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    Thursday, December 19, 2019

    Clash Royale Petition to have king tower appear in greyscale when team mate leaves match.

    Clash Royale Petition to have king tower appear in greyscale when team mate leaves match.


    Petition to have king tower appear in greyscale when team mate leaves match.

    Posted: 19 Dec 2019 03:05 PM PST

    Everyone talks about Miner but Goblin Barrel also shows where it goes when it’s mirrored. You can’t tricky barrel like this

    Posted: 19 Dec 2019 03:29 AM PST

    Am I the only one who noticed the Dom/Sub relationship that has developed between P.E.K.K.A and one of the goblins? ��������

    Posted: 19 Dec 2019 03:40 AM PST

    [Humour] How 2v2 works

    Posted: 19 Dec 2019 05:07 PM PST

    There is no age to enjoy Clash Royale! My birthday cake was amazing!! ����

    Posted: 19 Dec 2019 06:57 AM PST

    Drew my favorite tank killer

    Posted: 19 Dec 2019 09:06 PM PST

    They should allow war opting and the option for leaders to choose who is and isn't available for war.

    Posted: 19 Dec 2019 05:32 PM PST

    By far my favorite interaction against golem. The log is the best card.

    Posted: 19 Dec 2019 01:55 PM PST

    Does anyone else play CR like the 4th image or am I just old?

    Posted: 19 Dec 2019 07:53 AM PST

    Was looking through my old posts and realised I predicted the Royal Ghost

    Posted: 19 Dec 2019 03:48 PM PST

    "emote will not be available until next year" next year is in 22 days...

    Posted: 19 Dec 2019 07:37 AM PST

    Made this account just to post this...

    Posted: 19 Dec 2019 05:14 PM PST

    Report me for Low Effort / Low Quality Post: I am getting tired of seeing this Chinese Spam for Universities

    Posted: 19 Dec 2019 07:56 PM PST

    Ban the accounts. Report accounts to Admins. Get IPs of the VPNs they are using banned.

    Now click the report button and choose Rule #6. Sorry for wasting your time.

    submitted by /u/BostonDrinks
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    [Effort Post] [2300 Words Essay] Why Ice Spirit is the Best Card (Essay Challenge)

    Posted: 19 Dec 2019 05:42 AM PST

    This started off as a joke on the discord server, but we took it seriously. The challenge is to write an essay on why the ice spirit is the best card in the game.

    I find writing these essays really fun! I hope we can encourage our community to post more effort posts and strategy guides! I would suggest that we could have an essay contest :D

    Contents:

    P1. Define best card
    P2. Counter Arg: Expensive cards offer more value
    P3. Positive elixir trades
    i. Counter Arg: Counterpush argument
    ii. Argument: Postive trade > Counterpush (link to P2)
    P4. Low elixir scenario, benefits in single elixir
    P5. Cycling your deck is crucial (link to P2)
    P6. Ice Spirit vs Skeletons
    i. Argument: Ice spirit is better in many ways
    ii. Counter Arg: Skeletons can do some things better

    Why the Ice Spirit is the Best Card in Clash Royale (Draft Ver 1.0)

    Ice spirit is one of the cheapest two cards in popular strategy mobile game, Clash Royale, only costing 1 elixir in total. Cards in Clash Royale can be ranging up to 9 elixir (3M). I present a case that Ice spirit is the best card in Clash Royale, contrary to popular belief, as it offers the most value (value in a vague, general sense). Cycle cards such as ice spirit and skeletons have unbounded uses and flexibility in many different scenarios and decks, even Golem decks, and can literally change the tide of a game. However I also argue that ice spirit is even better than its biggest competitor, 1-elixir skeletons due to the extra utility and abilities offered and the fact that ice spirit can fulfil the same roles to a certain extent.

