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    Saturday, May 2, 2020

    Clash Royale Clash Royale - Season 11: Here be Dragons!

    Clash Royale Clash Royale - Season 11: Here be Dragons!


    Clash Royale - Season 11: Here be Dragons!

    Posted: 02 May 2020 10:27 AM PDT

    Discussion Regarding Season 11

    Hello Clash Royale Fans! This month's theme will be based off from the fabled dragons! It seems a though the Golden Dragon (the final boss of the Story Campaign in Clash of Clans), is now canonically in the Clash Royale Universe, and it seems that this magnificent Arena is its home. Of course, with every new season there are a new set of tower skins, emotes, and balance changes!

    Here are all the videos that have been made regarding Season 11:

    Royale API's Blog

    Royale API's Post

    OJ's Video

    Legendaray's Video

    Legendaray's Updated Tornado Video (with the increased pull strength)

    CWA's Video

    Shane's Video

    NyteOwl's Video

    Bufarete's Video

    -----------------------------------------------------------------------------------------------------------------------------------------------------

    Balance changes:

    Reworks:

    Tornado: Duration -50% (2sec -> 1sec), Pull Strength +100% (220 -> 440), DPS +100%, building damage to 140 and deals 35% of it to Crown Towers

    • OHKOs Skeletons and Bats
    • Does 48 crown tower damage

    Earthquake: Base Damage +11% (183-> 204) Building Damage -25% (244 -> 204)

    • OHKOes Skeletons
    • No longer shuts down cannon
    • Knocks off shields
    • More crown tower damage!

    Buffs:

    Royal Delivery: Damage +27% (318 -> 402)

    • Delivery Kills Bomber
    • Kills Magic Archer with delivery + stab
    • Kills Musketeer, Wizards, and Elixir Golemites with delivery + 2 stabs
    • Kills Royal Hogs and Witch with Delivery +3 stabs

    Magic Archer: Range 6 -> 7 tiles · Hitpoints -10%

    • 440 will be the new "standard" number for hitpoints alongside 598
    • Knight and Miner will 3HKO him

    Goblin Cage: Goblin Brawler +6% (264 -> 279)

    • OHKOs Wall Breakers
    • 2HKOes Barbarians

    Nerfs:

    Baby Dragon: Hitpoints -8% (1024 -> 957)

    • Lightning will kill it with 1 crown tower arrow

    Battle Healer: Hitpoints -10% (1584 -> 1425)

    Mini Pekka: Melee medium -> short (1.2 tiles -> 0.8 tiles)

    Barbarian Hut: HP -20% (1804 -> 1452)

    Goblin Hut: HP -35% (1293 -> 844)

    • Dies to equal level Lightning

    Furnace: HP -16% (1003 -> 844)

    • Dies to equal level lightning

    -----------------------------------------------------------------------------------------------------------------------------------------------------

    Discussion Questions:

    • What are your thoughts on Season 11?
      • What do you think of the new cosmetics (Arena, Emotes)?
      • What new challenges can be based off from this theme?
    • What are your thoughts on the Balance Changes?
      • How would you rate it on a scale of 1-10?
      • Do you think this patch will make a positive contribution to the meta?
      • What implications will it have on the current meta?
        • What decks will become less/more favorable or viable?
        • What cards do you see make a resurgence in the meta?

    NOTE: Tornado's pull strength was NOT increased at the time yesterday's footage of season 11 was recorded. It has been updated since then to match what was stated, so please keep that in mind.

    submitted by /u/Bo5sj0hnth1n3H4MM3R
    [link] [comments]

    Weekly General Discussion Thread: 5/3 - 5/4

    Posted: 02 May 2020 09:04 PM PDT

    Hello Clash Royale Fans! In this thread you are able to discuss about anything about Clash Royale! Whether it is an card/feature idea you'd like to share or a simple question regarding the game, this is the thread for you!

    However, please abide by the subreddit's rules and follow reddiquette. Any comment with malicious intent WILL be removed, so please be considerate to others and respectful of their viewpoints. It is also advised that you research your questions before you ask them here.

