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Also check out Zappies Decks & Hunter Decks |Electro Valley - Arena 11 Decks & Arena 12 Decks!
Zappies are unlockable in Electro Valley - Arena 11. They are ground units that only targets ground troops that has the ability to Zap and stun the opponent. Zappies comes in threes like the Goblins, Spear Goblins, Fire Spirits, etc.
The Zappies has low to average amount of HP that can be easily countered.
More about the Zappies here:
|Zappies||Zappies Decks||Best Arena 11 Decks|
Learn more about the Zappies here.
The best Zappies Decks are here.
The best decks in Arena 11!
The strength of the Zappies is their ability to Zap. They usually stun the opponent all at the same time and if one goes out of sync, it will mean trouble to their target. They are great against Sparky, Inferno Tower, and even the Bowler. With their stuns, they can also bring down the Royal Giant.
How to Counter the Zappies:
The Fireball is the best counter against the Zappies. You will get an equal elixir trade at 4. You will just have to time it right as these little critters move fast. Other spells such as Rocket and Lightning can of course disseminate them but you'll lose the elixir trade by 2.
- Bats - For two elixirs, Bats are the best counter against the Zappies. They are also fast and can give you a +2 positive elixir trade.
- Mega Minion and Minions - Since the Zappies can only target ground, the Mega Minion and the Minions for 3 elixirs each is also a good trade.
Decks that may counter the Zappies:
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|Korean Payfecta for Arena 10 and Tournaments||Mega Graveyard Freeze for Arena 10 and Tournaments|
Don't be intimidated in facing these trio of Zap on wheels. They have low to average HP that you can easily take down with your counter-push. Even a jump from the Mega Knight and a couple of swings can break them down. A much better counter is the Fireball for an equal elixir trade.
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