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How to Counter & Use Electro Giant | Tech & Strategies

Jun 09, 2021
welcome back to another oj code where we get a small kickback for the season passes and all the gems we will spend on this amazing card, if it's good it's an orange juice, let's put into perspective where the

electro

giant

fits between the

giant

s and the golems. The goblin giant has a medium movement speed, the normal giant golem, and the electric giant has a slow movement speed. It costs eight elixir, which is the same as one golem, but the golem has a three second deployment time, so the biggest difference is that on the double elixir. you accumulate two more elixir by simply waiting for the golem to deploy the macro strategy can become a little complex the giant has 3275 health the electric giant has a very similar health just a little less than the giant that reaches 3192 health the giant has a success speed of 1.5 seconds and deals 211 damage per hit the electric giant deals 159 damage per hit and has a hit speed of 2.1 seconds the giant has 140 dps the electric giant has 75 dps hits less damage and hits a 40 percent slower than a normal giant, but there is a reason for that, he can absolutely destroy a tower because of his

counter

attack mechanics, even with the princess tickling him, he will still destroy that princess tower, but there is a special reason for his slow and weaker blow to the lightning rods.
how to counter use electro giant tech strategies
On his back is a very special

counter

attack mechanic that has a three-tile radius around it. This will be the same size as a solitary spell. This basically means that once you are in range, every time the princess tower attacks you, it will also reflect 120. It applies damage to the princess tower and stuns it for 0.5 seconds. There is no cooldown on this counter mechanic. A princess tower has an attack speed of 0.8 seconds and is stunned for 0.5 seconds with her counterattack after the first attack, effectively changing it. attack speed to 1.3 seconds based on the second attack onwards. The electric giant's reflected zap damage is 92 dps on top of its regular 75 dps plus its 92 dps reflection on the princess tower.
how to counter use electro giant tech strategies

More Interesting Facts About,

how to counter use electro giant tech strategies...

Effectively it has 167 dps against a princess tower. This gives you more. dps than a normal giant isn't much, but it's an honest job, although it costs 3 elixir more than a giant, that's strictly speaking of its damage per second. It also stuns the princess tower, making its attack 38 slower, its dps drops from 112. to 69 damage per second oh yeah, essentially against the princess tower, that makes it 38 more tanky. I want to make it clear that it is more tanky against the princess tower due to the stun based on its attack speed within that radius, any other unit that attacks faster or slower will do so. result in different numbers, but this only goes to show the magnitude of a 0.5 second stun counterattack.
how to counter use electro giant tech strategies
Fun little fact if you anger the princess tower she will actually attack faster and get hurt more against the electric giant. Anger does not affect her counterattack. Attack mechanics, all math aside, fast attack units within the radius will die quickly. The exhibit will die in just two hits because it reflects many attacks back on itself, while the mortar doesn't reflect any attack damage and ends up taking the electric giant four. hits to take out the mortar another interesting thing about the expo is that its attack speed goes from 0.25 to 0.75 seconds, which is a reduction of 66 dps, it is completely useless against an electric giant, does it strongly counter the expo one and one, yes, but will this kill? expo at all because a good example player will counter it with tesla and rocket cycle.
how to counter use electro giant tech strategies
Every time a unit attacks him within that radius, he will reflect 120 damage per attack and reflects multiple targets, there is no cooldown, the skeleton army will die immediately, this means that the skeleton army will be destroyed by him, but what? Is it worth using it as a last resort? It may actually be worth it, as 15 skeletons will deal 1005 damage before dying, removing a third of your health. Goblins have the same effect, but are much worse. die after two stabs, that's 504 damage to the electric giant for two elixir, it's just not worth taking away 15 of his goblin gang's health, on the other hand, it's a little better because they have goblins with ranged spears that They can plant outside Its reflection radius will still cause 1300 damage to the princess tower, but wait, there's more.
It's 120 reflective damage on air units. The minion horde will melt after two hits, they attack too quickly for their own good. Swarms are no match for him, mega minion. It will be a more sensible option if you could choose between minions and mega minion, but even the mega minion won't survive. It's just a better option compared to minions. This is where we enter the realm of ranged units. The musketeer can help. counter it because she stays out of splash radius range, the damage output from the

