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    Thursday, January 14, 2021

    Clash Royale Always lovely encountering players with good Clash Etiquette. Your kindness will be remembered, Samuel!

    Clash Royale Always lovely encountering players with good Clash Etiquette. Your kindness will be remembered, Samuel!


    Always lovely encountering players with good Clash Etiquette. Your kindness will be remembered, Samuel!

    Posted: 14 Jan 2021 07:46 AM PST

    Petition to show what the next available star level looks like in the card animation screen

    Posted: 14 Jan 2021 05:18 PM PST

    Compilation of bugs and inconsistencies pt. 2

    Posted: 14 Jan 2021 11:24 AM PST

    What ever happened to this? Did this character even come out?

    Posted: 14 Jan 2021 01:38 PM PST

    In honor of the triple elixir friendly battles, we just had to do Inferno Dragon spam.

    Posted: 14 Jan 2021 12:00 PM PST

    QOL improvement: being able to bank and turn on and off the chest speed up.

    Posted: 14 Jan 2021 08:26 PM PST

    I like the game but it feels like a chore. If we could turn chest speed up on and off, then I wouldn't feel pressured to play or not play. I'm close to 5300 but it's near midnight. Do I play or not play? Wouldn't it be better to not question whether or not to play?

    I love the game but it needs improvements and versatility. I'm hoping devs see this because I want the game to last and something like this could really bring old players back in.

    submitted by /u/yairspenis
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    Horizontal Clash Royale

    Posted: 14 Jan 2021 07:58 AM PST

    How to create your own deck

    Posted: 14 Jan 2021 06:52 AM PST

    STEP 1: CHOOSE A PLAYSTYLE AND WIN CONDITION

    I'm going to simplify this so that it doesn't get too long, but these are the main playstyles.

    Heavy beatdown

    Main win conditions: Golem, giant, e-giant, lava hound, gob giant

    Other win conditions: Giant skeleton, sparky, balloon

    Playstyle: Centered around playing support troops tanked by your win condition and making a strong push to destroy towers. Not so much focus on cheap damage and defense can struggle.

    Cycle beatdown

    Main win conditions: E-golem

    Other win conditions: Giant (very rare), gob giant (very rare)

    Playstyle: Same as beatdown but focuses on overwhelming your opponent with spamming troops and cycling your wincon.

    Siege cycle

    Main win conditions: X-bow, Royal giant

    Other win conditions: Mortar

    Playstyle: Strong defense with cheap cards that leads to counterpushes with your win condition. Control the pace of the game in x2 elixir.

    Quick cycle

    Main win conditions: Hog rider, ram rider, royal hogs

    Other win conditions: Skeleton barrel, balloon, wall breakers, ebarbs

    Playstyle: Defend with cheap troops and get cheap damage with whatever you can use.

    Bait

    Main win conditions: Goblin barrel, 3 musketeers

    Other win conditions: Skeleton barrel, battle ram

    Playstyle: Force your opponent to use a spell that counters your wincon and then deploy said wincon to punish them.

    Beatdown-control hybrid

    Main win conditions: Giant, golem, graveyard, miner (to a certain extent)

    Other win conditions: Any beatdown win con can work, along with any quick cycle win con and any type of spawner cards.

    Playstyle: Create pushes with your double win condition, and then try to control the pace of the game as much as you can. Can struggle a lot on defense due to 2 offensive cards being present and that reducing the number of support cards.

    Pure control (for lack of a better name)

    Main win conditions: Miner (to a certain extent), graveyard

    Other win conditions: Hog rider, balloon, mortar, skeleton barrel, wall breakers.

    Playstyle: Dictate the pace of the game, negate the opponent's attacks, and counterattack with your win condition by getting cheap damage or in bigger pushes.

    Bridgespam

    Main win conditions: battle ram

    Other win conditions: Mega knight (uncommon and not very effective), PEKKA (used in almost every bridgespam deck, but not the main win con) bandit (to an extent), prince and dark prince (to an extent), hog rider, royal hogs, ram rider

    Playstyle: Overwhelm your opponent with troops that can do a solid job on defense and can be dropped at the bridge, and get as most damage as possible repeatedly and without letting your opponent make big moves or attacks.

    STEP 2: CHOOSE YOUR SUPPORT TROOPS AND SPELLS

    You should be using 1 win condition or 2 in some cases, and save prefereably 2 spaces for your spells. That leaves you with 4-5 support cards.

    Slots 1 and 2: Anti-air troops

    Make sure to have at least 2 anti-air troops. The most effective ones are musketeer, mega minion and hunter for heavy damage, archers, princess, firecracker, minions and dart goblin for cheap cards and magic archer, e-wiz, baby dragon and skeleton dragons for area damage.

    Slot 3: "Tank"

    This includes cards that do big damage and can stand some hits. The best options are knight, mini pekka, lumberjack, valkyrie, and less commonly used for this role both princes, bandit, healer or royal ghost.

    Slots 4 and 5: Utility cards

    They are going to depend a lot on your playstyle. They can be cycle cards, a building (don't use more than 1 in a deck unless you are using huts or siege), bait cards, swarms, extra air troops, an extra tank, a heavy tank (PEKKA, mk, royal recruits, giant skel), your 2nd win condition,... Normally you want them to be defensive assets but that may not always be the case.

    Slot 6: Win condition

    We already discussed this.

    Slots 7 and 8: Spells

    There are 3 types of spells: cheap spells, damage spells and utility spells.

    - Cheap spells are 3 or less elixir and are good for countering swarms. Using at least 1 is often a must, and using 2 depends on the type of opponents you face (if you play against bait a lot it's useful to have 2).

