Epic Spells
Lightning
For 6 Elixir, Lightning strikes the three units with the highest hitpoints in a large area, either crippling or completely annihilating them. As a bonus, there's an extra half-second stun at the end! It's great when taking out support units in a huge push, but is utterly worthless against small units and swarms.

CARD DATA
Core attributes
| Elixir cost | 6 |
|---|---|
| Rarity | Epic |
| Card type | Spells |
| Role | Splash / control |
| Targets | Area / spell |
| Deploy time | — |
|---|---|
| Hit speed | — |
| Movement | — |
| Range | — |
| Unit count | 1 |
LEVEL PROGRESSION
Card statistics
This card does not expose troop hitpoint and attack-damage progression in the source dataset. Its applicable deployment statistics are listed above.
Values are generated from the source base statistics using standard level scaling. Balance updates can change these numbers; verify important interactions in-game.
PLAY NOTES
Using Lightning
For 6 Elixir, Lightning strikes the three units with the highest hitpoints in a large area, either crippling or completely annihilating them. As a bonus, there's an extra half-second stun at the end! It's great when taking out support units in a huge push, but is utterly worthless against small units and swarms.
- Build around its splash / control role rather than treating it as a universal answer.
- Its target profile is area / spell; cover targets it cannot handle with another card.
- Test the card in friendly battles after balance updates before relying on exact interactions.