“ Zaps enemies, briefly stunning them and dealing damage inside a small radius. Reduced damage to Crown Towers.”
Zap is unlocked from Arena 4 (Pekka’s Playhouse). Zap is an area of effect spell that deploys instantly to units in a small area, then deals a small amount of damage and stuns them.
|Level||Damage||Crown Tower Damage|
Zap used to be one of the best cards in the game, until:
- The stun time was reduced from 1 second to .5 seconds
- Supercell released other small spells like Barbarian Barrel and Snowball that outclassed it
- The Log became a much more viable alternative after being a complete joke for a while after it’s release
Zap, although not as popular, still remains a viable alternative to other small spells. It still possesses the advantage of being able to be deployed anywhere with no travel time and the stun mechanic.
Zap is primarily used as a swarm killer, but due to the fact that it no longer kills Goblins, it is less effective at this. It can still kill Skeletons, Bats and Spear Goblins with ease, and Minion Horde with help from your tower and precise timing. You need to be especially careful with the Goblin Barrel since using Zap on it will let all of the Goblins survive. If they played a mini-tank along with their Barrel, you will be in deep trouble. Some decks play 3 spells, with two small spells for this reason.
You should also take advantage of Zap’s stun mechanic. It is very effective against troops with slow attack speeds or a build-up like Inferno Dragon or Tower. Sparky is especially vulnerable to Zap. Using it right before she fires on offense can be devastating for your opponent. The stun mechanic can also be used to cause units to reset their targeting. For example, zapping a X-Bow can make it shift its focus from your tower.
Zap can also be used to extend the life of heavy-hitting units, notably Hog Rider. The Hog Roder- Zap combo is one of the most potent combos in the game, especially when Zap could kill melee Goblins in one hit. You can still use Zap to allow your low-health heavy hitters to get in and extra hit on your opponent’s tower. You need to be careful to determine when this strategy is worth it.
Zap isn’t the featured card in many decks, but here’s one that consistently plays it. Some decks play Fireball instead of Miner.
Zap can be replaced by any other small spell. It directly competes with Snowball, The Log, Barbarian Barrel, Arrows, and Tornado.