Overview
Electro Spirit is the most efficient stun card in Clash Royale at just 1 elixir. This Common troop launches itself at an enemy and chains electricity to up to 9 targets, dealing 99 damage each with a 0.5-second stun. In the February 2026 meta, Electro Spirit sits at a dominant 21.89% usage rate and 79.0% win rate, up +3.6% from last week. It anchors top-performing archetypes including Royal Hogs Goblin Hut, Royal Giant Lightning, and X-Bow Cycle. Its Very Fast speed and chain mechanic make it the premier anti-swarm and Inferno reset tool in the game.
Strategy
When to Play
Deploy Electro Spirit reactively against swarms for maximum chain value. When the opponent drops Skeleton Army, Minion Horde, or Goblin Gang, a single Electro Spirit chains through and stuns all of them while your tower cleans up. Offensively, send it behind your win condition - the 0.5-second stun on defenders buys critical extra hits for Royal Hogs, Royal Giant, or Hog Rider. Against Inferno Tower or Inferno Dragon, Electro Spirit's stun resets the damage ramp, saving your tank for just 1 elixir.
Chain Value
Electro Spirit's chain mechanic is what separates it from Ice Spirit. The electricity arcs between targets within 4 tiles of each other, hitting up to 9 enemies. This means a single Electro Spirit can wipe an entire Skeleton Army or cripple a Minion Horde. Position it so the initial jump connects with a cluster - the chain handles the rest. Against split-lane pushes, place Electro Spirit on the side with more troops to maximize chain connections. Each chain hit deals a full 99 damage and applies the 0.5-second stun independently.
Cycle Utility
At 1 elixir, Electro Spirit is a premier cycle card. In X-Bow Cycle decks, it lets you rotate back to X-Bow faster while providing defensive stun value along the way. In Royal Hogs builds, cycling Electro Spirit keeps your hand fluid and ready for the next split push. Never hold it waiting for the perfect moment - if there is no high-value chain target, spend it on cycle. The December 2025 projectile speed nerf (2000 to 1000) slightly slowed its chain but did nothing to reduce its cycling power.
Matchups
Strong Against
Skeleton Army / Goblin Gang - Electro Spirit chains through the entire swarm, stunning and killing fragile units. Total shutdown for 1 elixir against 3-4 elixir cards.
Minion Horde - The chain hits all air units, dealing 99 damage each and stunning them for tower cleanup. A +4 elixir trade.
Inferno Tower / Inferno Dragon - The 0.5-second stun resets Inferno ramp-up damage. Send it ahead of your tank to keep Inferno from melting your push.
Sparky - Electro Spirit stun resets Sparky's charge completely, buying your troops time to eliminate her.
Countered By
The Log / Zap - Prediction spells kill Electro Spirit before it jumps. Strong opponents anticipate the timing and pre-spell.
Spread formations - Troops placed more than 4 tiles apart prevent chain arcs. Smart spacing limits Electro Spirit to a single-target hit.
Valkyrie / Dark Prince - Tanky splash troops absorb Electro Spirit damage and barely notice the 0.5-second stun.
Tips
Inferno reset: Send Electro Spirit slightly ahead of your tank against Inferno. The stun resets ramp-up damage and costs you only 1 elixir.
Swarm delete: Against Skeleton Army or Goblin Gang, drop Electro Spirit directly into the cluster. The 9-target chain wipes everything.
Sparky counter: Electro Spirit resets Sparky's charge for 1 elixir. Time it so the stun hits just before Sparky fires for maximum value.
Bridge pressure: Pair Electro Spirit with Royal Hogs or Hog Rider at the bridge. The stun freezes defenders for 0.5 seconds, guaranteeing extra tower hits.
Cycle aggressively: Do not hold Electro Spirit for the perfect play. At 1 elixir, spending it to cycle back to your win condition is always worth it.
Chain positioning: Place Electro Spirit where enemy troops are within 4 tiles of each other. Wider spacing kills chain value.
Common Mistakes
Holding it too long: Waiting for a huge chain play instead of cycling wastes its primary function as a 1-elixir rotation card.
Late Inferno reset: Sending Electro Spirit after Inferno has already killed your tank is worthless. Deploy it early in the push, before ramp-up completes.
Ignoring the nerf: The December 2025 projectile speed nerf (2000 to 1000) means chains arc slower. Against fast-moving troops, position Electro Spirit closer to ensure all chains connect.
Using it as primary defense: Electro Spirit stuns for only 0.5 seconds, half of Ice Spirit's 1-second freeze. It cannot solo-defend heavy pushes - always pair it with another card.
Wasting on single targets: Dropping Electro Spirit on a lone Knight or Valkyrie wastes its chain potential. Save it for multi-unit scenarios or use it to cycle.
1 Elixir