Lightning

Lightning

Elixir 6 Elixir Epic
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Overview

Lightning is a 6-elixir Epic spell that strikes the three highest-hitpoint targets within a 3.5-tile radius, dealing 1,057 damage at tournament standard with a 0.5-second stun. In the February 2026 meta, Lightning surges at a 14.41% usage rate and 79.4% win rate on Ladder -- a +4.5% usage spike from last week driven by the building-heavy meta. With Goblin Hut, Inferno Tower, and Tesla dominating defenses, Lightning deletes key buildings and support troops in a single play, making it the premier heavy spell this season.

Strategy

When to Play

Lightning is a commitment card -- at 6 elixir, never throw it casually. Wait for your opponent to stack a building plus support troop near their tower. The ideal Lightning hits a defensive building, a glass cannon (Musketeer, Wizard, Witch), and the Crown Tower. This triple-value play swings elixir in your favor and cripples their defense. Against Inferno Tower or Inferno Dragon, Lightning is essential -- the 0.5-second stun resets Inferno charge, buying your tank critical seconds.

Targeting Priority

Lightning automatically targets the three highest-hitpoint units in the radius. If the opponent has Musketeer (590 HP), Tesla (1,140 HP), and their Tower, all three get hit. But if they drop a high-HP tank like Knight (1,877 HP) in range, it absorbs a bolt meant for the glass cannon. Position your radius to exclude tanks and include the targets you need to eliminate.

Value Plays

The top Lightning decks this season -- Royal Hogs Goblin Hut (#1 deck) and Royal Giant Lightning (#5 deck) -- use Lightning to crack building-heavy defenses. With Royal Giant, Lightning the Inferno Tower + support troop as your Giant crosses the bridge. With Royal Hogs, punish opponents stacking Goblin Hut + Musketeer in the same lane. In double elixir, Lightning becomes a spell cycle finisher -- at 27% Crown Tower damage per bolt (285 at tournament standard), two strikes deal 570 tower damage.

Matchups

Strong Against

Building decks (Inferno Tower, Tesla, Goblin Hut) -- Lightning one-shots most defensive buildings while stunning nearby troops. This is why usage surged +4.5% this week.

Inferno Dragon -- The stun resets ramping damage, saving your tank and buying 2-3 seconds of breathing room.

Glass cannon clusters -- Musketeer (590 HP), Wizard (720 HP), Witch (816 HP), and Electro Wizard (590 HP) all die to 1,057 damage. Catching two near the tower is devastating.

Three Musketeers -- Lightning the 2-Musketeer lane for an instant kill on both plus tower damage.

Countered By

Spread formations -- Splitting troops across lanes forces you to choose one side, reducing Lightning value.

Cheap cycle decks -- 2.6 or 2.8 cycle decks outcycle your 6-elixir investment and punish the opposite lane.

Spell-resistant archetypes -- Decks with Goblin Barrel or Skeleton Army as win conditions don't give Lightning worthwhile targets.

Tips

  • Triple-value targeting: Always aim for building + troop + tower. A Lightning that only hits one target is a 6-elixir disaster.

  • Inferno reset: Use Lightning to reset Inferno Tower or Inferno Dragon when your tank crosses the bridge -- the 0.5s stun buys critical seconds.

  • Shield interaction: Lightning destroys shields on Dark Prince and Guards without damaging the unit itself -- factor this into your targeting math.

  • Timing over reaction: Pre-read your opponent's defensive setup. Drop Lightning as they commit troops behind their building, not after the building is already dead.

  • Spell cycle in overtime: At 285 Crown Tower damage per hit, two Lightning strikes in double elixir deal 570 damage -- enough to close out games when you have a tower HP lead.

  • Avoid tank absorption: High-HP troops like Knight or Valkyrie can absorb a Lightning bolt meant for a glass cannon. Wait for the tank to move out of radius before striking.

Common Mistakes

  • Panic Lightning on single targets: Spending 6 elixir to kill one Musketeer is a -2 trade. Patience wins -- wait for multi-target value.

  • Ignoring radius positioning: Lightning's 3.5-tile radius is generous but not infinite. Misplacing it by half a tile can miss a key target entirely.

  • Lightning on tanks: Hitting a Mega Knight or P.E.K.K.A with Lightning barely dents their HP pool. Save it for buildings and glass cannons.

  • Committing Lightning behind on elixir: Playing Lightning when you're already down elixir opens you to a devastating opposite-lane punish.

  • Forgetting the HP priority rule: Lightning always hits the three highest-HP targets in range. Dropping cheap troops near your push can accidentally absorb bolts meant for the tower.