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    Wednesday, May 6, 2020

    Clash Royale Daily Card Discussion 5/6-5/9: Tornado Rework; buffed or nerfed?

    Clash Royale Daily Card Discussion 5/6-5/9: Tornado Rework; buffed or nerfed?


    Daily Card Discussion 5/6-5/9: Tornado Rework; buffed or nerfed?

    Posted: 06 May 2020 02:47 AM PDT

    How significant will the Tornado rework be in the coming meta?

    "Drags enemy troops to its center while dealing damage over time, just like a magnet. A big, swirling, Tornado-y magnet."

    The season 11 balance changes have been very significant to the meta, and overall have had a relatively healthy effect on the meta as a whole. However, if there was one change that was made that was the most significant out of all the balance changes, it is undoubtedly the Tornado rework! Tornado alone was one of the most game-changing cards introduced, being able to control where your opponents troops go for 3 elixir. Although, with such a game-changing card, always comes controversy.

    To this day, Tornado remains to be one of the more disliked cards in the game. So a rework like this can be astronomically influential, both on the meta, and the game as a whole.

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    Card's stats and history

    Elixir Cost Radius Duration Target Type Rarity
    3 5.5 1 sec Ground and Air Spell Epic

    Card level Damage Crown Tower Reduction
    6 53 x2 18 x2
    7 58 x2 20 x2
    8 64 x2 22 x2
    9 70 x2 24 x2
    10 77 x2 27 x2
    11 84 x2 29 x2
    12 93 x2 32 x2
    13 10 2x2 35 x2

    • 11/11/16: Tornado was added into the game.
    • 15/12/16: Increased radius by 10%, increased pulling power.
    • 13/3/17: Adjusted so that it could be placed on buildings.
    • 12/6/17: Decreased Tornado's duration by 0.5 sec. (3 sec-2.5 sec). Adjusted so multiple Tornado's can stack
    • 25/4/18: Inceased damage per second by 21%, decreased time by 0.5 sec (2.5 sec-2 sec).
    • 20/6/18: Moved Arena unlock from Builder's Workshop (Arena 6) to Frozen Peak (Arena 8).
    • 28/1/19: Moved Arena unlock from Frozen Peak (Arena 8) to Spell Valley (Arena 5)
    • 5/5/20: Decreased duration by 50% (2 sec-1sec). Pull strength increased by 65%. Damage Per Second increased by 100%. Adjusted to now damage buildings.

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    Why is this important?

    Tornado has always been a very "on edge" card. Most players either loved it and utilized it to its fullest potential, or hate every part of it and everything Tornado can do. Along with Earthquake rework, every damaging spell can now kill Skeletons, making Tornado more effecting against decks like Log Bait, and Graveyard. Overall, it is interesting to see such a card like Tornado, have its initial time reduced from 3 seconds, all the way down to just 1 second. Another major note, is that the initial change was originally supposed to have a 100% increase to its initial pull strength. However, this was changed last minute in Seth's official tweet, saying that "The adjustment/change to Tornado of 65% pulling strength was based on feedback from our excellent content creators. Tornado affects the highest level of play more than mid-ladder, so we valued their opinions highly on this change".

    Discussion Questions:

    • What significance do you think Tornado will have on the future meta?
      • What archetypes will you think thrive?
      • What archetypes do you think will struggle the most?
        • How will Tornado have an affect on these struggling archetypes?
    • What decks do you think will utilize this reworked Tornado the most?
      • Is using aoe troops still viable with the new Tornado?
      • What other synergies do you think will come up in the following months?
    • Do you think this was the right approach to Tornado's rework?
      • If you could change Tornado, how would you change it, and why?
      • What do you think would happen if Supercell continued through with the 100% pull strength increase?

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    Finally, overall, do you think this change to Tornado is a buff, a nerf, or do you think Tornado will remain the same?

    View Poll

    submitted by /u/Sgt_Burns141
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    For those who can’t see it

    Posted: 06 May 2020 10:58 AM PDT

    Literally unplayable...

    Posted: 05 May 2020 11:57 PM PDT

    Someone should tell mini p.e.k.k.a. about the latest update

    Posted: 06 May 2020 03:46 PM PDT

    I present my Food Emotes deck.

    Posted: 06 May 2020 10:32 AM PDT

    ������GOBLIN HUT IS DEAD������ALONG WITH BARB HUT! THIS IS SUCH A JOYOUS DAY!

