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    Saturday, May 22, 2021

    Clash Royale My teammate can’t be this stupid

    Clash Royale My teammate can’t be this stupid


    My teammate can’t be this stupid

    Posted: 22 May 2021 12:22 PM PDT

    What a save

    Posted: 22 May 2021 11:36 AM PDT

    My earliest 7k ever! :D (I forgot to take a ss so my friend took it for me)

    Posted: 22 May 2021 02:49 PM PDT

    How is this not a bloon hit?

    Posted: 22 May 2021 08:04 AM PDT

    When will the golem emote be back? I haven’t seen it in shop

    Posted: 22 May 2021 06:50 PM PDT

    Finally after losing 15 games in a row, it worked !!!

    Posted: 22 May 2021 09:30 AM PDT

    Can someone please explain to me what the 3 different levels of star cards do? Level 1, 2, and 3

    Posted: 22 May 2021 12:18 PM PDT

    Towers break at same time during overtime!

    Posted: 22 May 2021 05:37 PM PDT

    Zappie vs Fisherman

    Posted: 22 May 2021 04:42 AM PDT

    At this point I’m just sorry

    Posted: 22 May 2021 04:41 PM PDT

    Holy comeback

    Posted: 22 May 2021 04:15 PM PDT

    Need some deck help

    Posted: 22 May 2021 07:08 PM PDT

    a tier list of all the arena's that i could find their pictures

    Posted: 22 May 2021 12:20 AM PDT

    mother witch needs a nerf

    Posted: 22 May 2021 03:56 PM PDT

    I know that everyone's just gonna respond with "it sucks, you're just bad" so like... don't? I guess, give actual advice besides "ha ha you suck"

    the mother witch is a brainless card, you need no skill to use it, and just for playing a 4 elixir card, you've effectively shut down a third of the cards in the game

    now I'm not saying to nerf it into the ground, but maybe just have it attack slower/do less damage/cost more elixir

    this card has ruined the game for me, I don't want to give up on it yet, but constantly seeing this card is annoying as hell, and I wish it was a bit worse

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

    Gold Rush Suggestion

    Posted: 22 May 2021 12:47 PM PDT

    Give 500 - 1000 gold each win (crowns don't matter).

    Since it's completely unfair to players who play cycle decks and only get 1 crown per game. Meanwhile golem clone pretty much always gets 3 crowns per game.

    1 crown: 25 games to get 10,000 gold

    3 crown (assuming you get 1200 gold for 3 crown): 8.3 games to get 10,000 gold

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

    Could someone please explain the left sparky interaction?

    Posted: 22 May 2021 03:16 PM PDT

    Giant is very underpowered

    Posted: 22 May 2021 09:16 AM PDT

    The classic tutorial card, 5 elixer giant is borderline unusable in it's current state. All of the other beatdown cards COMPLETELY overshadow giant, giant struggles to make it to the tower to do damage and also isn't that great of a tank because of it's relatively low health pool compared to other tanks such as E-giant, Golem, Lavahound etc...

    Giant also has no special ability that can assist it's deck teamates, there are no spear goblins assisting the push, no death explosion, no zapping defenders, no deathspawns, it's just a slow meatsack with not enough health.

    Giant does similar damage per attack to Hog Rider but hog rider is cheaper, faster, and easier to get to the tower aswell.

    We have to ask ourselves this question: Are all of the beatdown cards overpowered or is Giant just weak?

    There are 2 ways to fix Giant in my opinion. 1. Nerf all beatdown cards except Giant. (Which would kinda be ok if the nerfs weren't excessive.) 2. Buff Giant's Damage or Health. (Buffing cards in response to other cards being strong can potentially contribute to powercreep which is bad long term imo.)

    I urge players who see this to try out different giant decks so you can learn just how unviable it is.

    submitted by /u/The_Mini_Giant
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    thought id try making a teaser for a clash royal montage lmao

    Posted: 22 May 2021 01:33 PM PDT

    Some Thoughts on Beatdown

    Posted: 22 May 2021 09:58 AM PDT

    On Skill

    There is a simple reason why Beatdown takes less skill than other archetypes:

    Offense.

    Beatdown is not skill-less, Offense is.

    How much skill is there in playing Hog Riders at the river?

    How much skill is there in playing Graveyards on the tower?

    How much skill is there in playing Xbows at the bridge?

    Not much.

    This has nothing to do with the units themselves of course, but with how Offense works in the game.