    -----------------------------------------------------------------------------------------------------------------------------------------------------

    Notable Posts This Past Week

    As requested by the community I will be putting all high-effort posts made the past week into these weekly general discussion threads. In addition I will recap all these great posts and shout out the creators! Ideally this gives high-effort posts the recognition they've always lacked while creating a basis for discussion for these weekly posts.

    Clash Royale Guide to Deck Building - u/Mitchellau12

    This is a fantastic, intricate guide that covers all the details one must know about an integral part of Clash Royale: Building a deck for battle! It documents the following: Meta decks, Deck Archetypes, Win conditions, semi-win conditions. For the latter two, the guide also points out the meta decks each card is commonly associated with along with detailing each of them in a detailed manner. This is definitely a monumental post that people will look back to time and time again to better understand the game.

    A Comprehensive Matchup Guide to X-Bow 2.9 - u/NoctNight

    Unlike the previous post listed above, this goes into detail about the infamous X-Bow 2.9 deck! Covering the basics while detailing each matchup, this is a great guide for anyone willing to pick up 2.9 for the first time!

    Season 11 Analysis: Balance Changes and Season Changes! - u/JCorby17

    In this post, we have an Analysis on the content coming in the Season 11 Update: We be Dragons! It contains speculation on the possible lore of the new Arena and Tower Skin, the new Emotes, thoughts on the Balance Changes, and how they can be tweaked or impact the new Meta. This is an thorough, well thought-out post that has merited u/JCorby17 the Legendary Flair. Seems like his consistent efforts have finally paid off!

    Season 11 Best and Worst Cards - u/PokerFace567

    This is a fantastic post that lists the viability of each card to a 10-point scale. As the post states " All figures are an evenly-weighted average aggregation of usage rates and win rates across Top 1000 Ladder, Grand Challenges, and Classic Challenges." In addition it lists the top-tier and bottom- tier observations in the meta and the average elixir cost of the most popular decks in the meta!

    Clash Statistical Reports - u/HawaiiDreaming

    Based off from the Developer API, this user created a program that tracks all battles from a given player tag. It covers the following:

    • Most Recent Ladder Battle Log
    • Most Frequent Played Against Decks
    • Most Frequently Used Decks
    • Most Frequent Cards Played Against
    • Worst Win % Cards Played Against
    • Best Win % Cards Played Against

    Spending several hours on this program, it is without a doubt that the creator of this post deserves a ton of recognition. I highly suggest players DM the creator (the u/ is listed above) to track their battle history!

    Bot For Common Posts/Reposts - u/CactiTwig

    This post aims to optimize this sub from potential spam by pointing out words/phrases that are typically used that denotes low-effort posts with no substance. I believe it's great approach to dealing with repetitive posts, but feedback is certainly desired!

    General Ideas for the game (Exluding Balancing) - u/ddamian__

    This is a great post that has unfortunately hasn't gained the traction it deserves. It lists a bevy of creative QoL ideas that would ideally make the game a better experience for all players. I highly suggest giving this post a read and feedback!

    My predictions for CRL east leaderboard by the end of the season. - u/Asdfhuk

    This is an opinion-based post that speculates how each team in CRL East will shake out during the latter half of the season. It highlights stand-out players while detailing monumental moments in the season. Since CRL West is around the corner, speculation regarding CRL alongside other Esports Leagues are highly encouraged!

    Tips for climbing the ladder - from a returning player! - u/Empechemente

    Here's a guide that covers tips and tricks to move up the arenas/leagues in the infamous ladder system! They are simple tips, but it's important that one keeps them in mind during battle. This is an ideal post for any new/returning players that are willing to clash in the Arena!

    As always, feedback regarding the daily discussions and this new format are highly encouraged!

    With that said, ask away!

    submitted by /u/Bo5sj0hnth1n3H4MM3R
    [link] [comments]

    I don't know what to say

    Posted: 01 May 2020 11:59 PM PDT

    the REAL tornado changes... activate king with no hog hits��

    Posted: 02 May 2020 05:35 AM PDT

    Clash Fusion #2 - Electro Wizard and Electro Dragon

    Posted: 02 May 2020 01:39 PM PDT

    Well played $upercell, is anyone even surprised?

