Clash Royale This evolved into a big fucking problem!!! |
- This evolved into a big fucking problem!!!
- How to make a guy go from cocky to pissed in 4.6 seconds
- nope
- It finally happened!!!
- Mega knight vs mega knight
- How cool would it be if we could trade Emotes?
- Just our 1000 skeleton army. Doot doot.
- Don’t bm on me buddy
- The sweatiest game of my CR gaming
- Goblin Barrel Clone VS Wall Breaker Clone
- I didn't get to choose 3 of my cards in touchdown mode.
- Quality Content Episode 2- A guide to Rascals
- Whoah!! I didn’t know a fire spirit could jump that high. Hahaha!
- Fishermen are stronger than Pekka
- Our attempt at this
- Just realized this
- My golem just didn’t wanna move.
- Petition: Add a Concede Button
- Petition for Clan Name changes!
- Might not be much but finally hit 2k trophies as a level 1
- How is this classic deck matchup winnable? It's a complete hard counter.
- Why the Official Supercell Statement Makes No Sense
This evolved into a big fucking problem!!! Posted: 23 Oct 2019 01:24 PM PDT
| ||
How to make a guy go from cocky to pissed in 4.6 seconds Posted: 23 Oct 2019 07:37 AM PDT
| ||
Posted: 23 Oct 2019 07:20 PM PDT
| ||
Posted: 23 Oct 2019 07:57 PM PDT
| ||
Posted: 23 Oct 2019 10:03 PM PDT
| ||
How cool would it be if we could trade Emotes? Posted: 24 Oct 2019 01:00 AM PDT
| ||
Just our 1000 skeleton army. Doot doot. Posted: 23 Oct 2019 06:00 PM PDT
| ||
Posted: 23 Oct 2019 02:27 PM PDT
| ||
The sweatiest game of my CR gaming Posted: 23 Oct 2019 01:44 PM PDT
| ||
Goblin Barrel Clone VS Wall Breaker Clone Posted: 23 Oct 2019 05:42 PM PDT
| ||
I didn't get to choose 3 of my cards in touchdown mode. Posted: 23 Oct 2019 09:43 PM PDT
| ||
Quality Content Episode 2- A guide to Rascals Posted: 23 Oct 2019 07:20 PM PDT Introduction In my previous post, I said that I would be doing the Rascals next. And yes, I will eventually get to the Hog Rider, and the Sparky, and the Witch, and the Elixir Golem, but I'm doing only commons for now. So without any further ado, let's get on to discussing that terrible trio, those sneaky siblings, that pack of perfectly pernicious and playful partners in a 5-elixir package- the Rascals. The Rascals are a bit of a unique Troop, being actually comprised of three separate individuals- The Boy, and two Girls. Although their stats are very similar to that of the Knight and Archers, they're not exact. There are multiple cards that spawn different types of Troops- the Elixir Golem, the regular Golem, the Goblin Gang- but the Rascals are the only ones that fulfill totally different functions and are not seen in any other cards. The Rascals were introduced to the game on June 25, 2018, during the Clan Wars update. They are a 5 Elixir Common, available to be unlocked in Jungle Arena (2600 Trophies). They have a pretty niche spot in the meta, with a 3% Use and 47% Win Rate in Grand Challenges. They have fairly low skill floor, and a decently high skill ceiling. With the boy's yee-yee, Joshu-lookin haircut, thick body, and short wooden sword, he doesn't look all that great. He would most likely be the laughingstock of the Arena- if it weren't for his little sisters. With their turquoise hair, snazzy eye patches, and Bandit-inspired tunics, they clearly carry the fashion of the group. Flavor The story of the Rascals is quite an interesting one. It's not as long as that of the Bandit or Magic Archer, but it's still kind of complicated. I can't go too in depth into it here, but I'll definitely try. The very first Rascals- Bubble, Trouble, and Doug- did not start out that way. In fact, they didn't even know each other. The girls were Archers named Elizabeth and Ann, belonging to a King whose name has since long been lost to history. Doug was a Giant, who belonged to an entirely different King. Unfortunately and through unknown cause, Doug had been born with a birth defect that made him smaller and much weaker than his fellow Giants. As soon as he was given to his King, he was shunned. The King later unlocked another Giant from a different Chest, and left Doug to be a wallflower in his Castle, ignored by all. Meanwhile, Elizabeth and Ann were living a good life, with a King that actually appreciated them. The only problem was that they were just a little too… mischievous. Whenever they weren't battling, they would play pranks on other Troops. These pranks started out innocently enough, such as throwing buckets of water onto a Prince, or putting too much salt into their King's food, but later escalated into things far worse. Things like knocking random Troops unconscious and leaving them tied up in the basement, or dressing