Clash Royale Hmmm yes |
- Hmmm yes
- Nothing like the new 2v2 Matchmaking... Yay...
- How to properly use wall breakers
- When you don't really know how to defend
- ELECTRO-DRAGON FAN-ART!
- Man what a good use of 700 rares
- Anyone else still holding a torch for a Karaoke Nite emote? It really needs to happen.
- 30+ page long 2.6 Guide Effort Post
- One brave skeleton stays behind King tower for nearly 50 seconds. Come out to correctly predict Miner placement, subsequently saving the tower.
- Wizard in my hand while also on my mirror?
- [IDEA] Elixir Golem Survival Mode
- Can the x2 elixir by transparent too? I can't see the health of the elixir pump.
- I am... inevitable
- Trophies don’t need to be added to the count like gold
- No one: Classic challenges this season:
- Ok so 2x lava clone in 2v2 double elixir might be a bit op.
- Love it when this happens
- What do you guys think of the update to witch?
- [BUG] New item tag stays after unlocking towerskin
- Need for Range: How range and speed stats work together
- Elixir
- Dropping a cards elixer by one is always an op buff
- Let me in. LET ME IN!
Posted: 08 Oct 2019 09:53 AM PDT
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Nothing like the new 2v2 Matchmaking... Yay... Posted: 08 Oct 2019 04:43 AM PDT
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How to properly use wall breakers Posted: 08 Oct 2019 04:47 PM PDT
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When you don't really know how to defend Posted: 08 Oct 2019 09:39 AM PDT
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Posted: 08 Oct 2019 05:36 PM PDT
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Man what a good use of 700 rares Posted: 08 Oct 2019 06:16 AM PDT
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Anyone else still holding a torch for a Karaoke Nite emote? It really needs to happen. Posted: 08 Oct 2019 04:24 AM PDT
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30+ page long 2.6 Guide Effort Post Posted: 08 Oct 2019 10:58 AM PDT I'm making a detailed 2.6 hog cycle guide, but I don't have enough high-level matchup knowledge or experience regarding 2.6, so I would love your feedback on matchups and on this guide in general. I hope to make a 2.6 bible and complete it some time soon. I've shared the guide in this google doc. Please give part of it a read (or read the whole thing if you are that nice and have that much time) and let me know what you think. Even if you don't play hog 2.6, and you know how to play against 2.6 with your own deck, please share what you know. https://docs.google.com/document/d/1zX0ZxkwfWdwybWr5fGfbVCgwEic-pMbLFVine5tBe_8/edit?usp=sharing EDIT: glad to see mostly positivity. I was expecting some 2.6 hate, but you guys are great!Also, I just change the margins of the page, so it's less than 30 pages, for now at least. I expect it to go to 50+ pages as I accumulate more images and examples.EDIT: It's back past 30 pages again. Also, I see a lot of users lurking on the document, but not making comments. EDIT2: No more making comments directly on the doc. Someone decided to be silly, so I removed that permission. Just comment on this reddit thread [link] [comments] | ||||||||||||
Posted: 08 Oct 2019 07:13 PM PDT
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Wizard in my hand while also on my mirror? Posted: 08 Oct 2019 03:49 AM PDT
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[IDEA] Elixir Golem Survival Mode Posted: 08 Oct 2019 06:38 AM PDT Had an idea for a single player survival mode. Exilir blobs spawn and attack you towers. The only way to earn elixir is to destroy them. Survival mode ramps up with elixir golemites and golems spawning later. Other monster type cards could spawn as well to make sure it's a challenge and balance the elixir income. Kinda of a simple zombie survival mode, but makes for managing elixir in a new way. Maybe there could be a two player mode where both players are defending together to keep a multiplayer aspect. Any thoughts? [link] [comments] | ||||||||||||
Can the x2 elixir by transparent too? I can't see the health of the elixir pump. Posted: 08 Oct 2019 02:31 PM PDT
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Posted: 08 Oct 2019 10:49 AM PDT
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Trophies don’t need to be added to the count like gold Posted: 08 Oct 2019 09:32 AM PDT It just seems redundant. Trophies have always been added to the total after a match. Now they're added as an animation, and while it's something minor, I find it annoying. I also don't see the point [link] [comments] | ||||||||||||
No one: Classic challenges this season: Posted: 08 Oct 2019 05:45 PM PDT
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Ok so 2x lava clone in 2v2 double elixir might be a bit op. Posted: 08 Oct 2019 06:05 PM PDT
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Posted: 08 Oct 2019 04:25 PM PDT
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What do you guys think of the update to witch? Posted: 08 Oct 2019 03:59 PM PDT Personally, I'm not really a big fan. Witch has always been an annoying card, and now that supercell has given her FOUR skeletons per spawn instead of three, the card feels unbalanced. [link] [comments] | ||||||||||||
[BUG] New item tag stays after unlocking towerskin Posted: 08 Oct 2019 05:18 PM PDT
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Need for Range: How range and speed stats work together Posted: 08 Oct 2019 12:10 PM PDT I haven't seen a post about this micromanagement strategy, and wanted to explain it quickly. Most players on reddit know that long-ranged units like Musketeer need to be played at range on defense, and melee units like Knight need to be played close up. You probably do it intuitively, not thinking about the trade-offs. But how about units that aren't so intuitive - like the baby dragon with its short range? Deploy Time: For pretty much all of the units this post is relevant about, the deploy time is 1sec. This timer is the reason why medium-range attackers are tricky. If you plant your troop into the enemy's range, it will stay there for a second not attacking. If you plant it away, the enemy will be able to outrange it. Basically, planting your troop in the range of another is only good when the deploy time is shorter than the amount of time your unit would need to position itself in range. Speed: The four speeds of the game are Slow, Medium, Fast and Very Fast. These correspond to 0.75 tiles/sec, 1 tile/sec, 1.5 tiles/sec and 2 tiles/sec. When the enemy ranged unit stops moving and starts attacking, your unit will be the only one to move. The time your troop will take to get in range will need to be less than 1sec in order for placing in distance to be beneficial. Tipping range: This is how I call the range where placing on top and in the distance yield pretty much the same result. If it's bigger than the range of the enemy troop, place your own in the distance. If it isn't, place your troop close to theirs. Examples of 1v1 interactions
So, let's say you want to use your Baby Dragon to counter a Wizard. Wizard has a 5.5 range. Because BabyDrag has a tipping range of 5, it would be in the Wizard's firepower for a shorter time if you place it on top. Projectile speed: Basically the speed in which something like Archers' arrows move. Since the end goal of your defense is to kill their unit, in case you don't place your card in the distance, place it right on top so the projectile arrives as fast as possible. Caveat: While in general this explains how medium range interacts in-game, reality is complicated and these plays might not always be optimal and might depend on specific card interactions. I can't account for those. It also falls under the assumption that you just want the optimal outcome from these situations in a vacuum. Thanks for reading. [link] [comments] | ||||||||||||
Posted: 08 Oct 2019 01:08 PM PDT
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Dropping a cards elixer by one is always an op buff Posted: 08 Oct 2019 08:29 PM PDT Every card that's been reduced in cost always becomes op. This isn't a buff that should ever be done. It should only happen with a rework of a card. I'm sure this an unpopular opinion. No doubt it's fun for meta changes like this to happen. Fisherman is always gonna be op at 3 elixer. Wall breakers at 2 elixer are broken. To fast of a cycle card with to much dps. The wall breakers need a large damage reduction and possibly no death damage to troops. Barb barrel was terrorizing the meta forever when reduced in cost. [link] [comments] | ||||||||||||
Posted: 08 Oct 2019 12:17 PM PDT
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