    I define cycle cards as the "best cards", as I would define the best cards as the ones that offer the most value and impact per elixir and have an application to a vast variety of different situations. A cycle card can be used appropriately in almost any given problem, no matter what magnitude of a push you are dealing with, or what kind of cards you are dealing with, cycle cards, especially ice spirit will always have a spot in that defensive or offense maneuverer. Most cards in the game are only suitable at certain tasks, and often be seen as a sub optimal counter, when a card tries to do a job it is not suited to do. Showing a common case, of countering a lone Valkyrie, a skelly-army or goblin gang would be considered inappropriate, sub optimal and consequently painful to watch. But a little cycle card such as skeletons, although weak to splash is a perfectly good card to kite her to buy time. Skeletons and ice spirit are the most disposable hence is one reason to be the most versatile.

    On paper, cycle cards aren't as powerful as their more expensive counterparts - a counter- argument can be that heavier cards tend to have a "discount" such as 3M costing 9 elixir, while offering a single musketeer for 3, while a lone musket card costs 4. Another example can be skeleton army, which provides over 15 skeletons for 3 elixir (5 per elixir). Compared to skeletons which only offers 3 skeletons for one elixir. However, on paper it looks superior, but due to practicality and real interactions it can be proved to offer less value. For example, most of the skeletons from the skeleton army are not actively engaged in combat (only the inner ring). Other variables may come in to play, such as bait dependency, as gang and skelly-army are defined as bait cards because they come in large swarms of low hit point units which are vulnerable to small spells. Skeletons in the other hand can fulfil the same role as a cluster-distraction unit but are not considered a bait unit, because a small spell would create a negative elixir trade instead of a positive one. Hence an adversary would be discouraged to use a spell on those skeletons. Example would be 3 living skeletons are stronger than 15 dead skeletons. The value offered on paper may be significant and I agree that the extra-discount value is important and makes beatdown/heavy decks advantageous and effective when there is a lot of elixir to play with, but I believe that the practical factor outweighs the benefits of the stat boost.

    "Positive elixir trade" is a term that most of us are familiar with, which is the proud motto of the legendary Orange Juice. Elixir is the life force the game, used to do anything, which is ultimately converted to tower damage - the end goal of the game. and must be managed properly. PET can be a bit vague so I would discuss absolute elixir lead instead, and why it is more relevant than a value based elixir lead. An absolute elixir lead is by looking at the relative outcome and differences of the purple bar only, it is the most basic form of value which is stable, never changes in any circumstance. A value based trade is when you look at the troops remaining and the counterpush potential as well as the elixir bar. An example would be countering a knight with a bowler, netting a -2 trade (this part is only important from an absolute-PET perspective), but you gain a full-health bowler, for free. Some who view from a value point of view may also interpret it as spending 2 elixir for a full health bowler and thus lead on to the fallacious view that they actually gained 3 elixir (Bowler costs 5). However this value based view is flawed in that it is variable, variable based on what actual value your bowler gets in a certain matchup. For example, against a LavaLoon matchup , your so called 5 elixir bowler gets very low value as his strength of having the knockback is useless against air. He would offer around half his elixir cost's worth of value. The opponent also has the ability to counterpush, an use a mini pekka to counter your counterpushing bowler and transition on to offense. Note that you are down on an absolute elixir scale of 2, so the opponent has only spent 2 elixir (more accurate to judge from a absolute {5}|{3}+{4} which means you spent 5 while he spent 7) on a mini pekka which is now crusading down the lane, and must be answered. That proves troop residual value is fluid and your lead can be easily flipped by a counterpush from the opponent himself.

    Therefore value based elixir trading when troops are left alive with value, that heavier troops tend to do, can actually be interpreted as overcommitting on the contrary.