    Posted: 02 May 2020 08:12 AM PDT

    Insta-musky. The single most OP 2.6 tip in the game. This is helpful when you need quick damage on the tower, or when you need to breakthrough against a player with a building.

    Posted: 02 May 2020 03:45 PM PDT

    If you need to snipe a building use this trick to get your musketeer some added range. (2.6 friendly)

    Posted: 02 May 2020 07:47 PM PDT

    Trading towers in overtime

    Posted: 02 May 2020 01:50 PM PDT

    Every time a balance change is teased, people jump to conclusions. When Seth Tweeted that they were reworking Tornado, lots of people immediately assumed it would kill the card. Once there were gameplay videos of the new card, though, people started saying that it was too much of a buff...

    Posted: 02 May 2020 02:35 PM PDT

    We built the P.E.K.K.A.S Playhouse arena in Minecraft!

    Posted: 02 May 2020 06:55 PM PDT

    Add all the pass royale arenas to the random arena chosen in 2v2 battles.

    Posted: 02 May 2020 02:39 PM PDT

    [Effort] Deck building pt. 3: Archetypes: How will you get the win?

    Posted: 02 May 2020 03:55 PM PDT

    Hello, Guys. It's Huffelpuff__Rainbow, and in this post, I will be breaking down the many different archetypes. These are the different play style that you will use. You know how on deck building pt. 1, I explained about building decks that fit your play style? Well, this is basically describing and fitting where different people would be more likely to have their play style like.

    Also, a sad note today is this post will conclude the deck building series. As a few of you may know, I have been spreading out a series called Deck building. It started with this post And then I made this post and now we're here.

    Although the series had ended, I will still be going strong. In fact, stronger than normal. I will try to greatly amp up the quantity of posts while still keeping the quality of the post the current strength. I have been putting quality over quantity, and while that still holds true, I may start to post much more regularly on the sub.

    With that said, let's first have a basic run down of a few archetype.


    So, there are quite a few archetype that are in the game. The basic three, however, are what we will be looking at. These three archetypes are siege, beatdown, and control

    There are other archetypes, ex. Split Lane, however these other archetypes types can be limited in deck options and are also very meta dependent.

    So, today, let's just give a basic rundown of the three main archetypes, who will be most interested in playing them, And how they should be played.


    Beatdown

    This archetype revolves mainly around a more offensive gameplay, using a beefy tank and good support troops to get an offensive edge on the opponent, crushing their defensive cards and taking their tower smoothly. You will also be able to use some counter pushing, but most of the time, your elixir won't go towards defenses.

    Certain cards in this archetype.

    • Win conditions: Golem, Giant, Lava Hound, Goblin Giant

    • Support cards: Baby Dragon, Sparky, Night Witch, Mega Minion, Lumberjack

    • Low spell: Mostly Zap to reset inferno's and remove quick swarm counters

    • High Spell: Lightning and poison are the most common.

    Pros of beatdown:

    • Beefier offensive cards mean a better offense, very good for taking 2-3 crowns, also good for farming

    • You can loose a tower on defense and still make decent comeback, if your skilled in your offense.

    • Longer offensive plays mean a better chance at a tower taken

    Cons of beatdown

    • Higher cost offensive units make for a struggling defensive side of the game

    • You can rarely play your win condition more than about 3 times, since the high cost makes for less uses. You have to make your offensive abilities count.

    • You can be easily punished a lot of times, and will be forced to rely solely on offense to win, so a higher risk, but more than one crown can be a higher reward.

    Central use

    Those who use beatdown will often be great at going aggressive. Going for the all in moves and paying off big time against unskilled defenders. If you are able to remain calm in uncertain situations, and have confidence in your YOLO plays, beatdown is the perfect archetype for you.


    Control

    The control archetype uses a strong defense to gain elixir on the opponent, while chipping the opponent away with a fast attacker or quick to damage troop such as the Hog/Ram. This archetype also is quite great at counter pushing. Unlike its aggressive counterpart, control will shine at using its elixir more defensively and reactive.

    • Win conditions: Hog Rider, Ram Rider, Miner,

    • Defensive cards: Electro Wizard, Musketeer, PEKKA, Mega Knight.

    • Defensive Building: Tesla, Inferno Tower, Cannon

    • Low Spell: The higher damage output compared to other Lower spells make Log the best use here.

