Clash Royale My teammate with Zap of the year |
- My teammate with Zap of the year
- An E Barb counter that's so good it 3 crowns.
- this skeleton was afraid and was saved
- When someone watches while attacking a clan boat, the right turret's health gets obstructed by the viewer counter. It is very frustrating, I am unable to know if the turret is in spell range or not. Pls fix.
- I should not have won this...
- Strategy never fails
- That guy probably just break his phone right there
- New Ideas: Gem & Emote Chests
- Please help a newbie understanding the lingo
- Probably my closest finish ever
- [ART] Royal troop in battle!
- Rate my deck (Which is better, Dark Prince or Royal Ghost?)
- I hit all three with e wiz
- I’ve noticed an odd interaction between Valkyrie and Dart Goblin. DG stops shooting at Valk because the princess tower shoots one final shot to kill Valk. DG starts walking towards bridge and gets killed before the shot from the PT can get there. Not sure if a bug or just how it’s supposed to be.
- What do you guys think of this golem push, but in reverse.
- [Strategy] Royal Ghost, mechanics, how to use, and counters.
- last second miner made my toes curl
- Any Ideas to counter this deck? My friend uses it cause he’s bad and can’t beat me with other decks.
- Thoughts on my deck?
- Balance Changes Wishlist
- Mini PEKKA just ignored the RG. Has this happened to anyone else?
My teammate with Zap of the year Posted: 20 May 2021 02:21 PM PDT
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An E Barb counter that's so good it 3 crowns. Posted: 20 May 2021 10:14 AM PDT
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this skeleton was afraid and was saved Posted: 20 May 2021 12:44 AM PDT
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Posted: 20 May 2021 11:55 AM PDT
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Posted: 20 May 2021 11:46 AM PDT
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Posted: 20 May 2021 07:03 AM PDT
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That guy probably just break his phone right there Posted: 20 May 2021 03:49 AM PDT
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Posted: 20 May 2021 01:39 PM PDT
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Please help a newbie understanding the lingo Posted: 20 May 2021 04:10 PM PDT At the risk of getting slapped for ignorance; Would this community be so kind as to explain some of your more niche terms that get thrown around regularly? specific terms im looking at are:
I'm new here, please be gentle, I'm just trying to alleviate some of my ignorance and get better. thank you in advance. [link] [comments] | ||
Probably my closest finish ever Posted: 20 May 2021 06:38 PM PDT
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Posted: 20 May 2021 11:28 AM PDT
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Rate my deck (Which is better, Dark Prince or Royal Ghost?) Posted: 20 May 2021 06:46 PM PDT
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Posted: 20 May 2021 11:49 AM PDT
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Posted: 20 May 2021 02:28 PM PDT
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What do you guys think of this golem push, but in reverse. Posted: 20 May 2021 07:53 AM PDT
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[Strategy] Royal Ghost, mechanics, how to use, and counters. Posted: 20 May 2021 11:57 AM PDT Hey guys, today I will be discussing the 3 elixir legendary card, the royal ghost. The royal ghost has medium area damage and health, slow hitspeed and a unique invisibility mechanic. Invisibility: The royal ghost has a unique invisibility mechanic. He spawns invisible and becomes visible as soon as he attacks. Because of this, he is ineffective at tanking, as the enemy tower or troop will ignore the ghost and lock on to the troop behind the ghost. He also cannot be used for kiting, because he spawns invisible. The invisibility mechanic makes him effective at taking out medium hp ranged troops such as musketeer or wizard while taking no unnecessary damage on the way up to the troop. He can also fend off multiple waves from a furnace without taking any damage. Ariel units will ignore the royal ghost when he's invisible. The royal ghost will: One shot: dart goblin, princess, rascal girls Two shot: bomber, archers, firecracker Three shot: wizard, ice wizard, electro wizard, magic archer, musketeer. Four shot: bandit, witch, hunter, fisherman. Note: Spells still affect the royal ghost while invisible, including lightning. An electro spirit and electro dragon's attack will also chain on to the royal ghost while invisible. Area damage also affects him while invisible. How to