up as a Miner and sneaking into a Princess's room at night. After one disastrous night in which they spiked all the Elixir in the fridge with Rage, their King had had enough. He demanded that the two shape up and stop playing pranks or he would throw them out on their own. They thought that he was just bluffing, that he wouldn't possibly do such a thing- especially not when he had just upgraded them to level 10. But, as it turned out, he was a man of his word. After he caught them sprinkling metal shavings into a Mini Pekka's pancake mix, he and his Prince grabbed them and tossed them out into the woods, after publicly filling out the paperwork to apply for some new Archers. Meanwhile, Doug was undergoing roughly the same thing. His King's Royal Giant had gotten terribly drunk on some Dark Elixir, right as he saw Doug sneaking by. The Royal Giant's first instinct was to attack, but he had forgotten his cannon upstairs- so he just tore into Doug with his bare hands. Doug tried to fight back, when the King came into the room and saw Doug land on a punch on his prize Royal Giant's jaw. Several minutes later, Doug was out in the street, with nothing but the clothes on his back, a sandwich, and no idea where to go next. By some coincidence, the two King's Castles were quite close to each other. It was not long before Elizabeth and Ann found Doug limping along the side of the road, with a dislocated shoulder and two black eyes. They tried to fix him up, but the two soon realized that they knew very little about medicine. They began a search for anyone to help them, but were turned away once they were identified as Castouts. Retreating into the woods, they built a small fire and began to lose hope. But all was not lost for the proto-Rascals- two others were wandering around in the woods nearby. And those two just so happened to be Juno, the Primal Bandit, and Fallon, the Primal Magic Archer. They were more than willing to help the three, since Juno came from a very similar background herself. Within minutes, Fallon's medical knowledge had healed Doug back to health. The group was sort of adopted by Juno and Fallon, and they began a life in the woods. One day, the three were messing around in a nearby river, and Juno called them "a bunch of Rascals." The name stuck, and the now-Rascals decided they needed to be something besides a pair of Archers and a diminutive Giant. It was Doug that suggested the new names, and Ann that suggested the new outfits. Their old ones had undergone significant wear anyway, and were full of holes and tears. Juno stole them some new clothes and a can of spray paint, and the legend of the Rascals began. To be honest, I could easily write a book on what happened next. But I don't have that kind of space, so I'll just get the basics. They got their weapons after setting off on their own from Juno and Fallon's care. The girl's bows had broken by this point, so Fallon fashioned them some slingshots. Doug's fists weren't quite big enough to fight with, so Juno made him a crude wooden dagger. The girls used rocks at first, but switched to gum once they came across a Wizard's experiments. After figuring out the recipe for themselves, they were able to go to Retropolis and founded what is now today the Double Trouble Gum Company. They then chose their names- Elizabeth became Double, Ann became Trouble, and Doug stayed Doug. The origin of their eye patches is still unknown. Double says that their eyes were poked out by a cruel Prince, and that they needed the eye patches while their eyes grew back. Trouble says that the eye patches were strictly a fashion choice, and that they never needed them in the first place. Doug, at last check, has no comment on the matter. Fun facts:
STATS The Rascals are trio of single-target Troops, one melee and two ranged. They are unlocked at the Jungle Arena, and are common. They cost 5 Elixir to play, and the stats are as follows. BOY: HP: 1515 Damage: 110 Hit Speed: 1.5 Damage per second: 73 Range: Melee (Short) Speed: Medium Targets: Ground GIRLS: HP: 216 Damage: 110 Hit Speed: 1.1 Damage per Second: 100 Range: 5 Speed: Medium Targets: Air and Ground ROLES The Rascals, with their simple design and good stats, can do quite a bit. The combined DPS of all three of them is able to easily topple a Tower, forcing your opponent to respond whenever they're played. They can handle small swarms with ease, while barely taking any damage. The combined damage of the Girls can easily take down threats like Baby Dragon, while the Boy survives with most of his health. Being able to hit both air and ground targets alike, the Rascals