Clash Royale Shocktober: Will the Electro Giant shock the meta?
Clash Royale celebrates Shocktober with the Electro Giant, the game’s 100th card.
It’s almost Shocktober in Clash Royale. Supercell’s card-based strategy battling game will soon be celebrating its 16th season with its annual Halloween-themed update and with it will come the game’s 100th card: the Electro Giant.
Appropriate for Shocktober, the Electro Giant is a 8-Elixir, Legendary card that initially looked like it would shake up some of the game’s meta decks. Based on the teaser, it looked like he would zap any nearby enemies, resetting their attack animation (a perfect counter to the Inferno Dragon, Inferno Tower and Sparky). However, there appear to be some limitations to his power.
The Electro Giant looks like the scientist cousin of the Giant, big and bulky in stature, although weaker in strength. At level 9, the Electro Giant does 159 damage (75 damage per second) and has 3192 hitpoints. What sets him apart from the Giant though, is his stunning ability.
The Electro Giant is equipped with two tesla-rods that provide a 2.5-radius shield. Any troop within that shield will get zapped if it attacks the Electro Giant. The Electro Giant won’t attack the enemy itself, but every time he is attacked, his tesla rods will zap the enemy. His primary focus is on destroying buildings, which means he won’t completely render the Electro Wizard or Zappies useless in your deck either.
Because he only zaps enemies within a close radius, the Electro Giant is weak against ranged cards. So cards like the Muskateer and even Sparky (which there was concern could be countered by the Electro Giant) will actually be very effective. Also, because he only zaps units that attack him, simply being in his range won’t get your unit killed.
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There was initial concern that the Electro Giant would render some of Clash Royale’s strongest anti-tank cards — the Inferno Tower, Inferno Dragon and Sparky — useless; however, revealed gameplay shows that Sparky will still be an effective tank because of its range. It’s possible the Inferno Tower’s range could also keep it somewhat safe building up enough damage over time to kill the Electro Giant before he gets his zap off to reset the animation attack.
Perhaps more interesting is how effective the Electro Giant is against cards like the Skeleton Army or Goblin Gang (low-health, multi-troop cards). Because the Electro Giant deals damage every time it is attacked, he’s able to rapidly shock each skeleton that attacks him, easily taking out the entire army.
The Electro Giant is an interesting unit, for sure, but I’m not so sure it’s the game-changer everyone thought it would be. Because of its shock limitations, Sparky and the Inferno Tower still remain strong anti-tank options. Additionally, any sort of ranged attack seems to deal good damage while staying safe from his zap. If anything, close-ranged, weaker units will have a hard time dealing with him.
The Electro Giant is Clash Royale’s 100th card. Season 16 will also see the release of the game’s 101st card as well. Season 16 (Shocktober) will begin on October 5.