    - Damage spells are 4 or more elixir and their goal is to kill buildings, support troops and damage towers. Fireball and poison are better at killing support troops and protecting your win condition, lightning is the best at clearing buildings and a little number of troops and rocket is the best at clearing spawners and damage towers. Using 1 is reccommended, 2 is often too much.

    - Utility spells don't usually do a lot of damage nor clear swarms, but they have a specific role in your deck. Freeze is used in some hog decks, but especially in balloon decks. Tornado is very powerful in 2v2 and combined with area damage troops. Rage is useless 99% of the time. Earthquake is the best at clearing buildings at its cost but it is very situational.

    submitted by /u/StupidAssMf
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    In this image you see that 2 tower gone, there are 60s left and the king tower position is weird on the live match but when i off the cr and see that live match again, that 2 tower come back, it only 2 minute left not 60s left and the king tower position become normal. (Sorry if my english is bad)

    Posted: 14 Jan 2021 04:26 AM PST

    Clanless for the first time in 3 years...

    Posted: 14 Jan 2021 01:36 AM PST

    I was just booted out of a clan I spent more than 2 years in - for a legitimate reason; I don't participate in clan wars.

    It's been getting harder and harder for me to spend any amount of time on it, because the CW 2.0 is just so unenjoyable. The "race" is over in the first 48 hours, with Clans demanding you play and fold all your games within the first 10 minutes, before the reset happens so you gain an advantage right off the bat.

    What kind of a dumb broken mechanic is that?

    Not to mention the absolutely mind blowingly boring rest of the week that follows each Tuesday. The deck building system is completely boring and broken if you don't have enough maxed out cards to build 4 decks, because you can't reuse cards. Or even if you do, it's hard to build a good fourth deck, meaning I never enjoy playing the third and fourth war deck.

    And the ship defense is a joke, what's the incentive for me to actually place a defense deck on our ship?

    I know this has been posted over and over again. But I want to add my voice to it as well: CW 2.0 is the worst thing to happen to Clash Royale, and Supercell should just revert it to the 1.0 system.

    Until then I'm not playing in a clan, there's no point anyway, because everyone has playing Clan War as a requirement.

    submitted by /u/ClawedPlatypus
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    My dear MK, you know the right way. You were supposed to go the other lane, but you stayed focused and sane. With a big and satisfying grin, you walked your line to a glorious win.You are reliable in times of need, at every time ready for a good deed. My good old friend, I love you so, until my end.

    Posted: 14 Jan 2021 10:01 AM PST

    3 Musketeers, what changes we should do seems to you ?

    Posted: 14 Jan 2021 02:43 PM PST

    I didn't knew that was possible

    Posted: 14 Jan 2021 02:56 AM PST

    eGiant Deck — eGiant is my favorite card and trying to build a deck around him. Pekka is for support, mPekka is too low leveled. Any suggestions?

    Posted: 14 Jan 2021 01:33 PM PST

    Does Icebow need another nerf?

    Posted: 14 Jan 2021 09:00 PM PST

    Icebow, or Xbow 3.5, has had nearly no difference in use since the Xbow nerf. They never actually use the xbow unless you play a tank in the back. All that happens is they center tesla, which you can't punish cause they have nado and rocket. Balloon behind the chain so center tesla doesn't pull? tornado. Play just about ANYTHING behind your tower? Either gets rocketed and dies or they just xbow opposite lane. I know that the win rates don't show it as overpowered, but playing against this deck legitimately kills the appeal of clash royale. It feels like you can't even play a card after they center tesla. I play graveyard control (not splashyard) and get to about 6600-6800 every season so I'm not a pro, but also not a scrub either. You could say it's just a bad matchup for me, but even if you do have a hard counter you are forced to play a 5 minute long game that ends in a tie breaker, hoping that they make a mistake cause otherwise you lose to rocket cycle. Any thoughts about how to nerf this deck so they can't just tesla nothing or rocket nothing and get away with it would be great cause this needs to be discussed.

    TLDR: Icebow can tesla or rocket nothing and seemingly can't be punished. What card needs a nerf? Or how can one punish that deck for rocket/tesla on nothing

    submitted by /u/Sn4ggy
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    Pekka and Mini Pekka emotes

    Posted: 14 Jan 2021 02:39 AM PST

    I don't like clan wars2

    Posted: 14 Jan 2021 07:21 PM PST

    I wonder what you guys think. CW2 was interesting at start, but now I loss interest in my clan activities...

    In CW1 we used to practice before a war, since everyone had the same cards the clan could practice those cards to prepare for a war, in CW2 everyone has his/her own cards so no need to practice to find the best card combination.. the boat game is useless because it is better to fight a regular battle then to try to destroy a ship, so this stratagy rute is not used. I wish supercell will ack their mystake and return to the old version or do something that support more in clan activities.

    submitted by /u/2zmoon
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    Only fighting against clueless players?

    Posted: 14 Jan 2021 08:18 AM PST

    Hi, I just got back into clash royale after not playing for 4 years. I made a new account and managed to climb to arena 7 in just a few days.

    The only trouble is that the people I'm matched up against are utterly clueless. Many are still using arena 1 or training camp cards exclusively and will completely stop defending after I take 1 princess tower.

    Free wins are nice, but it's not fun to go game after game against what seem to be completely clueless players. Many of them aren't even in clans and have generic usernames, which makes me wonder if they are bots.

    Is this a normal occurrence? Why is this happening?

    submitted by /u/Dramatic-Shoulder-14
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