Clash Royale 2muchspoopy4me |
- 2muchspoopy4me
- MegaStop
- Wow, what a clutch cannon cart!
- Finally! After 4 long years... I'm done! All max! Yes!!!
- R N G - what makes games F U N
- Double kiting a prince
- Matching emotes!
- Star Skins - It has been almost 2 years since they were released but there are now 23/101 cards which still don't have a skin besides either a minuscule "enter the arena" effect and a gold level number. Hopefully more on the way in the upcoming update?
- Hog riderrrrr ,an old art :) my favourite
- Imagine.... this would be cool
- New Clash Royale Update!
- What do you guys think?
- How many of you enjoy the game right now?
- Triple draft, same cards for both players.
- Scattershot - Legendary Building
- Worst kind of opponent, best kind of win
- Quick Musketeer sketch
- Ranged attack new for mega knight
- Perfect synergy doesn't exi....
- Witch and Larry artwork
- [Strategy] Mega Knight: Use, synergy, countering, and relative card breakdown
- Why every time?
- Super cell be like “It’s not a bug it’s a feature” (u/Xosek also showed this bug)
Posted: 07 Nov 2020 07:32 AM PST
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Posted: 07 Nov 2020 04:49 AM PST
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Wow, what a clutch cannon cart! Posted: 07 Nov 2020 05:23 PM PST
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Finally! After 4 long years... I'm done! All max! Yes!!! Posted: 07 Nov 2020 05:43 AM PST
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R N G - what makes games F U N Posted: 07 Nov 2020 01:45 PM PST
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Posted: 07 Nov 2020 05:03 PM PST
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Posted: 07 Nov 2020 03:19 PM PST
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Posted: 07 Nov 2020 11:46 AM PST Electro spirit, Fire Spirits, Firecracker, Skeleton Dragons, Battle Healer, Bomb Tower, Elixir Golem, Furnace, Flying Machine,Heal Spirit, Ice Golem, Dark Prince, Electro Dragon, Electro Giant, Prince, Bandit, Fisherman, Electro Wizard, Ice Wizard, Lumberjack, Princess, Ram Rider & Royal Ghost. I know it isn't a huge priority, but it really would be nice to have even some small changes to these cards that have been in the game for years, including the two Royal cards; the Princess and the Prince! And that also goes for cards that have two star levels at the moment...whatever happened to the all-gold Mega Knight (https://i.redd.it/t7uw7d0j2n841.jpg) that was in the original trailer? To be honest all I'm after is a Star Level Princess skin that shoots with the animation of the Level 3 Arrows! Praying for some form of statement in the upcoming update announcement... <3 [link] [comments] | ||||||||||||||||||||||||||
Hog riderrrrr ,an old art :) my favourite Posted: 07 Nov 2020 10:55 AM PST
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Imagine.... this would be cool Posted: 07 Nov 2020 01:04 PM PST
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Posted: 07 Nov 2020 04:29 PM PST That would be better than Clan Wars 2. But, now that you are here, let's talk. Part of the reason Clash Royale is declining is because it is not as exciting and fun to play as it was in the beginning, circa 2016-17. What makes Clash Royale so fun and exciting is immediate and intense PvP gameplay, mostly from ladder. Here are ten things Supercell should implement right now as a comprehensive update to refresh the game and make it more fun for both F2P and paying players:
You may say, "They'll never do that," or raise pretty good reasons why some of this may be unworkable. But, like Clash with Ash has been saying, what do you have to lose, Supercell? It is time to try something. And you cannot deny, if I gave you two buttons on your device, one to enter Clash Royale with the Clan Wars 2 update and the other to enter Clash Royale with my update, you would click into mine 100% of the time. Some of these things are not entirely new ideas, too. That is true, but the point is that Clash Royale needs a BIG update that is fun and appeals to new and old players, and any recycled ideas here have been modified and paired with fresh ones to create a game plan for the type of comprehensive, big update Clash Royale needs. I welcome your input. 1For paid ladder bans, you could also make them payable in a lot of gold, like 1M gold. That would give max players something on which to spend their useless excess gold. 2This probably is not how Ice-Bow mirror matches work. But only probably. 3I understand the most unworkable part of this is that it requires some sort of AI/bot to play the part of the other pro, but I am attempting to minimize that issue by making the task limited to attacking/defending for one push. [link] [comments] | ||||||||||||||||||||||||||
Posted: 07 Nov 2020 04:44 PM PST
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How many of you enjoy the game right now? Posted: 07 Nov 2020 08:32 PM PST I always see people complain about the game on the sub lately. I haven't played the game in 4 years and I reinstalled it this year and had a blast. I get that the game isn't in its prime right now but that doesn't make it a bad game IMO, what are your thoughts on the game and the community? [link] [comments] | ||||||||||||||||||||||||||
Triple draft, same cards for both players. Posted: 06 Nov 2020 11:23 PM PST