    On the contrast, an ice spirit or skeletons are infamous and stereotyped to an extent as the makers of absolute positive trades. Only costing a single drop, it is negligible to your lifeline, but the positive elixir trades add up very quickly. An example of this can be countering the knight for skeletons or ice spirit instead of the bowler, reducing almost all damage for a very clean counter (no left over troops which can signify an overspend) of an absolute lead of 2. Referring back to the skelly-army argument in paragraph two, if I had used a skeleton army to counter that knight, it may have a residual value but it is very weak (counterpush fallacy.) if unsupported and can be picked off by the opponent tower - for free (with the help of an enemy cycle card). I would be up 1 elixir with the skelly-army in contrast to the skeletons (up 2). To once again touch on the significance of absolute trades, absolute elixir leads are absolutely and tangibly real unlike a highly theoretical counterpush value, once you are up for example, 2 elixir, that 2 elixir is yours, may be saved up for an investment, or spent on the perfectly placed and selected unit for the job. You are up elixir and now able to control the tempo of the game, which is determined by the amount of flexible spendable elixir you have - not by the amount of troops you have existing.

    Another reason to have a one elixir cycle card is that it is pivotal to have available on a low elixir situation, which is very common in single elixir. Single elixir takes the first two minutes of the match. That is 2/3rd of regulation time and 2/5th of an entire match of 5 minutes. Thus it is very dominant to have such a valuable asset that only takes 1/8th of your deck but excels in over half of your average match. One of the most frustrating moments is when the opponent drops something threatening such as a bandit or a battle ram at the bridge when you have close to no elixir, and can't apply your defensive card. This is a lethal tactic that spam players excel in and exploits the nature of elixir: linearity is lost at very low elixir - a 2 elixir defence is no match for a 6 elixir push, however add +4e to both sides (by both players waiting) and suddenly you realise a 6 elixir defence can beat a 10 elixir push due to the ratio change in elixir. A cycle card would be perfect in that scenario, to stall the threat for a brief moment for your defensive core to be deployable, or even to neutralising the threat itself. In beatdown a cycle card like that would just be used to heavily mitigate the damage with minimal elixir expenditure. Overall a cycle card would allow you to stay relevant in single elixir play, one of the most important stages of the game.

    Cycling the deck is one of the most important parts of the game as it allows the return of your counters, and essential to outcycling the opponent by playing a card before their counter is back. It is the backbone of cycle decks which rely on two cycle cards to always stay ahead. Medium and heavy decks also strongly benefit from having just one cycle card. Such as logbait and icebow being medium decks and featuring an ice spirit. This greatly impacts the shortest card cycle and average elixir cost which allows more fluidity and increased aggression, but without compromise as ice spirit still plays a key role other than cycle. In those two decks, the ice spirit can also synergise as a key complement to the princess to kill minions and to synergise insanely well with tornado for damage free activations. In heavier decks, such as a pekka or golem, a cycle card grants you a chance to correct your bad card rotation. Linking back to paragraph two once again, a big card may have a stat or cost "discount" which makes it more effective on paper than two smaller cards, but the two smaller cards will cycle the deck faster as compensation. Again, improved cycle is a huge bonus.

    Now that one elixir cycle cards have been strongly evident to offer the most value, to conclude I will prove by using examples of interactions that ice spirit prevails over more situations and is the victor over skeletons, and perhaps its cousin, the fire spirits. First of all, I'd like to quote Bufarete, "sneak...sneak ice spirit!". The ice spirit is well known for its chip damage when dropped alone at the bridge. It boasts 190 HP and deals a hefty 91 damage on impact, at tournament level. It just tops a The Log's chip damage that deals 84 damage, costs 2 elixir, which is even considered to be formidable. Skeletons on the other hand cannot reach the tower on their own. The ability to tank 3 hits from a tower, and to then freeze it which takes it out of service for 3-4 seconds, synergises perfectly as a tank for a miner or even graveyard as proven from the old GY cycle meta. The insane health of an ice spirit (no sarcasm, 190 is a lot for a one elixir card) easily tops skeletons and fire spirits, it becomes critical when using them to tank damage from splashers like baby dragon, when skeletons or fire spirits will die in one hit. Ice spirit's health survives zap and snowball which makes him the obvious choice spell proof wise. If timed right, a ice spirit can tank two waves from a furnace. His very fast movement allows him to tank and dodge for a total of two mortar hits.

