Zappies were nerfed on 7 September 2026, with hit speed slowed from 2.2 to 2.3 seconds between shots. Their damage, hitpoints and stun effect are unchanged, so each individual zap still stuns — they simply land slightly less often.
See the full September 2026 Balance Changes breakdownSeptember 2026 Balance Changes — Zappies
- Hit Speed: 2.2 sec → 2.3 sec

Zappies






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
1 stat on this card was corrected to its current official value — see below.
Level Statistics
Hitpoints
852
Total damage this unit can take before being destroyed.
Damage
188
Damage dealt by one normal attack to a valid target.
Damage Per Second
85
Average damage dealt per second, factoring in hit speed.
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
Combat Attributes
Hit Speed
2.3 sec
Time between repeated attacks, after the first attack.
First Hit Speed
0.8 sec
Time from deployment (or becoming able to attack) until this unit's first attack lands.
Target
Air & Ground
What this card is able to attack.
Range
4.5
Maximum distance at which this unit can attack a target.
Speed
Medium (60)
How fast this unit moves.
Deploy Time
1 sec
Count
x3
How many individual units this card deploys.
Transport
Ground
Stun Duration
0.5 sec
How long a hit unit is stunned, unable to attack or move.
Combat Mechanics Encyclopedia
Verified 2026-08-19A stat on this card changed after this page's mechanics were last checked (2026-08-19):
- hit_speed is now 2.3 sec (was 2.2 sec) as of 2026-09-07.
Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Zappies drop three small robots that zap the nearest enemy with a short-range shock, stunning whatever they hit for half a second. That repeated stun makes them brutal against a single, slow-hitting threat — a lone Sparky, Inferno Dragon, or Hunter can get locked down before it ever gets a swing off. The tradeoff is fragility: each Zappy has fairly low hitpoints, so a well-placed spell can wipe out the whole trio for a favorable Elixir trade. For 4 Elixir you get a light troop that hits both air and ground at medium range, with a slower overall attack rate than most support troops. Zappies work best defensively — parked behind a tank or dropped to shut down one specific card — rather than leading a push on their own.
Zappies is a Rare, 4-Elixir troop card that deploys three small robots in a triangle formation, unlocked in the Hog Mountain arena.
Each Zappy has 529 hitpoints and deals 117 damage per hit at tournament-standard level 11, for about 53 damage per second per Zappy.
Zappies target both air and ground units at 4.5 range, move at medium speed, and attack once every 2.2 seconds, with a fast 0.8-second first strike after deploying.
Every Zappies hit stuns its target for 0.5 seconds, and Zappies is the only Rare-rarity card in the game with a stun effect, making it a strong pick against single, slow-attacking threats like a lone Sparky or Inferno Dragon.
Zappies has fairly low hitpoints for its Elixir cost, so spells like Fireball or Poison can wipe out the whole trio for a good trade, and knockback effects such as Barbarian Barrel or Royal Delivery can shove them off a push even when a tank is protecting them.
Zappies was added to Clash Royale on 12 December 2017.
In the August 2026 balance update (Season 86), Zappies' attack rate was slowed from once every 2.1 seconds to once every 2.2 seconds, a roughly 5% nerf to their damage output.
Zappies is especially effective at shutting down slow-attacking single targets — troops like Hunter get stunned repeatedly and can barely get an attack off against them.
Frequently Asked Questions
How does Zappies work?
Zappies drop three small robots that zap the nearest enemy with a short-range shock, stunning whatever they hit for half a second
What is Zappies's elixir cost and rarity?
Zappies costs 4 elixir and is a rare card.
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