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    Clash Royale Daily Discussion 5/11 - 5/13: Bomb Tower and its Explosive Impact on the Meta

    Clash Royale Daily Discussion 5/11 - 5/13: Bomb Tower and its Explosive Impact on the Meta


    Daily Discussion 5/11 - 5/13: Bomb Tower and its Explosive Impact on the Meta

    Posted: 11 May 2020 10:26 AM PDT

    The Strength and Viability of Bomb Tower in the Current Meta

    "Defensive building that houses a Bomber. Deals area damage to anything dumb enough to stand near it."

    If one didn't think a regular Bomber wasn't scary enough, all must cower in fear from a tower that houses this demolitionist from above! The intention of this post is to create centralized discussion regarding the current state of Bomb Tower, whether it needs to be changed, and the current best decks/synergies with it.

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    Stats and History

    Attributes

    Cost Hit Speed Range Targets Rarity
    4 1.6sec 6 tiles Ground Rare

    Base Stats

    Level Area Damage Hit Points Death Damage
    3 105 640 210
    9 184 1126 369
    10 202 1235 405
    11 222 1356 445
    12 244 1491 489
    13 268 1638 537

    • On 2/2/16, the February 2016 Update increased the Bomb Tower's hit speed to 1.7 sec (from 1.8 sec).
    • On 9/2/16, the Chest Rewards & Card Balance Update increased the Bomb Tower's hit speed to 1.6 sec (from 1.7 sec).
    • On 3/5/16, the May 2016 Update decreased the Bomb Tower's lifetime to 40 sec (from 60 sec). This update also fixed the "range bug" and decreased the Bomb Tower's range to 6 (from 6.5) but its effective range was unchanged.
    • On 4/7/16, the Tournaments Update increased the Bomb Tower's hitpoints by 6%.
    • On 13/3/17, the March 2017 Update increased the Bomb Tower's projectile speed by 66%.
    • On 6/8/18, a Balance Update decreased the Bomb Tower's Elixir cost to 4 (from 5), but also decreased its lifetime to 35 sec (from 40 sec) and its hitpoints by 33%.
    • On 1/10/18, a Balance Update increased the Bomb Tower's damage by 5%.
    • On 4/3/19, a Balance Update added death damage to the Bomb Tower (does 2x normal damage).

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    Discussion Questions:

    • What do you like/dislike about Bomb Tower?
      • Do you think it makes a positive/negative contribution to the meta?
      • What qualities separate it from similar units in the game?
        • Card synergies? Playstyle?
      • Which cards work well with Bomb Tower?
      • What Bomb Tower decks have given you the most amount of success?
        • Off-Meta is encouraged!
    • Where would you rank it based on its strength and current viability in the meta?
      • From Worst to Best, label your rank as one of the following: F, D, C, B, A, S, SS
        • What is your reasoning behind this rank?

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    In addition to these questions it is suggested that you fill out this poll whether Bomb Tower is in need of a nerf and if so, the size of the nerf it needs to be in a balanced state.

    Formerly an obsolete card that was disregarded since beta, Bomb Tower finally made its breakthrough back in October 2019 as one of the very few top-tier counters to the omnipresent Elixir Golem. However, to everyone's surprise, it persisted to thrive after the EG-centric meta. Its AOE damage and great bulk makes it quite a well-rounded ground defense. However, its death bomb is what sets it apart from the other structures, enabling it to significantly chip larger pushes and air units given the opportunity.

    Though Bomb Tower has had quite an unfortunate history preceding its leap into the meta and other buildings recently gaining popularity, this structure has been the undisputed building of choice for several months. Some say that Bomb Tower is fine due to its past, while others deem it as a problematic asset in the meta. Ideally this poll helps contribute to discussion about this controversial card.

    View Poll

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

    Not that much, but annoying when the error is in the beginning of a three line text

    Posted: 11 May 2020 05:04 AM PDT

    I sent the ice spirit to visit God

    Posted: 11 May 2020 12:40 PM PDT

    One fisherman saves me twice, last hits the king tower

    Posted: 11 May 2020 09:31 AM PDT

    Let’s make this happen

    Posted: 11 May 2020 01:41 PM PDT

    Every level stats in the card info

    Posted: 11 May 2020 10:54 AM PDT

    Never really got why a heavily armored man has less health than a woman in a bikini. Not asking for a nerf but it just doesn’t make sense contextually

    Posted: 11 May 2020 03:44 PM PDT

    X - BOW Fan art . . . #gradients #vector #minimal #abstract

    Posted: 11 May 2020 03:33 PM PDT

    Was that just a fluke, or has the Valkyrie always been able to takeout all three goblin barrel goblins in one swing?

