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Best Tips for Zappies vs Hunter Challenge


New Cards Overview

Clash Royale HunterHunter

The Hunter is a 4 elixir Epic Troop card unlocked from Arena 9: Jungle Arena.

Hunter is basically a new glass cannon in the game.

He has a special type of weapon which hits both ground and air has unique attacking feature never seen before in the game.

The weapon fires 10 bullets. Each bullet does individual damage. Thus, the closer the enemy is, the more damage Hunter can deal.

Hunter can deal a high amount of damage (690 at lvl4) to an enemy right next to him as all 10 bullets hit it. This makes Hunter a very powerful card on defence against a lot of variety of troops.

On offense, he also helps but not much since he is a ranged troop. But, Hunter is rather a Pseudo Splash Damager and can defend himself pretty well up close,  making your push a lot stronger.

Hunter can survive Fireball and Poison but dies to Lightning and Rocket.

Lightning and Rocket are a good counter to him but for -2 elixir trade so make sure you hit something else so that you don’t get the elixir disadvantage.

Range troops and swarms are the best counters to Hunter.  Also, Zappies can also counter him for a neutral trade!

Don’t try to counter Hunter with melee troops as he can damage them critically.

Clash Royale Flying ZappiesZappies

Zappies is a 4 elixir Rare card unlocked from the new Arena 11: Electro Valley (3400+ trophies).

This cards spawns 3 Zappies on the map.

They move with the same speed as a Sparky however they attack a lot quicker without any need of charge (like a Tesla). That makes me think of them as ‘Moving Tesla’ with the ability to stun.

Each Zappy fires a zap of electricity from its coil (similar to Tesla’s attack) which deals low damage but stuns the target for 0.5 seconds. Together, they can stun for 1.5 seconds giving them great value on defence.

Individually, they lack in damage, only being able to one shot Skeletons and Bats. However, the three of them together can take care of many troops.

Zappies spawn in a triangular manner, exactly similar to 3M, so you can split them 2:1 in same manner as 3M.

Splitting them gives you a wide variety of options to play making them very versatile on offense as well as well as defence.

They can help to kill tanks like Giant with a medium damage card like Knight or Minions.

They can even help against RG and deny him many hits and take care of him easily with another troop with medium damage.

Zappies are fragile troops. They can be killed by Poison and Fireball for a neutral trade. They can be killed by Valkyrie or Knight like troops easily, especially on your side of the map.

However, using an Ice spirit is recommended if you wanna do the job quickly without letting your troop being damaged a lot.

They can’t hit air troops. So, air troops can quickly take care of them. Ground swarms also can take care of them very well. Ranged troops are generally not recommended as first priority as a counter as these troops can’t take a hit.

Challenge Tips

Pick a Win-Condition:

Clash Royale GolemClash Royale Hog RiderClash Royale GiantClash Royale BalloonClash Royale Battle RamClash Royale Lava Hound

Hunter and Zappies are not Win-conditions so always pick a win-condition, the one you have practice with if possible.

You need a reliable source of damage to destroy the Crown Towers.

Best Win-conditions for this challenge are: Golem, Hog Rider, Giant, Lava Hound, Balloon, Battle Ram.

Choose at least two spells

Clash Royale RocketClash Royale LightningClash Royale PoisonClash Royale ArrowsClash Royale The LogClash Royale Zap

You might not lucky enough to have a win-condition in your deck and thus you will have to depend on spell cycle to win.

Spell Cycle is a weaker after today’s balance changes nerfing their tower damage by 5%. However, with the duration of 6 minutes in a battle, you can still win by Spell-cycling.

Choose cards which counter your opponent’s cards

This is a very important thing to remember. This tip can actually decide the outcome of the battle!

Doing this can give you a slight edge against your opponent.

However, if you already have a dependable counter, look for cards to balance out your deck as much as you can.

Pick cards which require specific counters:

Clash Royale Goblin BarrelClash Royale PrincessClash Royale Inferno DragonClash Royale Goblin HutClash Royale Barbarian HutClash Royale elixir collectorClash Royale BalloonClash Royale Graveyard

Your opponent may not always get a card which can counter your cards.

So, try to use cards which require specific counters.

For e.g. Goblin barrel needs a specific counter to absolutely deny any damage.

However, don’t chose Sparky in this challenge as Zappies wreck her and you never be sure to have them with you if you don’t get the option to choose them.

Choose a pocket card

Clash Royale GraveyardClash Royale BalloonClash Royale FreezeClash Royale HealClash Royale Rocket

A pocket card is basically a surprise card which can change the outcome of the game.

Keep such cards in your hand and use them only when your sure that your opponent doesn’t expect them.

A well-time pocket card may easily secure your win and make your opponents wondering where the heck did that come from.

Pick Dart Goblin!

Clash Royale Dart GoblinDart Goblin is one of the most over-powered cards in the Draft Mode.

While being under-powered in normal battles, this card rocks in this game mode.

The reason is that it can wreck towers with its chip damage. In draft, you may not always get a win-condition, not even a dependable damage spell.

Here, Dart Goblin is your solution, due to his insane movement speed and attack speed, he can lock on the tower before your opponent can react and deal a good amount of chip damage.