    Finally, the two greatest selling points are the air targeting splash, and the freeze-stun. Ice spirit can target air and splash. A great example is shutting down bats from a miner bats combination, or being clutch against a balloon. Skeletons cannot target air or stun unfortunately. The freeze stun is the most valuable trait in my opinion, as it can reset and retarget any unit such as infernos, sparky and more. It is one of the most essential and critical rules in deckbuilding to have at least one resetting/stun card and ice spirit is no exception.

    Ice spirit can also perform tasks skeletons are most suited to, some to a lesser extent but worth the trade-off considering the vast benefits. For example skeletons are exceptional at countering and distracting heavy hitters. In that context I argue that the main purpose of the skeletons is to stall, not to damage, so DPS can be ignored. Therefore, because ice spirit can also stall, maybe for a lesser duration, however, it also works in the distraction role. One of the biggest advantages of skeletons over ice spirit is that they have a sustained DPS which can be more helpful against building targeters. However they are usually zapped anyway or picked off by support. Skeletons are primarily a distraction/throwaway unit and never assumes the role of main DPS in a deck, except in improvised scenarios. Since most decks already have a tank killer such as a mini pekka or an inferno dragon in place, the extra DPS offered by skeletons is considered an insignificant advantage.

    To conclude, ice spirit is hands down the greatest, most subtly influential card in the whole game. One elixir cycle cards offer the most value and has the greatest utility, and has many great benefits such as speeding up cycle, compared to heavier counterparts. Ice spirit is the best one elixir card, triumphing skeletons due to the sheer versatility and utility while having a relatively small compromise and opportunity cost. Although you may argue skeletons fits better in some decks, ice spirit prevails overall! Stay frosty! Merry Clashmas!

    Written by: Wusky-Husky (2294 Words) Discord: Wusky Husky#6839

    Took me 186 min (3.1Hours) for the entire planning process and some editing.

    Not fully proofread. Feedback is welcome!

    submitted by /u/Wusky-Husky
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    Petition to add back the old King Emote sounds!

    Posted: 19 Dec 2019 04:24 AM PST

    watch the left tower. i had no idea this would work.

    Posted: 19 Dec 2019 06:10 PM PST

    My new favorite in game emote.

    Posted: 19 Dec 2019 07:20 PM PST

    "Oops"

    Posted: 19 Dec 2019 02:27 PM PST

    Mega Knight Fan Art

    Posted: 19 Dec 2019 01:39 PM PST

    Card idea: The Tribe

    Posted: 19 Dec 2019 05:43 AM PST

    I felt bad for BM’ing my opponent after his bad tornado placement in the beginning which led to great outcome.

    Posted: 19 Dec 2019 08:43 PM PST

    Does This Even Exist In-Game??

    Posted: 19 Dec 2019 09:51 PM PST

    Very interesting video by CWA mobile gaming, highly recommend checking it out

    Posted: 19 Dec 2019 08:27 PM PST

    Goblin giant guide for those of you who want to use it. Also some counterplay in here as well.

    Posted: 19 Dec 2019 01:47 PM PST

    This is a guide for goblin giant which is my favorite card. This will be broken into 5 parts. These parts are: 1. Stats 2. Overview 3. Offensive uses 4. Defensive uses 5. Synergies 6. Counterplay

    1. STATS

    Tournament standard: Damage: 146 Hp: 2616 Speed: medium Hit speed: 1.7 Range: melee medium Targets: buildings This is similar to a giant. These stats are worse than a giant in every way other than damage and speed. Now why would you use goblin giant you may ask, but then is the spears. Damage: 67 Hit speed 1.7 Range 5.5 Count: 2 Targets: air and ground The spears nearly double the dps of the goblin giant. That is just crazy and it is the only reason its usable on defense, it also supports it support, TEAMWORK MAKES DREAMWORK.