    • High Spell: Really, it depends on the win condition is. Often, you will use fireball for cycle, while you may want to use a poison for heavier decks.

    Pros of control

    • A lower risk option since if you can defend smoothly, you can still get great wins after some time

    • Offensive plays are cheap and efficient when used properly. This allows for more chances to get some decent tower damage.

    • Low punishment risk, since you will use most of your elixir against their punishments, as opposed to towards yours.

    Cons of control

    • Low amounts of crowns make for less rewards upon winning, so a lower risk, lower reward game.

    • Very weak offense can make high damage comebacks tough

    • Low elixir use in offense makes for very short offensive time, and there for, slower in-match progress against your opponent.

    Central use

    Those who will like playing control will be very skilled at knowing when to go in over when to back off. You can easily tell when you have a decent advantage and when the opponent does. As well as knowing when, a control player will often know how to turn the tide of a disadvantage before it gets too hard to fix. If you really like being able too keep the opponent at bay, a control deck will certainly fit your style.


    Siege

    This archetype uses long ranged cards to reach the opponent from afar. It is crucial that your defensive ability is as strong as possible. Not only is taking a tower down extremely tough, however even to win condition is in need of protection from units at all times. Since it is not moving, you must protect it. Again, it is unlike the beatdown archetype as since it is rather a more defensively oriented deck.

    • Win conditions: X-now, mortar

    • Support cards: Archers, Ice golem, Knight

    • Defensive building: Tesla

    • Cycle cards: Skeletons and ice spirit.

    • Low spell: Any really

    • High spell: Fireball

    Central use

    Siege is quite similar to control. Those who are mainly good at reacting quickly to the opponent and gaining an elixir advantage will thrive. However, if you have a big knack for being able to place something down and keep it on the board for a long period of time, you will thrive even better in siege than in control.


    Tips on beatdown:

    • When the clock strikes 1:00 in, double elixir time, that's when you really strike. Try to gain some elixir trades until then and when you see it turn around, make that elixir trade pay off big time!

    • For push construction, spread out your weak but valuable troops, and put your stronger, harder hitters closer to the tank. The weaker troops will gain value from behind while the stronger troops wreck away the defenses and allow the tank to reach the tower easy.

    • Keep a steady count of opponent elixir. You don't want to assume it's safe to play your tank when there up a ton of elixir and you can't really afford to support the Golem


    Tips on Control:

    • Don't over attack. Assuming your faster cheaper win condition is like a four elixir golem will be a sure fire way to destroy your chances of winning.

    • When you are defending, think of the cheapest way possible to defend the unit, even if it may cost you one hit. This will be crucial when either building up a counter push or end game when cycling through your cards for your high spells.

    • Keep track of the opponent's win condition in their cycle. When they start playing a card that is near that win condition in rotation, back off for a second and prepare to defend the assault.


    Tips on siege:

    • Know when a siege building will gain massive value, and when there are just to many hard counters in hand. You would rather want to have elixir to defend the counter push than trying to save an already pre-dead X-bow/mortar.

    • If they use beatdown, keeping track of their tank in hand will be your life line. They can't use the tank if it's not in hand.

    • Also notice for any stun attacks. An X-bow can deal massive damage over time, if it stays on that tower.


    Conclusion

    This is an overall conclusion of the series

    Deck building is a very important skill to learn in the game as creating decks could help you learn cards, find out how decks work, and can give you a boost in challenges. Remember, to create a deck, you need a win condition, a ground distraction troop, an air attacking troop, a stun card, and a low and high damage spell.

    While levels can harm your ability to create some decks, keep an eye out for level independence and try to use level independent cards that allow you to destroy even the over leveled opponents.

    And always note for your more serious decks what your play style is, and use the best strategies and archetype for your style of play.

    As always, feel free to comment down below anything at all that you want me to write a post about. If you have been dying to see a post about anything, then comment down below what it is and I will be more than happy to consider it. A huge thank you to all the feedback from the deck building series and I will see everyone in my next post.

    Huffelpuff__Rainbow

    submitted by /u/Huffelpuff__rainbow
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    Mission Failed, We'll get 'em next time.

