Electro Giant is a sturdy tank that zaps every troop attacking it. When Tornado pulls your opponent's defenders around Electro Giant, that reflected damage becomes devastating. The deck aims for one heavy push behind a strong tank.
Game plan
Place Electro Giant at the back of your side and add Bowler, Electro Wizard or Mega Minion behind it. When your opponent places defenders, Tornado them next to Electro Giant.
Save Lightning to neutralize your opponent's defensive buildings and Inferno cards.
On defense, Tornado can also pull enemy troops toward your King Tower to activate it. Skeletons and Ice Spirit provide cheap defense and cycle.
Cards and their roles
Electro Giant7 elixir Win condition and tank. Targets buildings only; zaps the troops that hit it.
Skeletons1 elixir The cheapest cycle card. Distracts single-target troops.
Ice Spirit1 elixir One-elixir freeze. Buys time on defense.
Tornado3 elixir Pulls troops to one spot; drags them into Electro Giant's zap and activates your King Tower.
Mega Minion3 elixir Sturdy air troop. Defends against air and single-target cards.
Electro Wizard4 elixir Air-targeting support. Resets Infernos and stuns troops.
Lightning6 elixir Big spell. Hits buildings, Infernos and support troops.
Tips
Don't play Electro Giant at the start of the match; wait until you've seen your opponent's tank killer.
Cast Tornado right as enemy troops start hitting Electro Giant, so they all take the reflected damage together.
If your opponent has Inferno Tower, use Lightning when Electro Giant gets close to the tower.
In double elixir, send Electro Giant with a bigger support crew.
Strong against
Against decks that defend with many small troops: the reflected zap clears them all.
Against control decks: one strong push breaks through cheap defenses.
Struggles against
Against high single-target damage (P.E.K.K.A, Mini P.E.K.K.A, Inferno Tower).
Against fast cycle decks: you take pressure in the other lane while placing Electro Giant.
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