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Scattershot - Legendary Building Posted: 07 Nov 2020 06:04 PM PST
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Worst kind of opponent, best kind of win Posted: 07 Nov 2020 07:19 AM PST
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Posted: 07 Nov 2020 08:26 PM PST
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Ranged attack new for mega knight Posted: 07 Nov 2020 02:47 AM PST
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Perfect synergy doesn't exi.... Posted: 07 Nov 2020 12:37 PM PST
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Posted: 07 Nov 2020 12:24 AM PST
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[Strategy] Mega Knight: Use, synergy, countering, and relative card breakdown Posted: 07 Nov 2020 06:29 AM PST Hello Everyone! It's HR here. Today, we have the Mega Knight. The mega Knight is a 7 elixir splash damage tank, that does really well against a lot of squishy swarm troops. If it can die to fireball, or fireball + log, chances are a Mega Knight can quickly take it out. As always, if you like this single card strategy post, please comment down below! Stats
Synergy:
Various effective decks this card is featured in:
How to use:The Mega Knight will be used mostly on defense. He is quite expensive, so most of the time, you want to use him in double elixir where he can both get more value and play more troops with him easier. Even in double elixir and into triple, your going to want to not waste any of his effects. So the best time to use him will be as the support troops from a big beatdown push comes across the river. That way, you can easily slam down the mega Knight on top of them and even give yourself a potential positive elixir trade. If your going up against more control, chip based decks, the mega Knight is also not bad at stopping Hog Rider's and Ram Riders from connecting to your tower. If you time if so that the Hog is about 1 /4ths the way to your tower, and the Mega Knight is in the way of the unit, he will knock him back, stop the charge, and then assist in having the tower take out the threat. You now can counter attack with the Mega Knight if you wish. The X-bow can easily be distracted by the Mega Knight. Play him into the same lane and he will be able to jump onto the X-bow, dealing plenty of damage to it and the support troops. Just be sure to play him into the same lane, because otherwise, he can be logged out of range and even in general, you're better off utilizing his splash capabilities against the closely grouped together support. You should not use him on only offense. He is to distractible and will get taken out quite easily. You can, however, use him on defense, then counter attack, using him + a high DPS troop, most likely one that helped you out on defense. This is very effective most of the time since when a deck goes on offense, it usually needs to take a minute to regain the elixir needed to take out a push like this, and to put it simply, the mega Knight's slightly faster speed and his jump rarely lets them have that minute, especially compared to counter attacks with a PEKKA. Use/Win Rates: thoughts on how popular Mega Knight is in the current meta game.Mega Knight right now is almost at the reference point for most cards. A 9% use rate and a 42% win rate. Just a little bit low in his Win rate, but with PEKKA bridgespam being a fairly big meta impacter, no surprise. With newer versions of bridgespam starting to surface, he'll most likely get a perfect win rate as time goes on in the season. What are your thoughts on Mega Knight in the current meta? CounteringOn paper, Mega Knight may seem tough to counter, but don't worry, there are a whole load of ways to take out this big fella, including: Both the inferno tower and the bomb tower shuts him down with no damage. I don't recommend this since unless your playing against a mid ladder player, chances are they will have a building targeting win condition and you may want the IT/BT for that instead. Just know if needed, it is reliable. You can simply kite away the Mega Knight with an ice golem, and any high DPS ranged or areal troop will have ample time to take him out. You can also use a ground tank killer/mini tank such as mini PEKKA, Knight, fisherman or valk, pull him to the middle, and distract him long enough for the towers to take him out. Fisherman is especially good at this since you can disrupt his charge and pull him to the middle no matter what. Air troops can do whatever they want to him. So any air attacking High DPS troop will get the Job done, no sweat. ConclusionThe Mega Knight is a 7 Elixir Ground tank that targets all units and deals splash damage. He synergizes really well with lighter tank killers because he specializes in wiping support troops from the board. He does have a weakness in most non swarm tank killers since he doesn't deal the most damage and can't hit air. As always, if you liked this single card breakdown post, feel free to comment down below other cards, and I'll be happy to add it to the list! Thank you for reading! HR [link] [comments] | ||||||||||||||||||||||||||
Posted: 07 Nov 2020 10:21 PM PST
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Super cell be like “It’s not a bug it’s a feature” (u/Xosek also showed this bug) Posted: 07 Nov 2020 04:21 PM PST
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