    Posted: 02 May 2020 07:43 AM PDT

    That pull strenght(Credit:RoyaleAPI)

    Posted: 02 May 2020 05:40 AM PDT

    No one was going to say that Halloween emotes became limited? Will they be back next Halloween?

    Posted: 02 May 2020 12:33 PM PDT

    If only we had the Gold Skins for Mega Knight and Princess

    Posted: 02 May 2020 12:19 PM PDT

    I would switch to poison after this if I was him lol

    Posted: 02 May 2020 07:47 PM PDT

    You can kite Mega Knight with a Goblin Giant, the Goblin Giant is fast enough to not get hit by the jump and the spear goblins and towers will finish off the MK. +1 trade and forces opponent to react to Goblin Giant.

    Posted: 02 May 2020 12:45 PM PDT

    Just though people should know

    submitted by /u/FluffyPets
    [link] [comments]

    General Ideas To Improve CR (Not Card Balancing Related)

    Posted: 02 May 2020 03:42 PM PDT

    What's up Clashers,

    I'm here to drop a few ideas which came about from several talks with my clan mates and friends who've been playing this game, like myself, for 3+ years. Supercell has done a great job thus far but I reckon a few additions/changes here and there would make the game more enjoyable.

    Let's get the points across:

    1. Chests
      -Tokens From Chests: How about an introduction of Tokens to their respective chests? I'm not saying with high drop chance.. Maybe something around 15%.Giant Chest = Common and Rare cards + Rare TokenEpic Chest = Epic cards + Epic TokenLegendary Chest= Legendary Card + Legendary Token.Perhaps, offer common tokens within Gold Chets yet with lower drop rate.. something like 5%?We don't get the first three chests very often so there wouldn't be a major influx of tokens in the game.
      -More Gold and Cards: The lower tier chests, ie. silver and gold, don't offer enough gold/cards to upgrade enough cards in this quick changing meta. Thus, new players get discourage pretty quickly...
      -Gem Rate Increase: I mean let's be real.. We do not get enough gems from chests nowadays... It takes around a month to gather 500 gems from chests, if you're lucky.. Perhaps, increase how often they drop or the amount we get.
    2. In-game Emotes
      We get 2 rows which can be personalised, before expansion. However, those two extra rows we get from expansion aren't changeable. Thus, it would be rather cool to have the ability to change those two extra rows to access more emotes faster incase of scrolling through 2 pages and losing time in battle.
    3. Shop-Emote Price Reduction: From 250 gems to 175 gems would be very good. At the moment, the prices are bit ridiculous...
      -Cards for Gems Price Reduction: 40 Rare cards for 200 gems, really? Should be removed honestly and perhaps changed to Rare Token etc.
      -Tokens: how about Tokens in the shop? Rare for around 35k, Epic for 50k and 75k for Legendary? Or even for Gems.
    4. Increase of Decks: Currently we can only have 5 deck, but what about 10 decks? Just adding an extra row would come in really handy.. I'm rather tired of changing one of my decks for rotation of challenges. Hopefully, I'm not alone.
    5. Trophy Road Reward Increase: Presently, players are getting 5k gold for 6075 trophies which isn't enough for their hard efforts... The rewards should be more awarding for "Champion"+ players. Btw, what is up with that gem reward in trophy road? I remember we used to get 250gems for climbing now it's mere 40 gems... Not saying it should be 250gems again, but at least a solid 100-125 gems.
    6. Star Levels: Honestly, Star Levels are great for endgame. However, they take too long to upgrade.. Upgrading to 3* Level takes 40k points, that is a lot. Perhaps, decreasing star points for 1* to 5k from 10k and keeping the rest the same. 1* is only the deploy animation and border... Shouldn't cost so much for so little.
    7. Experience Points: It takes forever to hit lv13.. Most of veteran players already are and are grinding for star levels only. However, we can't forget about the new comers to this game or returning players. Therefore, there are two options:
      1)Increase exp gained from leveling cards.
      2)Reduction of exp needed to lvl up.
    8. Competitive 2v2 Ladder: This would be a rather interesting concept to the game; Teamwork. 1v1 is losing its touch for some players and a lot of people would want to rekt havoc in 2v2 for something other than 40 odd gold PER WIN. Thus, an introduction of 2v2 trophy road, or something similar, would be necessary as well.