can help counter almost anything when played right. The tanky properties of the Boy can block assaults from Lumberjack, Elite Barbarians, or Goblin Gang, while the Girls take out the attacker from behind. The group's unique composition serves as bait for Arrows, The Log, Fireball, Poison, or even Rocket, making them a must-have in any bait deck. For only 5 Elixir, the terrible trio can handle most threats and are a powerful mini-push all by themselves. FRIENDS Mortar. To be honest, Rascals typically don't have many close friends. They're usually too tight-knit as a trio to worry about that kind of thing. But they do have some, of which the stone As I've said before, the main thing you have to do with Mortar is protect it. Most building-targeting troops can destroy it quite easily, especially when it's played at the bridge. Most minitanks such as Knight and Valkyrie have a good synergy with it- but with the inclusion of the Girls, Rascals takes this synergy one step further. The very high combined DPS of the siblings can take out most threats like Hog Rider easily, then turn into a threatening push while the Mortar breaks the tower. Not only that, but the trio of chaos can defend the Mortar from flying Troops, unlike most other minitanks. Graveyard. Every time the Skeletons start their nightly rave, some other Troop always has to be in charge of bringing the Elixir. And with their skill at stealing things- not as good as Bandits, but still good- the Castle's Rascals are usually the ones for the job. That relationship is a direct translation to onto the battlefield, where Rascals are one of the best synergies for Graveyard you can get. The typical Graveyard strategy, as so well outlined by u/MegaBanditX, is that a tank catches all the shots from both the targeted Princess tower and/or support, while the party of Skeletons deals massive amounts of damage. The Boy can fill this role quite well- but the Rascals go a little bit further. The Girls from behind can act as additional high damage dealers, taking out support while simultaneously hitting the tower with more gumballs than anyone knows what to do with. It's an instant triple-prong combo push- but watch out, as Poison can shut down nearly the whole thing for a massive positive Elixir trade. ENEMIES It's not really a surprise that Rascals have made a lot of enemies. Their mischievous nature tends to get them into a lot of trouble, and that trouble will come knocking when they're out on the battlefield, where it's perfectly legal to kill. Bomber. The insane Skeleton with eyes so large he could cosplay Alita Battle Angel and a bomb twice as big causes any fragile ground Troop to Bite the Dust. Even though the Boy is tough enough to defeat the Primary Bomber, he'll still give the Girls a Heart Attack. With the proper placement, he can one shot the sisters, before dealing high enough damage to the brother to stop him from ever reaching Valkyrie. The notorious axe-swinging, mean-tempered, red-headed queen of sass is best known for defeating ground swarms with ease. A single sweep of her characteristic weapon will be enough to send the Girls back to the bench, while her physical might allows her to defeat the Boy easily. After all that, she can start a light counterpush for a positive Elixir trade, making her probably the best counter to the Rascals that exists. Poison. Although the Rascals can't technically be "enemies" with Poison, due to it being a non-sentient chemical stored in a glass container, it is one of their hard counters. The Girls will die in seconds to the noxious fumes, and the Boy will fall soon after. He doesn't die from just the Poison, however- it also takes the Princess Tower to do him in. Bowler. Even though these big blue dudes are generally very nice and friendly, that all changes once they enter the Arena. Once they're allowed to bowl over whoever they want, Rascals are one of their prime targets. Every stolen mug of Dark Elixir, every scratched ball, every prank is repaid with a vengeance. The Girls will go down in one hit, and the Boy's weight isn't enough to resist being knocked back. After he gets destroyed, the Bowler will go on to attack your tower. Electro Dragon. At first glance, the airborne bundle of nerves and thunder would seem like the perfect counter to the Rascals. Hits three targets for high damage from a range, and has HP high enough to withstand the Girl's attacks. And… you'd be right. The obvious interaction is the one that happens the most. Electro Dragons aren't particularly malicious, but if they were, they'd count Rascals among their favorite prey. Pekka. Here she is. The