    In Clash Royale, you lose control of your units once they are deployed, this means everything that happens afterwards is done automatically.

    Therefore, as the attacking player, you only need to deploy the units and let them do their job.

    There is less emphasis about positioning and timing, because you cannot do those anyway.

    Instead, it is more about counting elixir and card cycles, things you cannot see with your own eyes.

    So, Beatdown, as an archetype that is all about Offense often reflects this.

    After all, there is no point in exploring all the fancy ways you can position your cards. Just place tanks at the front, supports at the back, works everytime.

    So, in reality, Beatdown focuses on skills invisible to the untrained eye, things you would not spot until you know how the game works.

    In other words, there is only one type of players that unironically believes Beatdown takes no skill.

    On Golem First Play

    There has been a trend of Beatdown players starting matches with tanks in the back.

    This, again, has something to do with how Clash Royale is designed.

    On ladder, the only way to go higher is to gain more trophies, the only way to gain more trophies is to win.

    However, it is not just about winning individual matches, but also winning more matches overall.

    So, the true way to gain more trophies is to maintain an overall win rate higher than 50%.

    This then relates to the rise of RPS in the game.

    For the pass few years, we have seen many RPS decks being created, Golem Clone, LavaLoon, Elixir Golem Rage etc.

    What these decks have in common is that they win hard and lose hard. Their matchups are usually so extreme that skill has little significance in matches.

    So, for an RPS deck, the only way to win is to get a good matchup.

    So, instead of trying to outplay counters, RPS deck players should just throw the match, find another one, and hope for a good matchup.

    So, it is an objectively good play for RPS deck players to end matches as quick as possible, in order to play more matches.

    The more matches they play, the more good matchups they can face.

    As long as they face more good matchups than bad ones, they will have an overall win rate higher than 50%, and thus gain more trophies.

    Playstyles like this can only ever work on ladder, as there are no limits to how many matches you can play and how many losses can you have.

    This is created from a combination of Ladder systems and RPS in decks. It will always happen as long as the environment benefits it.

    In other words, Golem first play is an evolutionary trait created by the natural selection of Ladder.

    On Electro Giant

    Electro Giant IS Beatdown,

    ...for now.

    The slow speed, the building target, the high hitpoints. All of these makes it perfect for a Beatdown playstyle.

    However, there is one trait that truly seperates it from other traditional Beatdown tanks: its reflect damage.

    Unlike many other win conditions, Electro Giant can actively not really, but you get the point damage defending units.

    It can therefore threaten towers and taking on defending units by themselves, something traditional win conditions like Giant and Hog Rider can never do.

    In the words of u/Mew_Pur_Pur, Electro Giant is a "tank with built-in support", perhaps the best way to describe the unit.

    This "tank+support" trait allows Electro Giant decks to save a card slot for other roles instead of adding another support card.

    This in turn allows new opportunities in deckbuilding, making Electro Giant decks act quite differently from traditional Beatdown decks.

    In fact, "tank with built-in support" type cards have long existed, in the likes of Goblin Giant and Ram Rider.

    What I see in these win conditions is the potential for a new archetype, something that changes the way we build our decks.

    When the right card is finally added, we could see Electro Giant and other "tanks with their own support" create a new archetype, something born out of Beatdown, but come into its own.

    After all, Battle Ram was Control until Bandit came along.

    Conclusion

    There is much more to Beatdown than people give credit for, and more to explore.

    In fact, all these sections can be expanded into their own topics.

    Still, there are many interesting aspects of Beatdown.

    For example, the subtle but significant differences in Beatdown variations, how Beatdown and Bridgespam are secretly the same, more and more.

    For now, this is where it ends.

     

    Thanks for reading.

    submitted by /u/Jake_Rowley
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    What is the fastest ways to get gems?

    Posted: 22 May 2021 04:52 PM PDT

    I mainly want to use the gems for classic challenges or grand challenges because playing ladder is too tiring. Soo, do you have any tips or tricks to get gems faster? Thanks!

    submitted by /u/revolutionarydayh
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    Good decks for the upcoming rage tourney?

    Posted: 22 May 2021 06:57 PM PDT

    I really need to do well since I need the gold. My usual ladder deck is the electro giant splash-nado but I've heard there are some decks that are just outright broken in rage challenge, if you know any please let me know!

    submitted by /u/AffluentWeevil1
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    11 elixir down the drain

    Posted: 22 May 2021 01:51 AM PDT

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