electro

mage and mega knight doesn't trigger her reflection mechanic, however this is where it gets a little weird, it doesn't reflect per unit, it reflects per attack , an electro.
The mage has two attacks that result in two reflections for 240 damage, since he has two projectiles. Another interesting thing too is that the executioner gets two shocks per attack due to the fact that his ax is thrown forward and flies back counting his two total attacks, but it gets weird, well it usually makes sense to put a hunter on top of a tank to ensure all 10 bullets hit, there's no point in doing that against the electric giant, it will literally die, melt and turn to dust, deal 700 damage and then vaporize. air, it's not worth it, what you want to do is place the hunter just outside that three towel reflection radius, he will fire five bullets which will match the dps of a musketeer, it's very situational and if you have the hunter in your deck, I just have to make the most of the situation.
The firecracker is a bit strange because her attack also uses a unique mechanic and splits, so as of this recording in October 2020, it doesn't reflect any damage on her and is probably a glitch that will be patched in the next client update, the dart goblin will be like a musketeer, his huge range keeps him safe and out of the electric giant's 3 tile reflection radius, but he has a fast attack speed which means he is a tornado user electric giant. is going to be one of the best synergies, it could even replace any ranged unit's poison tornado towards him and they will essentially kill themselves and it deals a bit of damage so the minions die even faster to deal even less damage to him. maybe they have three musketeers and you don't have the proper counters, it's enough to get the three musketeers down a lot, but we're talking about 11 elixir times nine, that's not very realistic, if you're only dealing with two musketeers it might be worth it make a tornado but you really have to consider the situation.
Are they going to fight back with force? Can you afford to have less elixir to get some extra hits on your tower? You're spending 11 elixir just to counter those six elixir musketeers. I'm just turning it off. there, because it's a cool interaction, one interesting thing is that it will stun a giant goblin due to the fact that it has goblins with spears on its back, the giant goblin will be stunned while within the radius of the electric giant it counters Ramredder very well. Because she and the trap activate her counterattack and reflect a hit on her very quickly, she just catches her too quickly for her own good and just locks her in place and keeps stunning her, so a giant is countered pretty well. by a lumberjack and a giant electro. it has the same health as a giant, you would think a lumberjack counters it very well, but it attacks too quickly for its own good, the reflected damage is too devastating and actually kills the lumberjack, the electro golem survives long enough to deal over 1700 damage. to the prince's tower this is just an absurd interaction considering that a lumberjack can normally counter a normal giant this is a main interaction that helps differentiate the lumberjack from mini pekka mini pekka only needs two swings mini pekka lives everyone happy except your princess tower because you will still get an attack on the princess tower once or twice.
An interesting counterattack for the electro giants are attacks. They're actually pretty decent if you position them just so they stagger their attack to chain stun one, two, three, one two. three, they will completely stop it from connecting to the tower, but don't just trust the zappies because it will be compatible or if they have a fireball you are doomed, on the other hand, a night hag is horrendous in itself, not only does it take tonne. of damage, but his bats die after attacking him once, it's really depressing to see because it will cause more than 1000 damage to the infernal dragon tower.
It doesn't counter that well, a lot of people might assume it doesn't counter at all. I mean, of course, if you plant the dragon directly on top of it, it will be permanently stunned worse than four electro mages. The correct way to counter a giant electro with the infernal dragon is to place them outside that three tower radius on the giant electro, the inferno. The dragon's range is 3.5 squares and can completely exceed the range of the reflected sun, but since you have to wait until it is connected to the tower, that still does a lot of damage and there will be better counters, something more effective than the dragon hellish is the fisherman.
Since he has as much health as a giant versus three crown towers, he's not that big of a swarm of baddies. Cards are generally not a good counter for him, but barbarians are an exception in a perfect world, bind planet 8 elixir, electro golem without support barbarians. will do an excellent job stopping it and will survive with some health. Sparky does a very good job of defending himself against him because he only attacks units within his circle and only after they have attacked him will Sparky never be interrupted. his dps isn't the craziest, he'll still deal a thousand damage to the tower, assuming she's within the radius, the worst that can happen is she'll be stunned for 0.5 seconds after she attacks him no way this. an electro mage situation on the same note the barbarian hut is actually a positive elixir exchange for 7 elixir, you can't go wrong, the huts absorb some damage and the huts survive with just over half health, a cage of elves can also stop it completely, but Let's face it, no one is going to plan a bridge for an unsupported electric giant.
