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South Georgia and the South Sandwich Islands
Casual Kong Strong White enjoyer
Casual Kong Strong White enjoyer
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The Sparky is a Legendary card that is unlocked from the Electro Valley (Arena 11). It spawns a slow, area-damage, ground-targeting, medium-ranged, ground troop with high hitpoints and extremely high damage. Sparky will charge up over time, releasing her attack when it is full and when an enemy is within her range. However, this charge can be reset by a stun effect. A common example is the Zap which can reset Sparky's charge. She takes the appearance of a front-facing tesla coil with an attached steel ram, a base with 4 wooden wheels, and a team-colored back encased in black metallic frame. A Sparky card costs 6 Elixir to deploy.

Strategy:
Due to her massive damage, Sparky is capable of taking out high hitpoint troops such as Giant, Royal Giant, Giant Skeleton, Goblin Giant, Goblin Machine, Rune Giant, Mega Knight, P.E.K.K.A., Golem, Prince, Knight, Valkyrie, Golden Knight, Skeleton King, Monk, Mighty Miner, Bowler, and Elite Barbarians in just a few hits.
The Sparky is most effectively used in counterattacking, being able to decimate entire pushes for large Elixir trades thanks to her attack's high area damage and radius. Her slow attacking and movement speed leaves her vulnerable on offense when she is alone, and her high 6 Elixir cost will leave the player at a deficit for some time.
Because Sparky deals immense damage but can be easily countered, she is best used as a support troop, ideally behind a high hitpoint tank that targets buildings like the Golem or Giant. Having the tank target buildings means that it will separate itself from the Sparky when units are deployed to defend, making it more difficult for the opponent to hit them both with area damage cards. Additionally, her massive damage may cause the opponent to overcommit and focus too many cards onto the Sparky, allowing the tank to sneak by and deal a significant amount of damage to the Crown Tower.
Sparky pairs well with the Goblin Giant, due to the fact that the Goblin Giant tanks for her, while the Spear Goblins on his back take out air troops that would normally give Sparky trouble. However, the Goblin Giant's hitpoints and the Spear Goblins' damage are rather low, so the Sparky is still somewhat vulnerable.
Regular tanks can also be effective, but they may be less consistent in getting to a Crown Tower. For example, a P.E.K.K.A. is helpful for when the opponent has high-health units that Sparky cannot defeat in one shot, allowing both of them to finish them off, but the combo is very costly and is weak to air units and swarms. The Mega Knight is also helpful when Sparky is surrounded by swarms, also allowing both of them to clean them up at once, but may take longer to defeat tanks while still being costly and helpless against air units. However, if they are supported by the right units, the tank's ability to take down units can allow the push to take down a tower in a single swoop.
The Ice Golem can be a decent mini tank for a Sparky. The Ice Golem will tank for the Sparky and if destroyed, the death damage will instantly defeat Skeletons and Bats and weaken other troops for spells or for Sparky to finish off.
The player should be careful when using the Sparky alongside a Royal Giant. The Sparky's large hitbox and high mass will push the Royal Giant closer to the Tower, which allows the opponent to defend against the push more easily. It is better to have both troops at a slight distance from each other so that Sparky can attack threats to Royal Giant from the player's side.
A Rage spell can throw off the opponent's expectation of when exactly she will fire, possibly allowing her to land a deadly shot on a Crown Tower. This is more effective later as an offense when the opponent has already exhausted several distraction units.
Sparky is able to destroy the Cannoneer with 2 blasts, so she should not be ignored when using him. The Dagger Duchess and Tower Princess can survive one more blast, giving a larger room for error, with the former also surviving a full confrontation from a lone Sparky, although she should still not be ignored even with them, as just one hit from Sparky can be deadly.
Sparky's massive damage can be wasted on weak, low cost troops like Ice Spirit, Skeletons or Goblins, or on shielded troops such as Guards. With that being said, make sure to play splash units such as the Bomber, Executioner, Wizard, Bowler, Witch, Goblin Demolisher, or the Fire Spirit along with the Sparky to kill low hitpoint troops to clear the way for Sparky.
Sparky cannot attack air troops. This means that air troops like Minions, Bats and Inferno Dragon can quickly defeat a Sparky, remaining unharmed.
Electro Wizard and Electro Dragon are very reliable counters to the Sparky, being able to permanently stun her until she's destroyed for a positive Elixir trade.
If an Electro Wizard is approaching your fully charged Sparky, a spell that can interrupt his attack will allow Sparky to shoot him before he gets a chance to stun her.
When approached from a distance, Sparky will OHKO the trio of Zappies before they can reset her attack. To properly counter the Sparky, wait for her to cross the bridge and surround her so that one or two Zappies will survive and leave her permanently stunned until death.
A Tornado pairs extremely well with Sparky and any other splash support troops since it drags them together, allowing them to be easily defeated. Dragging them onto the Crown Tower is even more effective since they will hit the Tower and the opposing troops at the same time.
Pairing The Log with a Sparky can deal significant damage to a Double Prince push. The Log must be casted before the Sparky attacks so that it takes out the Dark Prince's shield, then Sparky will finish off the Dark Prince and significantly weaken the Prince. The knockback from The Log will also reset the charge of the Prince, allowing Sparky to blast a second time if needed.
Players can also use Sparky to counter the P.E.K.K.A. However, if the P.E.K.K.A is at least two Levels higher than Sparky, it could be risky as the P.E.K.K.A will survive 3 blasts from her and eventually destroy Sparky due to her very high damage and hitpoints. A similar principle applies to the Mega Knight.
On the contrary, the P.E.K.K.A and Mega Knight work well against a Sparky. Although they are a negative Elixir trade, the can stop her while only taking one blast worth of damage, saving most of their hitpoints, for a counterattack.
Zap, Freeze, and Lightning are spells that can reset Sparky's charge attack. While they cannot defeat her alone, they can be paired with troops that would be otherwise OHKOed by the Sparky, allowing them to be saved for a counterattack. However, beware of situations where those spells can baited, allowing other cards to thrive from their absence, such as a Skeleton Barrel.
Buildings are largely ineffective against a Sparky, as she will be able to OHKO most of them and from a distance. The few buildings that can survive a blast from Sparky will be left with very low hitpoints that will be defeated by their own health decay.
A lone Sparky may be countered with a Tombstone along with the help of a tower troop. Due to the Sparky's slow attack speed, the spawned Skeletons will distract her indefinitely. If placed correctly, the Skeletons can distract Sparky while the Tower Princess will destroy her. Even if the Sparky gets a hit on the Tombstone, the 4 spawned Skeletons will cause more distractions. Conversely, the opponent can let the Tombstone's spawned Skeletons to keep Sparky on their side, allowing them to accumulate more Elixir for a larger push.
The Graveyard is an effective counter for a lone Sparky since it will distract her for a maximum of 7 seconds and has a high chance of destroying her. The random nature of the spawned Skeletons hinders the efficiency of any supporting splash units, as they will have trouble hitting multiple units at once, leaving plenty of time for the defende
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Hex: Apo Red Faced the Insi Mode 2022年11月24日 11時41分 
ApoRed weiß nicht was er zu diesem Profil sagen soll