    Posted: 11 May 2020 05:03 PM PDT

    A well placed hog rider can completly counter the bandit and still get two shots on the tower.

    Posted: 11 May 2020 02:41 PM PDT

    Water wizard, the youngest of the wizard family.

    Posted: 11 May 2020 09:19 AM PDT

    I did not know that draws were still possible!

    Posted: 11 May 2020 05:34 AM PDT

    Let us save some cool replays! (sorry for bad photoshop)

    Posted: 11 May 2020 10:43 AM PDT

    Buff inferno tower

    Posted: 11 May 2020 03:43 PM PDT

    With all of the stun cards in the game and distraction troops like bats and goblin gang i think its safe to give inferno tower a massive damage buff.

    Right now we got electro wizard, earthquake, electro dragon, swarms, and zap which are all meta and lightning, zappies, bandit, barbarian barrel that also effectively counter or soft-counter inferno tower.

    Inferno tower has been underpowered for a long time meanwhile cards like bomb tower have similar health cost less and have after death beneficial effects that can continue to get value is just dumb.

    Then theres earthquake which basically shut it down anyways. Can't even ramp to full power before being destroyed its kinda sad.

    In fact im pretty sure bomb tower and tornado is more effective at stopping a big beatdown push than the actual anti-tank niche card inferno tower is its actually crazy how bad this card is at doing its job.

    Inferno tower is so incredibly unreliable and its fairly expensive. I think a fair buff would be to nerf its health a bit so it's not oppressive on defense but buff its damage ramp up speed and its actual raw damage output by a drastic amount im thinking like -15% HP but like +50% ramp up speed and +30% raw damage output. This would change I Towers identity to that of a glass cannon defense incredible dps but low hp can get knocked down easily.

    If inferno had really overpowered damage it would still be balanced if it had lower health because lightning would 1 shot it and also things like a supporting musketeer or magic archer can damage it badly with a zap.

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

    Why do people complain about lack of deck diversity on ladder?

    Posted: 11 May 2020 06:11 PM PDT

    I see so many posts from people complaining about seeing the same decks over and over. Or saying they're bored with the game cause it's the same matchups all the time. I'm talking specifically about complaints about mid ladder (I'm level 11, topped out around 5700 last two seasons). I've only been playing since December but I play all the time and haven't gotten remotely bored with ladder, in part due to the immense amount of deck diversity. Almost every single match is totally different. Looking at my game log right now (I'm currently at 5296) and they're all so different! Lavaloon, golem/night witch, hog/exe, log bait with elite barbs, RG/mega knight, hog/wizard/witch, mega knight/cannon cart, double prince/giant skeleton, balloon/minion horde, mega knight/zappies. I face every single card in the game outside of fisherman, royal recruits and usually zappies. I just don't get it. Are people complaining just to complain? Do they have selective memory and only remember golem/hog/wizard/witch/valk just cause those cards are slightly more common on mid ladder? Do they lack counters to certain cards so they just complain when they face them?I can't be the only one who faces diverse and unique decks every single day...? I really enjoy this game and don't get burned out (I understand I've been playing for less time than many so my opinion might be different, but tbf i played COC for 5 years and have had more fun playing CR than i ever did playing COC) so it's a bummer to see so many people complaining (not that people shouldn't voice their legit concerns-no game is perfect and CR could obviously improve). Certain metas have definitely been annoying (goblin hut was so insanely OP last month and elixir golem/healer should die a quick death) but especially right now almost every card in the game outside of maybe 3-4 are viable.

    Anyways thanks for reading this rambling, I'd love to know if other people are experiencing something similar to me but just don't post about it. I cant be the only one with this experience.

    submitted by /u/Rols1026
    [link] [comments]

    [Bug] Log doesn't push back immediately after Fireball

    Posted: 11 May 2020 05:37 PM PDT

    Good luck!

    Posted: 11 May 2020 06:44 PM PDT

    Firecracker's rocket is striped when it's in the launcher, but plain when it shoots out. Literally unplayable.

    Posted: 11 May 2020 10:49 AM PDT

    I created a deck with all the troops that hasn’t been in an supercell animation yet.Rip

    Posted: 11 May 2020 07:54 AM PDT

    Proper way to 1 hit gob barrel :)

    Posted: 11 May 2020 08:39 PM PDT

    Card idea

    Posted: 11 May 2020 01:17 PM PDT

    Thank god the rocket deploys so slow

    Posted: 11 May 2020 05:28 PM PDT

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