You should be prepared to place several cards and that's okay because it has eight elixirs. If you have a building like a goblin cage to hold it in place, you can match it. with a hellish dragon to take it out, it's like a golem, don't expect to counter it with 4 elixir, one of the cheapest counters in the game will be the 3 elixir cannon, it completely draws it in with the perfect placement, 4 river tokens 3 river tokens princess tower this assumes that for some reason your opponent did not support him maybe you ran the bridge on the opposite lane and used up his elixir you must remember that this is an 8 elixir card, it is okay to use multiple cards to counter The Ice Wizard with basically anything else it does a very good job.
The mega minion isn't the best example, but I just wanted to emphasize that it was a six elixir defense for eight ice mages or any building combined with any of its counters will stop it completely. no matter what's behind him, put a bomb tower and an ice mage and he won't make it through, then you can head for the support units that will probably be behind him. The infernal tower stops him because it can completely knock him out before he gets within the three square range needed to reflect a zap and interrupt the infernal tower's attack because his zap only activates when he is being attacked, so he still you can use your swarm to take care of the support troops behind okay so if you're using the giant electro and you see the infernal tower as scary as the infernal tower may look, if you literally just attack it it's now in range and it will infinitely stun the infernal tower, another thing also is that if you bring bats to distract the infernal tower, the infernal tower, the electro giant will now be within range and it is impossible to deal damage once it is within the radius of three towels because tank killers like the pekka and mini packer work so well to counter it that you can pair it with the angler and pull them like you would. a giant although the electric giant has the same elixir cost and movement speed as the golem, it plays more similar to the goblin giant due to its passive attack, its greatest ability is to attack everything that hits it instantly to cause 120 damage, making it one of the most unique cards in the game, and using tornado to draw ranged units towards it gets them killed.
Yeahthose units deal too much damage or have too much health, plant them inside and you can also twist them into the other lane. Defensive buildings and generators defend it alone quite well, so combining it with earthquake or lightning will make defending it a little more difficult, as 8 elixir makes it an instant defeat archetype and is similar to a deck of golem, sometimes you'll just have to do it. ignore damage or even abandon a tower entirely to gain more elixir for three crowns in the opposite lane. It's quite expensive, so having an Elixir Gatherer in your deck gives you a lot more support for your E-Giant push, especially if they don't punish.
Having a constant stream of units from a night witch or even a tombstone is even more annoying with the electric giant because only the melee units that defend them well are strong single hitters like a pekka, once they attack it it will retarget to the skeletons due to their short range if your electric giant connects to the tower you can mine on the tower to redirect hits to the miner, just make sure to plant them against the tower because both the miner and the electric giant have the same range, Another thing that makes it incredibly disappointing is that a level 6 electrogiant reflects a level 6 damage which is 120 damage, but if you look at the level 13 electrogiant it still reflects 120 damage, its reflection does not increase in damage, it reflects 120 damage at level 6 9 tournament standard at level 13 top ladder and that's why it feels a little disappointing right now and that's why I think if they change this it will be really good and it will be a lot of fun to play they will have have to try hard. client update for this because they will need to change the code so they can't do it in a balanced update, it will be in the next update if this change is implemented across the board.
I am very excited about the electro giant. It has a unique mechanic and adds a new element to the game. It will be interesting to see how the electric giant will impact the meta if it becomes a meta. It feels like a mix of the three giants plus the added element of the electric beatdown. Least played archetype to be honest but this card has actually been a lot of fun to play so far, it pairs well with tornado almost like you don't need poison with it anymore, it works well with zap because that just counters infernal tower for now I feel which is a bit disappointing and could use a little more help, especially since it costs 8 elixir and doesn't play like a golem since the golem has a three second deploy time which allows you to accumulate a little more elixir during a push really big and the golem just has a lot more health, maybe he's very good with the electro spirit, we don't know yet, but stay tuned to find out because we'll post information about that later, thanks for watching everyone and thanks. everyone for using code og

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