    Posted: 06 May 2020 05:41 PM PDT

    How does princess tower feel to not hit a single skeleton

    Posted: 06 May 2020 12:15 PM PDT

    The best timed Royal Delivery ever?

    Posted: 06 May 2020 10:21 AM PDT

    Yeah just give him all reset cards for my sparky

    Posted: 06 May 2020 04:51 AM PDT

    Since my pirate Concept was liked. Here's another Card Concept Goblin Wagon. When it reaches the enemy building it gets destroyed. Ä°t spawns 2 Royal Hogs and a Goblin Brawler. ( Level 3 Stats -> 157 HP and Damage )

    Posted: 06 May 2020 09:15 PM PDT

    That Push though!

    Posted: 06 May 2020 04:49 AM PDT

    Can someone tell me what happened to this man’s PEKKA.

    Posted: 06 May 2020 08:44 AM PDT

    Archer's back in business ��

    Posted: 06 May 2020 12:23 PM PDT

    Lavaclone - from loss to win in 5 seconds.

    Posted: 06 May 2020 09:30 AM PDT

    Supercell, please...

    Posted: 06 May 2020 06:52 AM PDT

    I find it annoying to press the donate button 8 times so I think there should be a donate max button

    Posted: 06 May 2020 05:47 PM PDT

    (IDEA) Show how many people are online when choosing a clan to join.

    Posted: 06 May 2020 10:21 PM PDT

    A QoL Changes To The Training Camp, Should Make You Test Out All Of The Interactions You Want

    Posted: 06 May 2020 02:12 AM PDT

    This is how Supercell calculate numbers !

    Posted: 06 May 2020 03:53 AM PDT

    The 10 year emote looks like the king is a judge, not satisfied with the performance but gave a high score anyway

    Posted: 06 May 2020 04:42 AM PDT

    A small new quirk with the Goblin Hut nerf and Balloon

    Posted: 06 May 2020 09:42 AM PDT

    TL;DR: Goblin Hut can still tank two hits from Balloon, but only if it is placed directly under the Balloon and takes no other damage.

    I noticed an interesting interaction between the Goblin Hut and the Balloon during one of my matches today. At equal levels, a Balloon does almost enough damage to one shot a full health Goblin Hut, which is usually what happens due to building decay. However, if a Goblin Hut is placed directly underneath a Balloon, perhaps as a last-ditch effort to keep it away from the tower, the Balloon will need a second hit to destroy it.

    The reason this works is because of how building decay is handled. Assuming the Balloon hits the Goblin Hut the instant it is placed down, it will deal 798 damage to the building. The Goblin Hut, having 844 health, will survive with 46 HP. Thanks to the Goblin Hut's 40 second lifetime, it loses health at 21.1 HP/sec. Given Balloon's 3 second hit speed, you would think 21.1 * 3 = 63.3 HP would mean the building would expire before the second hit. However, this is not the case as buildings do not decay during their deployment. Because of this, the actual decay is closer to 21.1 * 2 = 42.2 HP, leaving the Goblin Hut with a measly 4 HP when it gets bombed again. That amount of health would have decayed in less than 0.2 seconds if left alone.

    The reason this is useful is because, if the Balloon is close to your tower, the second hit will reset its first attack speed, making it take longer to hit your tower when it gets there. You may think that this interaction is too rare to be practical in battle, but it did almost cost me the game that it happened in, so it does have its niche use. Of course, damage to the Goblin Hut from any other source would prevent this interaction from occurring, so be careful if the Balloon is supported with a Lumberjack or a Lava Hound.

    I hope you enjoyed my (probably longer than it should have been) post. If you have anything you want to share about this let me know with a comment. As always, if you read this far I thank you for reading and I wish you good luck in the Arena!

    submitted by /u/V-Man776
    [link] [comments]

    Things I wish I knew beforehand when I started playing 2.6

    Posted: 06 May 2020 08:20 AM PDT

    For all the 2.6 players out there, expert or novice, this is just a random list of essential things I learned intuitively that I wish I knew before I started out. It's ranked from most to least applicable. Knowing all of this would've saved me so much time and frustration.

    As for my skill level, I pushed to 6.1k last season, my first season with a max 2.6 deck. So in other words, my trophy range has a somewhat equal mix of predictable archetype decks and completely random decks.

