030

Zap

CommonSpell2 elixirHas Evolution
Zap

Versions of this card

Zaps enemies, briefly stunning them and dealing damage inside a small radius. Reduced damage to Crown Towers.

Competitive data

48.0
Meta ScoreB

#85 among normal cards

EnvironmentWin rateBattles
Ranked (overall)47.0%1,485
Top 100050.0%1,340
Top 20050.7%867
Win rate against decks without the card
48.6%
Presence in Top 200 decks
7.3%
Consistency across decks
32 of 69 decks above average

Played most with

Out of every 100 top-level battles with this card, how many also had each of these. Based on 13,891 battles.

Last 21 days. A score of 50 is the environment average, not a 50% win rate.

What this card does

Effects
No special effect listed for this card.
Targets
hits air troops
Damage
area damage

Categories derived from the stats. The cut-off points for "long range", "very tough" and "very high damage" are provisional and still to be checked.

Card sounds

Other

Card stats

Damage at level 11, the level used in Path of Legends.

Elixir cost
2
Type
Spell
Rarity
Common
Max level
16
Targets
Air & Ground
Damage type
Area
Damage
192

Hitpoints, damage and DPS come from the Clash Royale Wiki and have not been checked in-game yet.

Story

Added to the game on January 4, 2016

As an Evolution This Evolution comes gently zapping, zapping at your Arena floor... Get two Zaps for the cost of one, with the second Zap hitting a larger area! · in English

From the game universe

What it looks like

The Zap is a Common card that is unlocked from the Builder's Workshop (Arena 5). It is an area-damage, air-targeting spell with a medium radius and low damage. When used, it can stun enemies in its radius for 0.5 seconds. It is a deep blue liquid encased in a small oblong vial. It is also the same as that spawned by the Electro Wizard. A Zap card costs 2 Elixir to deploy.

Trivia

  • Electricity was first detected through electric fish from as far back as 2750 BCE where Ancient Egyptian texts described them as the "protectors" of all other fish. At around 600 BCE, Thales of Miletus made a series of observations on static electricity, from which he believed that friction rendered amber magnetic, in contrast to minerals such as magnetite, which needed no rubbing. Thales was incorrect in believing the attraction was due to a magnetic effect, but later science would prove a link between magnetism and electricity. Electricity would remain little more than an intellectual curiosity for millennia until 1600, when the English scientist William Gilbert wrote De Magnete, in which he made a careful study of electricity and magnetism, distinguishing the lodestone effect from static electricity produced by rubbing amber. The Zap is 1 of 11 cards associated with electricity, with the others being Electro Spirit, Tesla, Zappies, Electro Dragon, Electro Giant, Lightning, Electro Wizard, Sparky, Wizard Trio, and the Goblinstein.
  • The Zap is one of the first spell cards to be featured in a Trainer's deck, alongside the Arrows, Fireball, and Rocket.
  • The Zap is the first spell card to receive a Card Evolution.
  • The container for Zap resemble spells that take only 1 housing space from Clash of Clans.
  • A Barbarian is featured on the Zap's card render.
  • The concept of Zap was adapted as the new iteration of the Lightning Spell in Clash of Clans.
  • Out of all cards in the game, the Zap has the shortest name in English, with only 3 letters.
  • The Zap was featured in the winning decks of multiple Clash Royale Tournaments. More specifically: The Zap was featured in the winning deck of the King's Cup Tournament, by a player called TMD YAOYAO. The Zap was featured in the winning deck of the The Crown Duel Tournament, by a player called Backstabx. The Zap was featured in the winning deck of the Crown Championship Global Series Tournament, by a player called Sergioramos:).
  • Before the Zap's card release, the Zap's damage was decreased by 12.5%.

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