big mama herself. The strongest individual Troop in the entire game, Pekka is able to defeat even other huge tanks like Mega Knight and Giant Skeleton in a 1v1. Even though the Boy has a lot of HP, and the Girls do a lot of damage, they're pebbles against a glacier to the Pekka's overwhelming bulk. Despite the trio's best efforts, the robotic menace can take out the Boy within seconds and defeat the Girls soon after. Yes, she takes more Elixir than the Rascals, but the Pekka is able to defeat them so quickly that it is far from a negative trade. Royal Ghost. Even though Rascals are a bunch of pretty brave kids, daring to pull pranks on even Mega Knights or their own King. But there's one Troop that they always fear- the mysterious, silent being known as the Royal Ghost. With his powerful sword and invisibility, he's known as the creepiest Troop by all. With the right placement, he can spook the Rascal siblings all the way back to the bench- but only with the right placement. If he's played in front of them, they can actually defeat him quite easily. He needs to be behind them in order to sneak attack properly. Sparky. Yes, Sparky is not the best card. But no, it's not a trashcan. The sheer power contained in its sparking (heh), humming tesla coils can completely obliterate the Girls with its unparalleled damage and wide splash area. The Boy will survive another shot, but his pathetic DPS has no chance of bringing down the Sparky before she fires off another blast. After only firing twice, the Sparky will be able to roll forwards and get countered by something else. Executioner. There are several cards that have been removed or added to this list, based off of recent (or at least fairly recent) balance changes. Barbarian Barrel used to counter Rascals, but once its spikes were dulled, it didn't deal enough damage to kill the Girls. Executioner's damage wasn't really enough to kill the Boy before taking a wooden sword to the face a half-dozen times. But now, with his damage pumped up? He counters the Rascals with ease. With one hit of his mighty axe, he takes down the Girls, then takes out a huge amount of the Boy's health on the return swing. In only a few hits, he finishes off the Boy, and goes on to wreck your push. Mega Knight. Best boy counters many things. Goblin Gang, Guards, Skeleton Army, Witch, Elite Barbarians, Giant Skeleton, Goblin Barrel, Lumberjack, you name it. And unfortunately for Rascals everywhere, their brilliant synergy does little to stop his rampage. As soon as he hits the ground, the Rascal Girls are splattered into little more than a purple puddle. And even though the Boy fights bravely, the Mega Knight's far superior stats take him out easily. From then on, he's off to lead a push of his own, with the Rascal's 5 Elixir investment down the drain. ABILITY IN DEPTH Yeah, the Rascals don't really have any "abilities" either. Although they do have their special formation, I've already covered that in depth throughout the rest of this post. There really isn't much to say about the Rascals that I haven't already said. I should really start covering more complicated cards, so this section can actually be useful. CONCLUSION To wrap up, the Rascals are a mini-tank, a mini-tank killer, an excellent support troop, a building protector, and can be adapted to perform well against basically anything without splash or massive damage. On the field, they'll shoot air troops, pummel ground troops, and stick together as one powerful family. Off the field, they'll replace the salt with sugar and pour paint water in their King's shoes. I would rate them an A- tier card all around, even after their nerfs. Join us next time as we take a look at… Bats. [link] [comments] | ||
Whoah!! I didn’t know a fire spirit could jump that high. Hahaha! Posted: 23 Oct 2019 07:10 PM PDT
| ||
Fishermen are stronger than Pekka Posted: 23 Oct 2019 07:41 AM PDT
| ||
Posted: 23 Oct 2019 11:41 PM PDT
| ||
Posted: 23 Oct 2019 09:24 PM PDT
| ||
My golem just didn’t wanna move. Posted: 24 Oct 2019 12:19 AM PDT
| ||
Petition: Add a Concede Button Posted: 23 Oct 2019 12:55 PM PDT Some battles you just instantly lose because of one wrong move and it's not fun to just sit there and watch yourself lose, just give us a concede button so that we can move on to another match. Your opponent would just get a 3 crown win. [link] [comments] | ||
Petition for Clan Name changes! Posted: 24 Oct 2019 01:37 AM PDT With Clan War going around, it vry hard unlike the old days to change clans if you are a gold/Legend league clan. What I suggest is Co Leaders/Leaders should be able to change clan names (free or for gold). [link] [comments] | ||
