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    Posted: 08 Mar 2021 01:31 PM PST

    Introducing the Trojan Horse!

    Posted: 08 Mar 2021 07:36 AM PST

    Shout out to all you good sportsmanship players making the community less toxic!

    Posted: 08 Mar 2021 12:37 AM PST

    When there's been 3+ months without balance changes

    Posted: 08 Mar 2021 11:32 AM PST

    Another balloon meme here

    Posted: 08 Mar 2021 04:24 AM PST

    I haven't seen anyone else point this out but, Your Holiday Decorations are still up Supercell. It's March. I think it's time you take em down.

    Posted: 08 Mar 2021 05:51 AM PST

    Just meme monday

    Posted: 08 Mar 2021 03:12 AM PST

    Reject Knight, return to Ice Golem

    Posted: 08 Mar 2021 07:45 PM PST

    At least I got Bandit from MC

    Posted: 08 Mar 2021 05:37 AM PST

    Supercell must love me

    Posted: 08 Mar 2021 04:42 PM PST

    Happy International woman's day presenting pixel art.

    Posted: 08 Mar 2021 11:15 AM PST

    Am I beating a dead horse? War Race

    Posted: 08 Mar 2021 04:35 PM PST

    So correct me if I'm wrong, but the UTC time zone solution isn't actually fixing the problem. UTC is a standard time zone, but depending on where you live, there is still a behind/after conversion.

    The standard refresh time is 10AM UTC.

    For example, 10AM UTC is 2AM for me in California, 11AM for Paris, 6PM for Beijing for example. So how is that fair? People living closer to where UTC is set have a clear advantage. I messaged supercell in the help section of the app, and they replied "What this means is that all Clans share the same War Deck reset time. No more waking up to see a Clan with an earlier time zone has beaten you past the Finish Line!" Except I woke up this morning at 6 AM to see a European clan already have almost 20K fame. Now this may not matter on day 1, but high participation clans are usually done on day 2.

    Wouldn't it make more sense to pair clans locally? Or better yet, just see which clan can collect the most fame in a week? Why set it at 50K when certain clans can get there faster. No ones waking up or staying up til 2AM to get ahead in CR, I got work in the morning...

    submitted by /u/faaiz57
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    The Intro to Clash Royale the Movie! Took all day to make, hope you guys like it

    Posted: 08 Mar 2021 06:28 AM PST

    "My job here is done"

    Posted: 08 Mar 2021 07:34 AM PST

    This was me back in December

    Posted: 08 Mar 2021 04:25 AM PST

    when is greedycel nerf

    Posted: 08 Mar 2021 02:11 AM PST

    Royal Mercenary Cards: An Easy Way to Change the Game Up at High Levels and Add Some Personalization to the Game

    Posted: 08 Mar 2021 07:50 PM PST

    I think everyone can agree that Clash Royale is getting stale and a former shadow of it's 2016/2017 self. Updates are not living up to expectations and the core gameplay has not changed in a VERY long time. With that said, there are some clear strengths to this game. I think that the level of progression for new players is better than Clash of Clans and Brawl Stars. You start off with simple cards and progressively get more complexity as different card combination become available. Not to mention that you constantly see new arenas and get to play the 2v2 chaos with friends. The problem starts when you get past that. Eventually, you don't get anything new to change your arsenal and you rely on one or two decks to climb as high as you can. The clan wars and special challenges are nice, but they are different coats of paint to the base game structure--they don't really change the strategic complexity of the game. What well-invested players are missing, in essence, are new strategic way to play the game. My proposal to fix this problem is to introduce Royal Mercenary Cards.

    A mercenary is a foreign troop that is hired to fight for a different country than their own in war. Typically, they offer slightly different tactics but still fulfill the same duties as a regular soldier. This is how I see these mercenaries working in Clash Royale. Royal Mercenary cards in Clash Royale are hired by the blue king himself to change up his army, construction, and spell factory in an effort to outwit his rival red king. However, because royal mercenaries are expensive, each king can only afford to have ONE of them in the deck at any given time.