Many times, when you have a tank in front of the Dart Goblin, he can kill opponent’s defenses and lock on the tower while opponent is late to drop another card. The opponent will 100% of time go on to defend the tank but the locked-on Dart Goblin just wrecks the tower while opponent is unable to do anything.

Some Other Crucial Tips 

Shared by XxxThe_Demon_KanexxX

  • Always try to pick Hunter, he is excellent at tank killing. If well placed and well timed, he can 5 shot the hound and end the pups. Make sure to give the opponent the Hound if you have him.
  • Try to have Fireball and Lightning. In case you don’t get the hunter, you can destroy him with these spells and fireball Zappies.
  • Choose E-wiz if your opponent may have Zappies. Just like with the sparky, E-wiz can shutdown Zappies and prevent them from attacking.
  • Choose splash cards. Executioner and wiz are must haves. Bowler is also good but can die to the hunter.
  • Choose the counter. If you have to choose between horde and arrows, choose arrows! Same with other cards and their counters.
  • Zap can also reset the Zappies but take the log over zap. Log can severely damage the Zappies! Log is is general a great card to have to kill barrels and princesses.
  • Improve. Adapt. Overcome. Adapt to your deck and make sure to get them positive trades, sometimes the only way is to spell cycle so do so with caution and with positive trades.
  • Don’t plant anything next to the hunter! The hunter will do massive damage!
  • Golem, and Giant are great to have! Make sure to prepare for an enemy Hunter!
  • If you think you can’t handle a certain card on the enemy team then choose it! Since i have trouble with 3M i choose them over other cards if given the choice.


  1. Can you use battle ram/hog rider to push the hunter to the tower for insane maximum damage? That could also be a strategy to protect the ram/hog better.

  2. Tip: if you can, pick the zappies over the hunter(unless you already have a solid defense). Also zappies can’t attack air(which is how I lost 10-3 🙁 but at least I unlocked him from the prize chest

  3. i feel that yes the hunter is good but would be has a way to low of attack speed so i beleive that they should increase his fire rate as well as lowering his damage give him the same dps just a higher attacks speed and lower attack

  4. i had one match where i jsut kept splittin the zappies fire spirits and elite barbs and the enemy had no idea how to counter it it was so trolly

  5. Went 7 – 3 So close! Big idea though, think how good Hunter would be in Splashyard! He would be a crazy defensive card and when paired with a good tornado player, you could crush your opponents push! Anyway, I just wanted to throw that idea out there!

      • What I mean by when paired with tornado is that lets say there is a Giant Archer push, you pull the giant troops away from tower, closer to the hunter to deal more damage, but it also pulls the archers so then the hunter can one shot them! Another example is there’s a Lumberjack you tornado it close to the hunter but not on it. Do you see what I mean?

      • Sure but it might work better then a baby dragon or E wiz. Lets say a hunter for the graveyard, you could tornado all the troops killing the skeletons closer to the hunter where they get shot! Just an idea but I do see your point.

  6. i lost 4-3 but i got the zappers out of a crown chest and the hunter out of the challenge chest.

    My thoughts: I feel like hunter might need a little buff. Maybe just a little health buff. Zappies seem balanced.

  7. I didn’t play this yet, I hope to get good results, one of my partners in university ended 8-3, he lost two because of lag, and the third one because of the app closing itself down

  8. i got zappies on my first chest after the update (gold chest) but only got 3 wins on the challenge welp my life 3-3

  9. Pretty good guide! I would love if it gave some situations in picking cards like giant or golem or something like that

  10. I still feel like Zappies are better than the Hunter. The Hunter is sort of like a Flying Machine on the ground, and Zappies are like Triple Electro Wizzes. (Yea, ik im exaggerating a lot)

    • The zappies are for sure more versatile. The hunter is more of a high skill cap card, he can be an utter waste or insane value if played with skill. He’s also a defensive card that is could for counterpushing. For example, your foe drops an ewiz you can place a hunter and it will one shot it. If you counterpush with an giant, it will be hard to stop since the hunter does insane dops when up close.

      • the stunning effect is still pretty good though, and I’ve never seen hunter used in melee so maybe it’s better than i had thought

  11. Zappies hard counter hog I think and Hunter is actually great against tanks if u tank for it or distract things that would kill it.

  12. I think that zappies should each do the damage of a zap (individually) or have a faster attack speed
    Hunter needs faster attack speed. Comment if you agree or disagree.

  13. i think zappies are more effective And more flexible Than hunter
    Hunter Is Better than zappies In defence
    zappies Best ablity Is Their Stun
    stun Can Reset Inferno can slow enemy in defence and can Slow enemy in attack stun give you more Time in attacking (cause Slow Attack speed of your enemy) And you can deal more dmg maybe They can kill enemys defencive troop And They have alot of dmg when focusing in tower with a tank
    it isnt necessary to support Your hunters wwith a tank but zappis horribly need tank
    hunter can deal splash dmg and Can effective infront of Goblin gang or minion
    And zappis Biggest weakness is theyr Only ground attack And they can easily defeated infront of air troops
    zappis another weakness is theyr low hp and they can counter easily with spells

  14. Who trash is th Zappies translation into russian? well… they are called mini electro-generators. Just wow

  15. I made one of those good ol fashioned miner chip decks with a hunter, but its underleveled and I can’t fight ppl enough

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