Giant Sparky Spell Bait – Level 9 at 5,000 Trophies

Hey guys its MaybeDylan from clan GameDen 2 bringing you one of the most successful Sparky decks I have ever seen in my ENTIRE “Clash Royale life” (A pretty long @$$ time since I’ve been playing slightly after global launch)!

Giant Sparky Spell Bait

So It was just a casual Clash Royale game and suddenly, I realized my opponent was a level 9. That could either be an incredible feat of magic or the work of the most powerful card in the game, the credit card. I was ready to face over-levelled cards but no, the first thing he put down was a Sparky at level 2 (so pro, much wow).  So let’s discuss about the cards roles:

Clash Royale SparkyClash Royale GiantClash Royale Skeleton ArmyClash Royale Minion Horde
Clash Royale BarbariansClash Royale PrincessClash Royale ZapClash Royale Arrows

Cards Breakdown

Sparky: Obviously the main win condition, Overkill isn’t in her dictionary so she will basically blast the first thing she sees into an Elixir puddle. This card is somehow the most used card for low levels reaching high trophy ranges. The only weakness that I would think of is Rocket. Skeleton Army and spam troops can be Zapped and Arrowed.

Giant: The secondary win condition if things go sour for your Sparky. One of the best cards per Elixir costs IMO. He’ll meat-shield the Sparky until she blasts the tower to bits, or just be the human wrecking ball to the tower.

Skeleton Army: Honestly, I think the level of Skeleton Army don’t really matter because their purpose of being Zap/log bail is always present. Use them to swarm troops (except Valkyries) to completely melt them.

Minion Horde: 3 Minions shred, 6 Minions wreck. This card has one of the most DPS in the game. Yet another spell bait card in the deck. Use this to support your Giant if your opponent has used his heavy spells or air splash cards. Very good card of defense if the opponent doesn’t have air splash or spells.

Barbarians: A solid card that doesn’t see much light in the higher trophy ranges due to fact that they are slow. However, they are used as another ‘meat shield’ for the Sparky and to bait Fireballs so you can place down your Minion horde on offense.

Princess: The only AOE damage dealer in this deck (besides Sparky) so use her wisely. She can sort-of be used as a Fireball/Arrow bait. Support pushes with her well behind the tank of in the opposite lane so she targets troops instead of the crown tower.

Arrows: Card to kill swarms that surround your Sparky/Giant after you used Zap. Can also be used to finish of a crippled tower.

Zap:  Same as above but can also reset Inferno Towers/Dragon/Sparky.


General Gameplan:

A Sparky or a Giant behind your king tower is always a solid move but be ready to counter any quick Hog/Miner/Graveyard push on the opposite lane.

If you don’t have a Giant or Sparky, a Princess at the bridge for chip damage is relatively safe but otherwise I’ll wait for my opponent to make the first move.

In single Elixir time (normal time, whatever) you will probably only be able to do Giant Sparky pushes so don’t over commit especially if they have a strong punishing combo like Ice Golem and Balloon. You should use this time to assess your opponents spells and counter cards to Sparky.

Double Elixir is where you can flood your attacking lane with troops and punish your opponent for mis-using/mis-placing cards. Surrounding your Sparky with Skeleton Army AFTER they Zapped it is a popular move but I find surrounding it with Barbarians better as they provide more ‘meat shield’ to your Sparky and resistant to Zap. They can also force your opponent to use a Fireball so you can deploy your Minion horde.

Deck Matchups:

Lavaloon: The very deck I used to beat him. This deck has only two air targeting troops (besides Arrows and Zap) which are easily countered with Arrows (as most in not all Lavaloon decks have) This matchup can probably go both ways depending on starting hand or if someone messes up. Baiting Arrows with surrounding your Sparky with a Skeleton Army is a good move as Mega Minions have relatively slow attack speeds.

*CAUTION* Balloon death damage can kill Minion horde which might jeopardize your push/defense so always place the Minion horde BEHIND the Balloon so they will fly away before the death bomb kills them.

Hog Cycle: Double Elixir is where you want to be. Hog cycle decks HATE double Elixir s this allows their opponent to defend their light Hog pushes while being able to support their own push on the other lane. Try not to misuse your spells as they will be able to cycle back to, e.g. another Skeleton Army to distract your Sparky.

Royal Giant: *CANCER ALERT* RG + EB may be your dream matchup cone true as Sparky will blast them all to Elixir. Always hover a Skeleton Army/ Barbarians to distract incoming elite Barbarians as they may Zap your charged up Sparky before she blasts them. If your opponent Zaps your Sparky when he has a Royal Giant shooting at your tower from 999999 feet away, don’t panic but treat that as an opportunity to build up an unstoppable push and think of it as him wasting his only ‘stall’ card.

Rocket decks: Probably one of the hardest matchups to face as Rocket can instantly kill your Sparky for an even Elixir trade. Hard to play for a draw as he can Rocket cycle your crown tower to death so the best play is to convert your Giant to your main win condition and support it accordingly.


Thanks for reading this guide guys and I hope you can achieve your dreams of being a top CR player in your respective countries, so,


And see you all in the arena 😉