    9. Gold Per Win Increase: this speaks for itself. 40 odd gold per win isn't enough. That's 880 gold for 20 wins, whereas upgrading max card costs 100k and we have 98 cards to max...
    10. Clan IdeasThere has be a rumor going around in regards to rework of Clan Wars (Hopefully it is true!). But, here are more basic changes:
      - Increasing clan member capacity from 50 to 75. I'd reckon having more players in a single clan will result in better donations, more token trading and would get rid off some of the inactive clans in CR. (Would also result in less sister clans being made and communities being larger)ALTERNATIVELY: what about Clan Alliances? Have an alliance which consists of 2-3 clans which sole purpose would be to Ally Chat or Ally trading.
      -Token Tab would come in handy to reduce spam on main clan chat.
      -Request Capacity increase: Just general increase for requests of all cards by 10, 1 and 1 (common, rare and epic, respectively). It would significantly help every player, a newbie to veteran, to get their upgrades a bit faster.At the moment, we get 16 rare cards every 21hrs (basically in a day). Increasing it by 1 would result in 19 cards per day, however week of requesting (by hours in CR) is actually 8 days long. Therefore, in a week you'd get 152 rare cards compared to 128. It isn't a huge change but a change which I reckon is necessary to level up cards much faster, especially with constant meta changing and introduction of new cards.
      -More War Preparation Games. Increase current 3 games to 5 games per preparation day. Sometimes, I will pop on Clash and see all 3 are taken for a good amount of time which makes me not wanna do them for a while.. Sometimes, I've even missed a war day cause I couldn't find an empty game to take part in.
      - Weekly Clan Quests: Remember the old Clan Chest? Man that used to be sooo.. fun! There are clans out there, like my one (Hidden Leaf), which are filled with casual and competitive players. Henceforth, to enable all players to enjoy the game equally, there should be weekly clan quests which reset every Sunday or whatnot..Let's say as a clan you need to:Donate 500 rare cardsWin 1000 battles (any battle counts)Win 500 battles with your clanmate etc etc.Therefore, just like with normal quests you'll receive a reward for each completed quest. I'd recommend Tokens to be part of the rewards. Leader and co-leaders could have the power to change quests but only 3 times in a week. Harder the quests, bigger the rewards!
      -Clan War Wins Requirement: Similar as trophies but for Clan War Wins (CWW), where a play has to have e.g. 50 CWW to even apply to a given clan. Of course, Leader and Co-leaders will be able to change this in regards to what the clan wants.
    11. Weekly Trade Market?: So hear me out.. What if there was a black market kind of merchant which choose his customers at random on weekly bases. In that market players would be able to offer cards for cards. E.g. 250 rare cards for 1 legendary etc. A little alternative to the current token system.
    12. Card Levels: Supercell has probably already discussed this but I'm gonna throw it in anyhow to keep the idea fresh. Let's increase max card levels to 15. Players, who already have star levels already will be able to keep them and upgrade them further once new maxed is reached. However, Supercell is probably waiting for more and more players to get maxed cards. Hence, why all of those ideas above to allow new players, as well as veterans, to obtain card upgrades faster and make the game more enjoyable.

    Let's discuss some of your favorite changes, and maybe add new ones, in the comment section below! Would be great to see other clashers eager to express themselves. In my opinion, as you've seen above, Supercell should offer more essential benefits to all players across the spectrum. Without the pass royale, there isn't real much of a drive to play the game as much, but to drop it for 20-30min a day just to request and play some casual games.

    Thanks for reading :)

    submitted by /u/ddamian__
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    When will this witch emote be available in the store?

    Posted: 02 May 2020 08:22 AM PDT

    V2.0 of this meme

    Posted: 02 May 2020 03:24 AM PDT

    Golem decks are just getting weirder all the time... ����

    Posted: 02 May 2020 05:44 PM PDT

    The final seccond last for an eternity... ��

    Posted: 02 May 2020 06:41 PM PDT

    My fastest 3 crown

    Posted: 02 May 2020 09:28 AM PDT

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