    With the story out of the way, lets look at the logistics. Royal mercenaries are not unlocked until you reach the legendary arena. Sorry, but this is a way to help incentivize players to remain loyal to the game. Of course, party modes and special challenges can override that rule, to let everyone get a chance to play with the cards. Upon reaching legendary arena, you get the option of choosing one card to upgrade to mercenary status for free. Where things get interesting is that you can only start with Royal Mercenaries based on cards from the first arena. That's right, you start with choosing Goblins, Giant, Archers, Prince, Fireball, etc. Once you unlock your first mercenary, you get more by obtaining seven keys. How to get keys? You earn one key each day by winning one game on ladder (24hr timer). This gives Supercell time to gradually work on adding new mercenaries to the arena based on the upper arena troops since everyone is on even footing. Once you unlock every mercenary from arena 1, you can begin unlocking units from arena 2 and so on. Once royal mercenaries come into the mix, you have the option of playing games with them turned off if you want to play classic clash royale.

    I have now gone over the structure of Royale mercenaries, so now you are probably wondering WHAT DO THEY DO? The answer is simple--they upgrade the abilities and utility of your base cards. The best analogy is to think about the builder base troops in clash of clans or the star powers in Brawl Stars. This model for troop enhancement gives Super Cell a way to add skins to the game--you can get your mercenary a skin! Since it is only one card in your deck, this keeps it special and memorable to you and your opponents. Your profile before a match starts will indicate to your opponent which royal mercenary troop you are using. Without further ado, I have provided my first attempt of Royal Mercenaries for the cards you see with the training camp:

    • Archers: Royal Mercenary --> Sneaky Archers.
      • Based on the same troops from Clash of Clans, this mercenary card gives the archer ladies cloaks of darkness, turning them invisible to other troops until they strike. An excellent choice for players that want to force defensive opponents to respond.
    • Arrows: Royal Mercenary --> Arrows of Holy Light
      • This mercenary card makes your arrows heal troops in the radius for a small amount. Excellent for killing swarms while helping your goblins and minions out.
    • Knight: Royal Mercenary --> Riposte Knight
      • This mustachioed-mercenary studies his opponents while engaging in combat. Every third consecutive attack against the knight is parried, causing the knight to take no damage and reflect it back to his assailant.
    • Minions: Royal Mercenary --> Toxic Minions
      • Minions have learned the magic of their gargoyle ancestors. Every third attack on an enemy troop will apply a poisonous effect, which pierces shields.
    • Fireball: Royal Mercenary --> Scorched Earth
      • The Fireball leaves behind an area of embers, dealing heavy damage overtime for a few seconds to enemies still standing within the zone of impact. Deals no damage to towers.
    • Mini Pekka: Royal Mercenary --> Snack Blade
      • The Mini Pekka heals himself each time he attacks. The health gain is larger upon killing a unit. Good luck dueling this little dude.
    • Musketeer: Royal Mercenary --> Hot Iron Bullets
      • Every third consecutive attack against the same target deals damage based on their maximum health. Tanks, you have been warned!
    • Giant: Royal Mercenary -->Boxer Boost
      • The Giant moves a bit faster towards his first building target. The first attack against the tower deals extra bonus damage.
    • Wall Breakers: Royal Mercenary --> All-or-Nothing
      • The Wall Breakers will jump over the first unit in their path and move slightly faster after the leap.
    • Skeleton Army: Royal Mercenary --> Balloon Armada
      • The skeleton army units ride a balloon for the first few seconds of combat, ignoring ground units and focusing air troops. Once they land their first attack, they drop to the ground as a regular skeleton.
    • Baby Dragon: Royal Mercenary --> Trusty Steed
      • The Baby Dragon can pick up any archer from their team, serving as a tank for them until the dragon falls. Giddy-up!
    • Prince: Royal Mercenary --> Frost Lance
      • The prince from the north strikes at enemy troops with no mercy. Charged attacks deal double damage and freeze their target for 2 seconds.

    What do you guys think? Are the powers unbalanced? I tried to make power strength directly proportional to elixir cost.

    submitted by /u/Quacker2495
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    Feels bad :(

    Posted: 08 Mar 2021 04:21 AM PST

    After 5 years I have 2 cards left to max! Any suggestions on how to get a specific legendary?

    Posted: 08 Mar 2021 11:01 AM PST

    I saw this when scrolling though SK Mortens Clan, if you click on SK Morten and go to his clan, and go to about #26 in the clan to maxderbo77, he only has two cards in his deck, this also happened with SK Morten earlier. Bug maybe?

    Posted: 08 Mar 2021 09:41 PM PST

    They use MK to defend any push

    Posted: 08 Mar 2021 08:48 AM PST

    Thoughts on making name changes cheaper ? At the moment I believe changing your name, which is equivalent to paying £5 is pretty illogical. I’m not asking for a massive drop, but something reasonable might be recommended.

    Posted: 08 Mar 2021 12:37 AM PST

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