Sparky unlocked from Arena 11 (Electro Valley). Sparky releases huge ground splash attacks with the downside of needing to be charged and being vulnerable to reset.
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Strategies for using Sparky
Sparky, originally regarded as a very bad legendary along with The Log, has been slowly rising in popularity. Sparky is a huge swing card that can be dominating, or might struggle to hit anything for the duration of the match. Using Sparky correctly requires careful giving it proper support and patience.
The Sparky can be used effectively on offense and defense. It’s great at taking out large groups of ground units and tanks, especially when coupled with a Tornado. On defense, you need to be extremely careful of your opponent’s spells. Zap can stun Sparky, letting enemy troops get off of plenty of tower damage. Rocket is one of the best counters to Sparky. Avoid putting your King tower behind him so your opponent’s rocket hit your C tower too.
On counter-attacks, you want to be able to support a sparky tank and have splash units or spells to take out air units or swarms. If you are using Tornado, use it to pull defending enemy troops into the front of their Princess Tower. Also, have spells ready for small swarms, especially ones that are hard to destroy in one hit, such as Guards or Skeleton Army.
Defending Sparky can be very hard if you allow your opponent to build up a big push. There are three parts to defending against the most sparky pushes.
The Tank: Most of the time, using a building or a tank-buster is your best bet. Make sure to use a proper building placement and distract the sparky before using your tank buster.
The Sparky: The best way to deal with the sparky is by resetting it. Zap, Lightning, Zappies, Electro Wizard and Electro Dragon can all reset her, letting your other units take her out. Air cards are also effective in stopping her, but watch out for support cards like Wizard.
The Supports: Using a tank and another high damage unit is a great way to take the supports and sparky out. For example, a giant can take shots and allow other units to take her out.
Spark Arena is open from 11 (Electro Valley). The Sparks have launched massive ground splash attacks that require charges and are threatening to be seen again.
Strategies for using Spark
The skin, which is actually considered to be a very bad legend with logs, is slowly growing in popularity. Sparkle is a great burning card that can dominate, or try to kill anything during a match. He needs to be careful in using Sparky properly to help and encourage him.
On offense and defense that speed can be used effectively. This is great for kicking up ground units and large groups of tanks, especially when combined with a hurricane. In defense, you need to be very careful with your opponent’s spells. Zip can surprise Spark, causing great damage to the tower by enemy troops. Rocket Sparky is one of the best counters. Avoid placing it behind your king tower so that your opponent’s rocket does not hit your C tower.
On counter-attacks, you will want to assist Sparky with a tank and carry a special unit or spell with a spell to cut aerial units or crowds. If you are using a tornado, drag the enemy troops to your prince’s tower. Use it Also, prepare magic for today’s flocks, especially those that are difficult to destroy at a time, such as the Guards or the Skelton Army.
Sparks can be a lot harder to defend if you allow your opponent a big hit. There are three main types of defense against spark pushes.
Tank: Most of the time, your best bet is to use a building or tinker buster. Before using your tank buster, make sure you use the correct building location and remove the spark.
Spark: One of the best ways to deal with Spark is to rearrange it. Jeeps, Lighting, Zappies, Electro Wizards, and Electro-Dragons can all rearrange this, and allow other units to continue to do so. Aircards are also effective at preventing this, but helpful cards such as: Helpful Help keep going.
Support: One tank and the other is the best way to use a more damaging unit and help spark out. For example, one giant lets the bullets and the other unit work.