him with some support behind him. The Fire and Ice Spirits would be great.
At this period of the time in the battle, you might want to consider your play style accordingly to your enemy’s strategy. You can see what deck, counter card, or attacking style that your enemy’s use.
This way, you will have advantage how to deal with them. Just decide wisely whether when to give your full attack. If the situation is great on your side, well you can start to deploy the Electro Wizard too.
Let the Golem walk first
Last minute – sudden death
At this moment, keep making the enemy’s tower busy with your Golem and of course the Electro Wizard himself. Deploy the help of your support troops whenever the cards are up on your bench.
Summon the cards one by one, overwhelm the enemy is the goal. As for the rest of the cards… Support your Golem in the field!!
Time to electrify!
Conclusion
This deck would maximize the power and hitpoints of the Golem which is just great. The other cards primarily the eWiz is the one to deliver the damage.
So what do you guys think? If you guys have something in your mind then feel free to use the comment section down below to express it all.
Okay, I think that’s all. Have a great day, mate. Cheers!