Spell Valley (Arena 5)
Air & Ground
“These three Fire Spirits are on a kamikaze mission to give you a warm hug. It'd be adorable if they weren't on fire”
How to use (Strategy)
Fire spirits is relatively a new card in the game and many people are still trying to find out in what case this card could be effective, how to use this card, and different counters for it. Many questions arise because it’s a unique card with a mechanic like in no other card. The unit itself is quite versatile and can complement many different decks, but is it worth using them anyway?
First of all, the spirits are literally a walking spell card. These hot kamikazes are extremely effective in case if the opponent has got barbarians or minion horde in their deck, which are extremely popular right now. For just 2 elixir, spirits can easily counter 5 elixir minion horde and barbarians, both with +3 positive elixir trade- So why use 3 elixir arrows to counter minions if you could take 2 elixir fire spirits and counter barbs as well? Other than that, fire spirits can also deal high damage to small tanky troops like a knight, valkyrie, or a mini pekka, but as any AOE spell it won’t be much.
On offense, the fire spirits are a good support troop for giants, golem, hog, mini pekka, lava hound, balloon and other tanks. Imagine a zap or a fireball following a tank and then activated when the enemy units appear (literally an instant spell) and it makes the opponent to be afraid of putting anything down (except defensive structures) in order kill the tank because it’s being protected. Let’s take a balloon as an example- in a scenario of a balloon approaching one of your crown towers, you would most likely take out your minions, but as you see them pull out the spirits you will change your mind… But what else could you do?
When searching for counters you will find a plenty of different ways to prevent the poor spirits of committing suicide. This unit can be countered easily with some cheap cards like goblins or 1 elixir skeletons. Another great counter would be a zap, which is now an extremely popular card (remember this when running spirits so that you use them when the enemy’s zap is out of rotation). On the other hand, princess is the best counter to them as she fires from the distance and unlike other units, she does not die in the process.
Very good against swarm troops.
If used correctly, in most of the cases, you will gain elixir advantage over most troops.
Squishy. Waste of elixir if used incorrectly.
Easy to counter with Zap.