    1. OVERVIEW

    Goblin giant is a major tank at the cost of 6 elixir. This cost makes it more suitable in beatdown decks, so when you use it don't be afraid to take damage. Goblin giant is much from the other major tanks as it is best on defense then counterpushing, never place it in the back, of course you can start a push from the back with it but go support first. Goblin giant is a very deadly rush card much like a bandit but this is not recommended. The spear goblins are very valuable everywhere, due to them you can defend anything from e barbs to a baby dragon or inferno dragon even. Think of the goblin giant not as a giant but as an ice golem with major tank health.

    1. OFFENSIVE USES

    This is where most tanks shine but not the goblin giant. Yes, goblin giant is good on offense but it's not it's strongest suite. The goblin giant is more of supporting what you would think is the support. Goblin giant sparky is deadly due to that sparky and goblin giant is the support by killing swarms and tanking. Of course, if they place a golem in the back, goblin giant is the perfect rush, costs a lot to defend, deals A lot of damage and has those annoying spears. That is a bad for golem or lava hound. Also zap/snowball combined with goblin giant is able to reck those minions but don't zap bats unless those spears already connected to the tower.

    1. DEFENSIVE USES

    Finally, the best part of goblin giant, defense. Goblin giant is amazing on defense, imagine an ice golem with 3x the health and cost, doesn't seem strong but add some spears in combo for no more elixir is just havoc. Those spears allow this beast to kill minion hordes and then counter push, or kite e barbs to the other lane and kill them at the same time. To kite, place goblin giant as far up and near the center in the other lane but if you place too late do it 1-2 tiles lower. Of course, gg can't defend against tanks or many win conditions, x bow/mortar are so easy to beat with goblin giant. To tank place it as you would a knight or skeletons, same lane middle down 4-5 tiles. This is best for when you placed it a bit too late to kite or you want to pressure the same lane. I think that's all for defense, oh yeah siege for x bow place it close enough that spears target asap and for mortar kite the shots but still you may be able to chip it with the spears.

    1. SYNERGIES

    Many know the best synergies but few know why and that's why I am here.

    GG + sparky - this mostly revolves around two things, tank + heavy hitter is very strong and giant sparky. The goblin giant tanks for sparky, then when it dies sparky tanks for the spear goblins. Then it's also just giant sparky but 1 more elixir for near Infinite swarm killing.

    Goblin giant + small spell - if you use a small spell the spell likely doesn't kill but goblin giant finishes off the rest. The best to synergize are snowball and zap, I prefer zap due to the stun but many prefer the knockback of snowball.

    Goblin giant + miner - same as lava miner, one tanks for the other then another tanks.

    Goblin giant + hunter - this is an odd one but it is real, mostly just for gg sparky but also it helps take care of tanks which is a weakness of goblin giant.

    Goblin giant + fisherman - not as prevalent as it used to be but it still is useful for pulling away goblin giant killers.

    1. COUNTERPLAY

    The goblin giant is easy to counter alone but with its support it's very hard. Biggest mistake I ever see is they counter the support with their elixir, DON'T DO THIS goblin giant will destroy you're whole tower when if you had just placed even skeletons it would have dealt half as much. The best counter cards are hunter, mini pekka, skarmy, if they have fisherman or snowball it's a bad idea for these three, executioner, pekka the perfect counter besides cost, night witch is very annoying to go against, elixir may not counter it but it stops goblin giant from being played in most matches, inferno. These are just some of the best counters that are useful in many ways as well. Oh yeah, I forgot that stupid spell called rocket.

    Thank you for reading this. Hope it helps you and give suggestions for the next time I do this.

    submitted by /u/Goblin_giant_main
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