Might not be much but finally hit 2k trophies as a level 1 Posted: 23 Oct 2019 07:04 PM PDT
| ||
How is this classic deck matchup winnable? It's a complete hard counter. Posted: 23 Oct 2019 11:55 PM PDT
| ||
Why the Official Supercell Statement Makes No Sense Posted: 23 Oct 2019 11:26 AM PDT First of all, let's get something really important out of the way: the fact that the Supercell team goes into trouble to actually communicate with the fanbase and explain their reasoning behind their decisions, is extremely valuable. We really shouldn't take it for granted, as there are several examples of other games where things happen out of the blue and no one understands why. So, thank you for that, it's really nice to know that there is a line of two-way communication between us and the creators of our favourite game. With that being said, I have a really hard time understanding what Seth, Drew and the rest of the Clash Royale Team mean in their last statement and that's because there is a fundamental problem with the whole system of balancing: Why do we need balance changes every single month? Seriously, why? What is the reasoning behind this decision? What is the point? There are cards that need a re-work for many reasons. Some are just weak, some became weak due to the introduction of a new card, turning them obsolete and some -let's face it- have to be weak. That's not a problem. Especially the ones that you unlock early in the game. There should be cards that introduce new players to the mechanics of the game (splashers, tower hitters, ground troops hitters, air troops hitters etc). Bomber is a great common card splasher that helps us understand what splashers do. Why do we need to have him all the way to the legendary arena? Isn't the point of unlocking new cards as we progress, that the new cards are better than the ones we already had? Let's use the Witch for an example. Yes, she was weak and was not being used in the competitive scene. So? We unlock Witch in the Bone Pit (that is at 300 trophies, for those who don't remember) and is the first troop spawner we see. Great, she lets us understand a new mechanic of the game! The S/C team buffed her once. Twice. A third time! And then came the rework and now the game is broken! Why? Why go through all the fuss? Seth said in the statement that the team needs more time for data and playtesting. I couldn't agree more! So, take the damn time and playtest all the reworks you want to do as long as you need! What's the hurry? Seriously? Is this better? Introducing a rework that is clearly wrong? Obviously not! No one will complain if you delay a rework for a month or two and the final result is right. Instead, all hell broke loose because you didn't realise just how strong Witch is. About the mid-season balance changes: you wouldn't need one if you didn't have monthly balance changes. It's that simple. Again, why do we need to have 4-5-6-7 cards changed every single month? I understand the argument that it prevents the game from becoming stale and having the same cards used over and over again but what we have seen so far, is that the game becomes stale every single month! According to the changes, we see 2-3 decks that everyone uses for a month and then we have changes and then there are another 2-3 decks and so on and so on. How is that any different? And due to the monthly balance changes, there is another catch that Ash mentioned in his video-review of the statement and he's absolutely right! When you buff a card (especially if you overdo it like the Witch), you direct the F2P players (or the ones that spend little money to the game) to spend their hard-earned resources upgrading that card, only to have it nerfed four weeks later. This is really frustrating and can lead someone to feel cheated. In conclusion, this whole debunkle could have been easily avoided if we didn't have monthly balance changes. I really think it's that simple. When you feel that you want to make a change (especially a serious one like a rework) or introduce a new card, playtest that change or card for as long as you need, gather all the data and when you feel 100% sure that it won't destroy everything, then release it. If that takes you two or three months, so be it! Don't worry, we won't go anywhere, in comparison to now when you face Witch every other game in ladder or the Elixir Golem every single game in GC! Every single game! E-v-e-r-y S-i-n-g-l-e G-a-m-e! [link] [comments] |
You are subscribed to email updates from Clash Royale: A Most Ridiculous Duel!. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment