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    Friday, June 12, 2020

    Clash Royale Weekly General Discussion Thread: 6/12 - 6/14

    Clash Royale Weekly General Discussion Thread: 6/12 - 6/14


    Weekly General Discussion Thread: 6/12 - 6/14

    Posted: 12 Jun 2020 11:05 AM 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.

    I'd also like to apologize for my lack of posts the past couple weeks. Because of this I will be acknowledging posts made from the past 2-3 weeks! Daily Discussions will resume next week (6/15)!

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    Notable Posts From The Past 2 Weeks

    (Special thanks to u/JCorby17 and u/jmanguy for helping me write this!)

    The Standardization Movement: What it means and how to Implement it into Clash - u/JCorby17

    For J.Corby's most previous post, he went big, even bigger than what he already has before! His post speculates how The Clash Royale Team is starting to Standardize Stats and how he would approach this subject. According to OP himself, the Standardization Movement "is an effort to standardize all the Damage, HP, Durations/Lifetimes, and any other inconsistent Stats of all the outlying Cards in the game". The posts tackles the following attributes: Damage, HP, Hitspeed, First attack, Melee Range, Distance Range, Splash Radius, Lifetime, Spawn time/frequency, effect duration, and Sight range. This is definitely a phenomenal post that I highly recommend to read!

    Skeleton Dragon! And what goes on my head right now. - u/Schneiderpox

    Schneider here describes his theory on how since we have a Baby (Fire) Dragon for the Wizard and a Electro Dragon for the Electro Wizard, that not only should we get an Ice Dragon and a "Inferno Wizard", but that the Skeleton Dragons should also match with an element used in game. He likes the Skeleton Dragons, but feels that they can be more unique. So, he came up with the idea of making them spray Poison Gas in an area that damages things over time, which is just a great idea!

    Use, synergy, countering, and relative card breakdown series - u/Huffelpuff__rainbow

    Giant Skeleton | X-Bow | Miner | Bats | Minion Horde | Rascals| Sparky

    We have a series of posts by Hufflepuff Rainbow, who goes in detail on how to use certain Cards, their synergies, and even more. His most recent addition to the series was Sparky, where OP gave plenty of useful tips on how to properly utilize her in battle and great synergies associated with her. Be sure to check out OP's posts and keep updated!

    A beginner's guide for picking up Clash Royale - u/Huffelpuff_rainbow

    Along with their Card Analysis series, OP also made a post on a Beginners Guide to Clash Royale. It goes over how battles work and how progression is formatted step by step, along with tips and tricks to progress faster and win more battles!

    Season 11 Best and Worst Cards - u/PokerFace567

    Here we have a look at the previous season the big winners and losers of the season. OP goes into detail with graphs on which cards rose or fell the most and which cards stayed consistent.

    Hog 2.6 vs The Arena - u/Packers34

    2.9 Xbow | Graveyard | IceBow

    Here are a series of posts that documents Hog 2.6 vs. rather unfavorable matchups. OP gives out a bevy of important tips to help get 2.6 players the best outcome they can get from these decks.

    New Crown Towers: Creating that big feature we're all dying for - u/yojojo3000

    Now this is a crazy idea! OP came up with the idea to not only spice up the game with different Crown Towers to use, but has quite a compelling approach to integrate heroes into the game.OP details his thought process leading to the creation and development of this idea. In short, each of the Heroes would have their own Crown Towers and affect them in different ways. Ideally each type of crown tower caters to a particular playstyle (i.e. Crusher towers cater to a slower playstyle due to their lower dps, but higher HP and wide AOE)

    Mini Zappies Rework: An in depth analysis - u/ELIte3907

    Zappies: a forgotten card. Once a staple on defense, it has now plummeted to the depths of 0% usage purgatory with the likes of elite barbarians and bowler. But what if they weren't terrible yet annoying? OP lists a few good solutions on how to bring them back without the perma-stun issue it previously had.

    How to Solve a 2-vs-1 situation in 2v2 Matches - u/TheRandonOne

    Everyone can relate to having a teammate leave during 2v2. Whether they rage quit, lost connection, or had to take out the laundry, having a teammate disconnect is infuriating. To remedy this, this OP suggests a good list of "buffs" for the lone player from basic health boosts to spell spam.

    Suggestion to make Star levels more than simple gold repaints - u/Arc_7

    Star levels are real shiny, but perhaps they could be improved. Just like CoC, OP proposes card appearances could change entirely based on their level. A balloon skin with its classic skull icon would definitely look cool.

    It's been 4 years and we STILL don't have a 1v1 casual mode. - u/Arc_7

    One of the most requested features from the community is a "casual" 1v1 mode. Challenges are nice and all but they cost gems, and for the average F2P, gems can add up. Thus, OP argues that an unranked mode to test out new decks or practice your favorite ones would be amazing for all players.

    Clan Management Anti-Griefing Solutions - u/ArcticFox58

    Clan management is… lacking, to say the least. Barely any tools are available to leaders and co-leaders in CR's current state. Additionally, quite a few clans have been left in ruin due to a rogue co-leader kicking everyone to grief. OP gives some "safeguards" to prevent co-leader abuse.

    A Time for Reflection: Clash Royale Season 13 SPECULATION AND IDEAS

    Season 13 will most likely bring the long-awaited update to Clash Royale (unless it gets delayed again, of course). Playing off of the superstition that the number 13 is an unlucky number, OP speculates that a theme revolving around breaking mirrors could be the case for the new update. Who knew mirror could be so fun?

    In addition to these notable posts here are a bunch of dope card ideas made the past couple weeks!

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    Card Ideas

    Crown Tunnel - u/TheRandomOne

    Mirror Stand - u/TheRandomOne

    Arcanist - u/sasuunarines

    Battle Fort - u/Blackangel466

    Ice Imps - u/Blackangel466

    Siege Ram & Watch Tower - u/zstar0967

    As always, feedback regarding the daily discussions and these weekly threads is highly encouraged!

    With that said, ask away!

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

    The Hog Rider can be influenced by air troops? I guess so. Vid on YT with all air troop placements, if you want to pull this off with the cards in your deck.

    Posted: 12 Jun 2020 01:00 PM PDT

    The Dart Goblin Machine Gun

    Posted: 11 Jun 2020 09:38 PM PDT

    Wow I’ve never won like this. Sneaky sneaky.

    Posted: 12 Jun 2020 01:17 PM PDT

    This guy is the ultimate definition of BM spam. I muted him mid match and ended up 3 crowning him. This is probably the most satisfying win ever for me lol, sorry about my BM at the end but I just couldnt resist!

    Posted: 12 Jun 2020 02:54 PM PDT

    how is this fair?

    Posted: 12 Jun 2020 06:51 PM PDT

    Since We Can Access All Emotes In Battle Now Let Us Arrange The Order Of Our Collections So We Can Access Our Favorites Faster. This Would Also Clean Up The Emote Collection Page Since The Emote Deck Of 8 Would No Longer Be Necessary.

    Posted: 12 Jun 2020 01:54 AM PDT

    Peition to be able to edit the first page of emotes since there are alot of emotes

    Posted: 12 Jun 2020 02:40 AM PDT

    Sexy rockets

    Posted: 12 Jun 2020 06:59 AM PDT

    Different challenges on my mini and main?! (mini on left, main on right)

    Posted: 12 Jun 2020 01:54 PM PDT

    Giant Skele does what Giant Skele wants

    Posted: 12 Jun 2020 08:47 AM PDT

    Hog Rider Carl's hammer ʰᵒᵖᵉ ᵘ ˡⁱᵏᵉ ⁱᵗ

    Posted: 12 Jun 2020 11:09 AM PDT

    Thought Royale: Did we lose our fun to the arms race?

    Posted: 12 Jun 2020 09:12 AM PDT

    I came across this post recently, when searching some Royale stuff up Reddit. It got me thinking...

    TL;DR at the bottom.

    The author is pretty on-point here. We start CR for fun, but we start losing the fun to the level arms race. Eg: You had a lv 8 zap arrows, and switched between them on need. However, once you upped zap to 9 and saw it kill lv 8 gobs, the trade attracts too much, and you enter the zap-gob arms race, and the higher you up your zap, the harder it gets to switch with arrows, and this ends up with frustration as your spell-choice becomes less fluid.

    We all like the early arenas because rival cards can easily catch up with each other and we get fluidity in our choice. However, our choices become less fluid as we continue and focus on specific cards. This ultimately leads to frustration as we look back at our lost ability to be fluid, that are arms-race oriented mind isn't giving us back till we're full max. This way, we lose the fun we entered here for, and end up with a playstyle that is too rigid to change easily and quickly.

    We start getting frustrated because we start treating ladder as a competitive mode(which should be challenges and tourneys), and in this act, we lose the battle button that we earlier used to treat as the 'casual 1v1'. Hence, we have no way to try new or stupid strats in a 1v1 mode, and due to the absence of any other mode, we just end up with no 1v1 and, once again, anger at the 'battle' that we lost and now treat as 'compete'. Also, iirc, chests don't get better with leagues(I can be wrong here), which means, once you get your trophy road rewards, it doesn't really matter once you drop a league or two.

    Personal: I don't know about you guys, but what I'm going to do now, is tie up my main deck nicely(3 lv 12s and 11s with 2 lv 10s. One 11 and 10 are close to upgrading. Do them. That's it.), put it in slot 1(because 1 is a nice number and cover page), and then exclusively use it to trophy push to my average at every season(Master-1), get he rewards, and then use all fun decks like that 'heist team' bandit/MArcher/Rascal deck I've been thinking about. This is all fun for me and also gives my opponents something refreshing to battle.

    Also, in the arms race, the skilled person is always at disadvantage unless you're max. If you're an archer(lv 11), and are more skilled than other archers(lv 11 opponents), and keep climbing, you'll just enter in gunner(lv 12 opponents) territory, and that's an automatic disadvantage.

    Yes, the progression system of the game is still bad, but it's about time I stop blaming $uper€ell for everything and change my playstyle to a more fun route myself.

    TL;DR: Upgrade like the magic archer(do all cards{few exceptions are okay}), and not like the musketeer(upgrade a single card to high skies). Givds you more fluidity, and in CR, fluidity is everything(imo). Also, ladder isn't the competitive mode(unless you're max and in the mood to REALLY push), it's our OG casual 1v1 with rewards here and there. In the arms race, the skilled person it always at a disadvantage.

    Thank you for reading my post! :)

    Stay safe and Clash on!

    submitted by /u/Arc_7
    [link] [comments]

    Why Are Royal Recruits' Use Rates So Low?

    Posted: 12 Jun 2020 10:07 PM PDT

    I love royal recruits. They have to be one of my top three favorite cards. They are a very versatile swarm troop, and while they are expensive in elixir, they are well worth the price. I use them to counter pekka wizard, pekka exe, MK wizard, etc, because with their shields and their heath, they can take multiple hits from the support troop while issuing their high DPS on the tank in front. With the shields, they are a very reliable counter to sparky, and can swarm an X-Bow, as well as shutting down many other common win conditions. As four or at most five recruits swarm the opponent's push, one or two recruits attack the other lane, dealing some good chip damage if the opponent isn't paying attention. Also, they are great at defending split pushes.

    Which brings me to my question: why are royal recruits' use rates so low? For all the reasons above, they seem to me to be at least a card around 50th or so in usage, not all the way down at last. Also, what balance changes would need to be made to make the recruits a viable card?

    submitted by /u/GreedyLemon1
    [link] [comments]

    The decks you see in low ladder

    Posted: 12 Jun 2020 07:53 PM PDT

    I'm starting to miss the old times, when a common was released and you'd find only that common for weeks in every single damn chest.

    Posted: 12 Jun 2020 06:18 AM PDT

    basically title, i play since the 2nd week after the game was released and for a long time, when a new card was released, my chests strted to flood me with that specific card, for weeks literally. at a point i was hatin that feature cause i wanted to level up different cards but darn, now that i've enough cards to max out every single common and rare i miss so much having chests only full of the most recent released cards.

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

    Dark prince u good?

    Posted: 12 Jun 2020 04:35 PM PDT

    The statistics of my last 50 ladder matches. Im still updating it, I’m curious what it’d be like at the end of the season. (hopefully its readable)

    Posted: 12 Jun 2020 06:17 AM PDT

    The gold chest disappeared also

    Posted: 12 Jun 2020 09:41 PM PDT

    LEGO recreation of some cards. What you think?

    Posted: 12 Jun 2020 09:20 PM PDT

    How to Fix Draft (Effort Post)

    Posted: 12 Jun 2020 07:46 PM PDT

    This idea is for regular draft where you pick 4, and give 4, however it can also be applied to triple draft and that is explained later on.

    The issue with draft:
    The issue with draft is very obvious. Decks are often not balanced. There are tons of examples where people complain about how they fought against an all deck, and lost because they didn't have any anti-air or something similar.

    Solution:
    The way the cards are grouped at moment seems obvious, it groups similar cards together. The issue is these groups are far to general. I like in draft I'm are forced to use very strange decks, with cards I wouldn't ever play normally, but these are only fun if the opponent has a similar thing happening. So, how should the cards be grouped?

    The groupings:

    I think it would be really fun if we had the following groups. When the game selects which groups the decks will be made of, I think it should chose 1 win condition, and the rest should be random. A lot of the groups wouldn't even be used, which is a good thing, since the cards repeat.

    Limitations:

    Some cards are obviously very strong, especially if your deck is completely random. These would need to require other groups to be included. For example if the game chooses swarms, it would be very bad if you didn't have any splash or spells. Another issue is the number of times a grouping should be used. It would be very frustrating if your deck consisted only of tanks, so the number of times a group can appear should only be twice at most.

    The Actual Groups:
    Mini Swarm - tiny ground troops that spawn as 2+ (basically all the normal type stuff, except 1 elixar skeletons and skeleton army) tombstone, goblin hut
    Mini Swarm 2 - exact same as Mini Swarm, except these guys must hit air or be in the air (goblin gang included, minion horde excluded), goblin hut

    Medium Swarm - barbarians, royale recruits, zappies, rascals, barb hut, goblin hut

    Cycle - skeletons, ice spirit, heal spirit, ice golem, stab goblins, spear goblins

    Fragile ranged - ranged troops that can take out air troops but are arrow-able (spirits not included)
    Noraml Ranged - ranged troops that can't die from arrows.

    Chance Win Condition - win conditions that are typically aren't primary win-cons, so bandit, goblin barrel, prince, battle ram, seige...

    Good Win Condition - these usually get a hit, hog, goblin barrel (yes they can be in both), ram rider

    Tank - tower targeting with a lot of health.

    Buildings - all buildings except siege

    Tiny Splash - the small spells and tiny splashers like princess fire cracker, bomber

    Medium Splash - does splash damage and cannot die from arrows
    Medium Splash 2 - same as medium splash 1, except can hit air or is air

    Big Spells - the big and medium spells

    Weird Spells - mirror, clone, rage, freeze

    Spawners - witches, and the spawners

    Fragile Big Damage - glass cannons

    Normal Big Damage - not fireable has high dps

    Tanky Big Damage - pekka, sparky, giant skeleton...

    Reset - zappies, zap, e-wizard, e-dragon

    It would be good if we could have pairs or groups of cards that are very similar, a few examples of these:
    Princes - Prince, Dark Prince
    Witch - Night Witch, Witch
    Anywhere - Miner, Goblin Barrel, Graveyard
    Wizard - E-wizard, wizard, ice wizard
    Dragon - bone dragon, baby dragon, inferno dragon, electro dragon

    Required:
    The following cards have requirements to be played. This means that basically if this card is going to appear, it guarantees that another card will appear. This is used to keep the game fairly balanced.

    Sparky - Reset Group
    Tank - Normal or Tanky Big Damage
    Royale Hogs - Splash
    Swarm - tiny splash or big splash
    Elixir Pump - big spell
    Air Troop - at least 2 ranged troops (1 must be normal ranged), or 3 fragile ranged troops
    3 Musketeers - cycle group

    Closing Thoughts:
    Draft mode already works very similar to this way, so it isn't a complete rewrite. I think by reworking the way draft works, and making the groupings more specific it could really help. By giving cards requirements, it should really help balance. And just again to reiterate, the decks are FUN if they're crazy and weird and off meta, the only issue is when your deck is terrible, and your opponent's deck is fine.

    Bonus (Triple Draft):
    Triple draft is usually pretty balanced, the issue is with it being so balanced, it can get repetitive. If you were to add more card groupings (I think there is 9 or 10 right now) it could easily add a lot. Something that doesn't happen at the moment is repeated options. However, your opponents options should not be limited by your own. So for example, the royale box. The royale box is both a light and medium spell, so maybe it could appear in your light spell options, but also appear in your opponents medium spell option.

    submitted by /u/smartninja000
    [link] [comments]

    Most princesses I’ve ever had at once

    Posted: 12 Jun 2020 05:18 PM PDT

    How do you do it? [GC]

    Posted: 12 Jun 2020 08:50 PM PDT

    How do you guys win a grand challenge? I've done about 5 grand challenges today and I can't get past 6 wins. My personal record was 9 wins, and I've done that a couple times, so it wasn't one lucky time ig. I am so tired of facing hard counters (I'm using anabans deck: PEKKA, balloon, baby dragon, ice wizard, lumberjack, freeze, tornado, zap) such as X-Bow and 3 musketeers and other absurd decks (I also watch anaban's videos and Boss's on it for tips).

    Not to sound immature, but I don't get what I'm doing wrong. I feel like I'm doing everything right but I'm not. I don't understand how the pros do it. I just can't think like a consistent 12-win GC player. Every little thing I do costs me the game. I understand this is a game of outsmarting your opponents and taking advantage of their mistakes, but using the wrong card, or placing it in the wrong tile (in one of my games, I placed my PEKKA one tile out of where it should've been and I got 3 crowned) literally costs me the game. And to those hard counters, it's an automatic GG.

    I've tried switching around decks but first, I can't find a deck that has all around good defense to minimize hard counters while still being a win condition and second, the grand challenge meta is constantly changing. I'm pretty decent with most of the meta but I don't like using sparky or lava hound. I tired and bored of playing classic challenges, I already have several wins. When I played classic challenges, I noticed that some of the players who beat me were 12-win GC players so I thought "why not have that achievement too."

    I also don't get what's tilting. Yes, I know the definition. But I don't know how to detect if I'm being affected by tilt. When I lose a game, sometimes it urges me to play the game more. But I noticed that after I lose 1 game, I try to "compensate" for that loss by telling myself I will try to win 2 games instead to make up for that loss but instead I lose the GC. Would that be tilting?

    TL;DR - how do you win a grand challenge, and how do you strategically think and play like a 12-win GC player? Is Anaban's deck sufficient for a first time 12-win GC? How do you tell when you start to tilt?

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

    Nado Rocket Positive Elixir Trade

    Posted: 12 Jun 2020 05:50 PM PDT

    I really hate to complain, but i thought I was promised more global tournament rewards at the cost of only one a season? And NO, the lightning chest is not worth 250 Gems.

    Posted: 12 Jun 2020 02:21 PM PDT

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