    COUNT CARDS (THIS IS DIFFERENT FROM COUNTING CYCLE)

    You really only need to do this for one reason: to see if your opponent has a big spell or not. If they don't have a big spell, you can just cycle musketeers in the back to easily win almost every game. An easy trick if you lose count is that if you see the same card twice, you already know at least five different cards have been played because four cards must be played to cycle back to a card. If all 8 cards have been played and there's no big spell, cycle those muskies!

    EASY RISK-FREE WAY TO PRACTICE COUNTING ELIXIR

    If you really want to become a good player in general, you'll want to learn how to count elixir. If you've done research, you probably already know there's really only one way, and it's simple on paper. You just keep track of interactions, (+1 elixir trade, -4 elixir trade), and add that to your own elixir count. It's really hard to do this in game because there's pressure of losing, so instead, WATCH YOUR OWN REPLAYS AND COVER YOUR OPPONENT'S CARD DISPLAY AND ELIXIR METER. This will allow you to sufficiently practice counting elixir without risking losing trophies.

    LEAKING AT THE BEGINNING

    I know you're not supposed to leak as a cycle player, but 2.6 is a special case since the typical play at the beginning of each game is to hog at the bridge. If you wait just a few seconds after hitting 10 elixir, chances are, your opponent will make a stupid first play (at least for my trophy range). I know 2.6 is more of a proactive over reactive deck, but for the first interaction you should leak a tiny bit before deciding to hog at the bridge. Doing this can make so many games easier for you later on.

    STOP COUNTER-PUSHING WITH A SURVIVING MUSKETEER IN SINGLE ELIXIR

    It always seems like the right thing to do, but you have to remember that musketeer costs more than you think. If you have a partial-health musketeer walking up the lane after defense, chances are, your opponent is only 3 elixir behind at most. This means if you decide to push with a hog in front, they can easily counter it with spells or cycle cards, rendering your push useless, and then you don't have much elixir to defend.

    MEGA KNIGHT

    Probably the card most 2.6 players struggle with, since it seemingly destroys any defense you can throw at it. My #1 tip for beating mega knight is not stupidly playing hog when you know they have mega knight in cycle and have enough elixir. What if you can't count elixir? Take an educated guess. If not a lot of action is going on in the arena, and hasn't been for a few seconds because you're waiting for your elixir to regenerate, chances are, they have enough elixir for mega knight.

    • DON'T KITE IT WITH ICE GOLEM UNLESS IT'S NOT GOING TO JUMP

    I think a jump does twice as much damage as 2 hits, and you need the mega knight to walk around and hit the ice golem as much as possible. So, if you only have ice golem and musketeer to deal with a right side mega knight, drop ice golem ONE TILE TO THE RIGHT OF THE RIGHT MIDDLE TILE. This will prevent the jump. Also, don't be afraid to make it jump around with ice spirit and skeletons. Jumping is good for stalling.

    • BE CAREFUL ACTIVATING KING TOWER WITH CANNON

    I have no idea why, but a ton of players loooove to run hog rider with mega knight. Cannon is definitely the easiest way to activate king tower against MK, but you're left with virtually no defense for the hog rider. So in general, don't activate king tower against the first MK that's used to counter your hog, because they'll have enough elixir to attack with something else when all of your towers are focused on the MK.

    DON'T TRY TO KILL SPARKY WITH SPELLS IN SINGLE ELIXIR

    It won't work. It'll have crossed the bridge by the time you have your second fireball, then you're left with no elixir to adequately deal with the tank. Sparky is almost always paired with some type of giant (gobin, royal, normal). Your objective is to kill the sparky with skeletons, ice spirit, and musketeer (ice golem if really needed, but not optimal). You'll also want to place a standard hog-counter cannon instead of a standard golem counter cannon, so the sparky can lock onto the cannon for extra distraction. When you see sparky in the back, hog opposite lane, so it forces them to sacrifice an extra support troop on their offensive push.

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

    Night witch all grown up

    Posted: 06 May 2020 03:27 PM PDT

    What are the odds of both king towers destroyed at the same time? (Recorded at Season9)

    Posted: 06 May 2020 07:12 PM PDT

    New emote idea? Sorry about the bad edits, this is my first time using many different sprits and making one piece.

    Posted: 06 May 2020 12:46 AM PDT

    Never tell me the odds. This is the closest call I’ve ever seen in clash. Gotta love this game!

    Posted: 06 May 2020 09:47 AM PDT

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