Heya guys Lolman here with a guide featuring a card I never ever thought that would really be called good. But here it is!
This Sparky bait deck I whipped up just to randomly test out seeing a similar deck on a CWA vid and improving it so it works better vs some decks.
The Sparky Zap Bait Deck
Giant – Sorry guys. While it’s called Sparky bait, the main win condition in the deck is the Giant.
It has the standard cards of a Giant beatdown deck. Night Witch, Minions, Goblin Gang, Zap but lacks a heavy spell like Fireball or Lightning.
So you will rely on him to reach the opponents Tower for the main damage.
You ideally want to slowly roll him at the back but if you defend a push with say a Night Witch, don’t be hesitant to just place him in front of the Night Witch for a nice counterpush
Although this should only really be done once you identify the Giant counters!
For an example if they use say Inferno Dragon + Poison, that Inferno Dragon can be pesky on the counterpush from them say they have Arrows.
Night Witch – This should always always always be behind your Giant.
Now post nerf, she will not kill cards as fast when used behind a Giant, like say a Valkyrie etc.
This is a bait deck, what better than a bat spawner behind the Giant?
Witch is more expensive and gives more spell value for like a Rocket, or Fireball etc plus she is not a good point melee damage is why I chose her in this deck. Plus the death spawn still give rather nice value!
Try your best to protect her!
This deck is expensive! Minion Horde, Giant, Night Witch, Sparky etc. all of these cards are expensive with Minions and Gang to cycle with.
In order to build your monster pushes to make up for the lack of a direct damage spell and steam roll them, you will need the Elixir Collector.
There are certain match-ups where I see getting the Collector Rocketed as an advantage. For an example spell bait!
It’s very good to get them to Rocket your Pump because Sparky is kinda safe now. More on that later in match-up but I will say this now, despite not having Log, this deck actually does VERY well vs spell bait that doesn’t run Arrows.
Typically I use this card to bait out maybe a Fireball, or Arrows etc. Giant + Minions typically draws out Arrows.
If they lack a spell like Fireball this is the green light to play your Horde!
Also like the other cards, if early on you bait a spell like Fireball onto your Minions for an example, that is also the green light for you to Pump up!
This deck is all about really capitalizing on baiting out spells to Pump up right afterwards and then try to build that Elixir advantage for your deathball push.
Horde – The punish card.
This deck has 3 spell punishers: Horde, Sparky and Elixir Collector.
Try to use them to your advantage!
For example, vs a P.E.K.K.A Miner Poison deck, you want Poison ALWAYS on your Collector! So that your Horde can kill the P.E.K.K.A, E-wiz etc allowing you to counterpush!
If they do not use the Poison on the Collector that will allow you to have a big advantage further into the game and P.E.K.K.A or not as long as you don’t give insanely valuable defensive poisons you should be on track to an easy easy win.
Early on she will be used to defend vs the other deck but once you start baiting out spells like Rocket with say a Pump you can use her behind your Giant.
Similar to the Inferno Dragon, it will clear almost any defensive troops provided so you should protect her!
Use cards like Horde or Minions, maybe even Gang to keep E-wiz away from targeting her!
With her faster recharge rate, despite the damage nerf, she is a force to be reckoned with. Plus with the delay on the first E-wiz hit. There was a reasonable buff to this card direct and indirect!
Zap – The only spell in this deck and it is so vital here.
Vs Inferno Dragon or Tower, whilst using Minions Horde etc is fine and dandy if it locks onto the Giant and you do’t reset it, the Giant is going down! Which is why Zap is key.
Zap is also helpful vs Minion Horde etc but not as effective as Arrows, each spell comes with pros and cons but simply because of how strong Inferno Tower is in the current meta I prefer the Zap over Arrows for this slot.
Goblin Gang- These bad boys also add a baity element to the deck as well! And can be a punish card!
Try to always save it unless you are facing say a Bandit deck or something of that sort, because you want Night Witch behind Giant and Minions or even Horde can end up with her getting the dash on the Tower.
Here for an example! My opponent Poisoned my Collector after overcommiting with Bandit+ Gobs and I used just a lone Goblin Gang to counter that!
That meant I was either facing Mega Miner with Inferno Dragon, or P.E.K.K.A Miner, either way I had to capitalize on this mistake.
Then playing Giant and Night Witch, he made the fatal error of not saving E-wiz. I would not drop Horde if he had E-wiz saved with Zap in rotation! I was 50/50 if he had Zap or Log but I would not have risked it!
Because I saw E-wiz, I dropped Horde and baited the Zap which didn’t kill my Horde!
Then knowing that was the big window, I went all in with Minions and Gang with a Zap to kill his E-wiz and Gobs. This play took Tower down to 0 HP in a matter of seconds and killed any counterpush!
Early game- 3:00-2:00
Around here, you ideally want to Pump up! Give your hand cards that can defend large pushes.
What I mean is I would not really Pump up if my hand was something like, Night Witch, Giant, Zap, Collector with the next being Sparky.
Night Witch is fine and all but she will die to most pushes, you will need a card like Minion Horde.
Be vary of your opponent. Always always always start pumping up between your 2 crown towers.
Then, depending on the spells they have you will ideally change your Pump placements to either center again for say a Rocket, or back of higher HP Tower vs like Lightning or Poison!
So early on in the game you will be wanting to get a feel of your opponents deck and counters.
I first focus on what they would have to counter my Giant, and then what they have for Sparky.
Once that’s done then have an idea how you will counter their counters!
For example, Horde and Zap for Inferno Dragon or Tower. But all while making sure you know if they can easily say Arrows your Horde!
Once you identify the spells and cards that counter distraction troops that’s when you try your best to bait them out and convert that into a successful punishing offense later on in the game.
Mid game – 2:00-1:00
By now, you have to have done the following:
Gotten a Pump advantage or at least bait out spells like the Rocket, Lightning on Pump. I believe you get 3 Elixir off of pumps that get Fireballed or Poisoned hence a +1 trade there too! With this deck, try to bait out those spells on defense and keep Pumping up.
Deal some damage early, but doesn’t have to be significant. This deck is beatdown so you can take your time getting positive trades and convert that into a huge offensive push paired up with Collectors to take their towers in 2x Elixir.
Identified your Giant, Sparky, Minion Horde counters. You will need to either bait out the counters, or counter them with cards of your own, but to do that you need to make sure the cards you use to counter say an Inferno Dragon on a Giant, won’t get Arrowed for an example.
Once you get these done, and have the Elixir flowing, you should start to slow roll Giant pushes with Night Witch behind him. Sparky and maybe Minions also. Assuming they don’t have a Fireball or a Rocket that will just destroy you.
In a nutshell, this is when you should start your offense.
Once you have identified your opponent’s deck after the first minute, you will need to start getting damage around now.
Especially with no direct damage spells in your deck, you will need to get all the Giant hits on the Tower (or Sparky blast If you are just so lucky).
After a successful push, if you know you are ahead in Elixir, try to Pump up before hitting 10 Elixir. Especially if they still have to defend after you’ve taken their Tower.
Late game (1:00 – End)
Here is when you will be going all in of sorts.
That being said, don’t start up a Giant push and go all in with 5 seconds to go and opponent rushing other lane with a Hog+ Horde for an example.
So that being said, go all in within reason! Not really in a suicidal way is what I am saying.
Play smart as well! If they have a Poison, don’t drop Night Witch, Minions, Gang and Horde into the Poison. Try to bait it out and avoid it if possible for an example!
Playing smart, keep on relentlessly attacking and take their Tower!
Now with all that in mind! I will move onto how to play vs specific match-ups.
P.E.K.K.A (Especially Miner Poison)
I ran 3 Challenges with this deck, 1 GC and 2 CCs. At the start, I faced about 5 P.E.K.K.A Poison games and I won 4.
Whilst hard, it’s not impossible to beat this supposed hard counter deck.
Ideally you want them to Poison your Pump! Protect the Pump from the Miner, and prevent Bandit on Tower and you are gold.
Whether they don’t Poison the Pump or they do, like those images I posted above.
If they have Zap and E-wiz that can make life harder for you but you must remember not to drop Horde when you know they have those 2 cards in cycle. Bait them out! Then that is when you will use your punish Horde.
Sparky is good on defense! Just protect her with your troops like Horde, Gang etc.
Sparky on your side is an E-wiz users nightmare if they lack spells like Lightning etc. Even using Zap on Sparky with this deck can be a mistake due to Gang, Horde etc.
Sparky on defense is great vs any tank with amazing splash damage, but like Inferno Dragon, E-wiz her archnemesis must be stopped. She is only able to hit 2 targets and Zap is most of the time used on the Sparky herself so this equates to freedom to use your other cards like Horde, Gang, Minions etc on the actual E-wiz and or support! Plus distract the P.E.K.K.A if we’re talking about Goblin Gang! Don’t give spell value though!
Oddly enough when I made the deck, I initially was dreading this matchup,
Inferno Tower, Rocket, Princess but one thing I learned playing vs this deck is Minion Horde destroys the deck. Albeit you have to play smart.
First things is to Pump up. If they Rocket the Pump? Fine! That’s not an issue, you also have a lot of good Barrel counters.
Save your Zap for the Inferno Tower! Unless it’s 1x Elixir and you’re just defending.
If they don’t Rocket the Pump, brilliant! You will just build that Elixir lead to the point that you just steam roll them. It’s a win win.
You want to use your Horde, Minions etc to distract the Inferno Tower while the Princess is shooting the Giant.
Here it’s quite clear that I had to wait for the Princess to lock onto the Giant. The opponent wasn’t expecting the Horde, hence he placed the Inferno in the perfect spot for *me* I capitalized on it along with his premature use of the Log to drop my Goblin Gang and took his Tower, maintaining this momentum I was able to 3-0 the guy despite his initial lead in damage
Similar to the P.E.K.K.A same-ish strategy applies just it’s easier to beat this, don’t give Gang damage.
Save Zap for the Inferno Dragon and also make sure you try to bait out their Poison without giving a lot of value on defense! Mainly with your Elixir Collector.
If you Pump up save that Gang for the Miner or Bandit and Night Witch for the other. -1 trade but you will have that Pump up that needs addressing.
Very similar to the P.E.K.K.A Miner deck, here you want to bait out Poison and either Zap or E-wiz before you Horde. He poisoned my Pump prior, to this I knew he had to drop 4 cards to cycle back and have 4 Elixir! So I used a Giant + Minions + NW push to bait out either Zap or e-wiz and I got both! He dropped Inferno Dragon, I had to get my Giant to connect so zapping the ID I reset him, and the Horde and Night Witch killed the E-wiz easily. Proceeding to force out a Poison to not lose the Tower putting me ahead in Elixir and a green light for me to Pump up as well! As I had Gang to defend the Pump in cycle and I was up Elixir too! Plus plus.
If they have Rocket, it can be tough!
Try to Pump up while keeping your Giant ALWAYS in cycle for the X-Bow or Mortar.
I tend to Giant the other lane drawing the fire for Mortar, but X-Bow I don’t mind going same lane.
Honestly depends what lane they target. You get 100-300 damage off of one Tower, I would usually go that lane even if they attack the same lane!
Thing is beatdown tends to be more favorable in the same lane vs control and siege.
Again, Minions to bait out Arrows, try to go same lane, time your Zap well and Night Witch is almost always a must on the same lane!
Try to get your Giant tanking.
Once you get pumping upm it will be very difficult for them to win. Especially since to be fair they only have Gang and Tombstone for ground, and you got Zap plus cards that can clear them off!
This is an almost laughable match-up to be fair, Sparky does brilliant provided you aren’t facing a Rocket deck. If that is the case either bait it out first! Or just use something else.
The most common Hog deck I face is quite easy to beat, following some of the bait tips, avoid Princess locking on.
Bait out Zap first so they can’t just Ice Golem or anything.
For the Hog, avoid placing over the Ice Golem cause, Minions, Horde, Gang all become Zappable.
That being said literally every deck but Giant, Collector and Zap can arguably be considered a counter to the Hog.
Maybe not so much Minions because of the low DPS comparitive to the others.
Early on keep up with Pumps.
Something I like doing if my opponent say pumps up with me then uses Lightning is to just rush. Given they don’t have Tornado or Arrows which most odn’t I will use Giant Minions, bait out the spell then Horde right after.
Avoiding Baby Dragon splash and all. Getting early damage is good!
That way you can control the game, switching lanes when it suits you etc.
You don’t want them to just send wave after wave of Golems, you want to make them defend, punishing that Golem.
Using Sparky on defense is good! I like Giant tanking Baby Dragon hits and Horde cleaning up the back-end.
Most only possible if you have a Collector alive, or more to provide you the surge of Elixir to win the game!
I think I covered all there is to cover in the guide, thank you for reading if you made it this far.
Give the deck a try, this is one of those decks that I haven’t been able to not get a 12 win yet.
I think my record according to stats royale is something like 38-2 with the deck despite just whipping it up for the lolz.
Anyway, give it a try, wish you all the best with the deck, keep on clashing. Lolman out.
Who posted this crap?
Hi guys I am lolman but people like calling me lmaoman and roflman, whatever floats your boat. I consider myself an above average CR player and I make guides for CRA with cool decks that I find. I'm pretty active on the CRA discord. Hmu if you guys need and tips or whatnot.