use: The royal ghost can be used to gain positive elixir trades on squishy units like the ones mentioned above. He is a highly disruptive card to play, usually forcing your opponent to play a card they didn't want to play. However, he also has decent damage output and can be used to cripple heavier units such as mega knight or giant skelly. He has small area damage so can be used against small swarms such as goblin gang. If your opponent places a bad goblin barrel (all the goblins are on one side of your tower),a quickly placed royal ghost can one shot them and your tower will take no damage. When playing against tornado, always place offensive ghosts nearer to the side of the arena, because if your opponent tries to gain a kt activation, the ghost will still get a shot off at the princess tower before being pulled. He can also drift over the river so you can use this to pick off annoying ranged units at the river such as magic archer. Counters: Most mini tanks will make short work of the royal ghost while on your side of the arena. Lumberjack, Valkyrie, dark prince, and knight will all fully counter the ghost and survive for a counter push. Using ranged attackers to counter is unwise as the ghost will take them down quickly. If you have a Tesla on the map, you can "wake" the royal ghost up with a unit in front of the Tesla, such as 1 elixir skellies. Surrounding him with skellies will also fully counter the ghost for a +3 elixir trade. He definitely cannot be ignored, as he will deal a good 1200 damage if left alone. That's all folks, hope you enjoyed. Lemme know in the comments whether you want me to do more card breakdowns like this one! [link] [comments] | ||
last second miner made my toes curl Posted: 20 May 2021 12:26 AM PDT
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Any Ideas to counter this deck? My friend uses it cause he’s bad and can’t beat me with other decks. Posted: 20 May 2021 05:30 PM PDT
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Posted: 20 May 2021 12:04 PM PDT
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Posted: 20 May 2021 01:34 PM PDT Although the newest balance changes are a considerable bit away, at least for the time being, we are left speculating on what the next meta holds. However, here is a wish list of cards and their possible changes for the upcoming balance changes.
Ah yes, the Elite barbarians. Harder, better, faster, stronger; and harderer, betterer, fasterer, and strongerer with Rage. Unsurprisingly to a majority, the nerf that the elite barbarians received was clearly not enough. We have seen deck after deck featuring the versatile meta-shaping attackers, and as the trend predicted, decks using or specifically made to counter elite barbarians became mainstream; including siege such as Mortar, and at a brief early stage, Xbow. It would be in the best interest of the community, and my mental sanity, to nerf the ebarbs into oblivion again. Goodbye, you won't be missed.
Placing much higher in this list, quite possibly from my own personal bias, is Giant Skeleton. While the nerfs to the bomb cards- particularly bomb tower- were necessary, I felt that the nerf to the giant skeleton was a bit over the top. While the big bruiser was given more damage, his bomb was completely taken out of order, more so than it needed to be already. In order to fix this, I suggest that the Giant Skeleton's death damage is increased to change more interactions in its favor, considering that at the moment its 6 elixir investment can be thrown back at it by a golden blob with a smile- namely Heal Spirit, and in addition, Battle Healer.
Although it hasn't been of my own concern, other members of the community I've seen and talked with have found Mother Witch to be an overbearing force. At one point considered to be the worst card in the game, now Mother Witch has gained a position in just about every single archetype aside from Graveyard and Siege, due to Mother Witch's fragility being a firebally. While I have no particular reasoning, I find that a nerf is possibly in order for the card.
The abominable sextuplets have held a very strong sway in the meta since Season 14, you do the math. The triple set of twins have been in several decks variants, including Hog, Loon, Royal Hogs, Bait, 3 Musketeers, Spawners, and pure troop spam. The Royal Recruits are capable of ranged melee, paired with their shields, damage, and taken into account their fireball bait and split lane pressure for consideration, I believe the Royal Recruits are very overlooked in consideration for an overdue nerf. To fix this issue, I would consider one of three options: Completely kill the card Throw it in the closet, stomp it, bring it to the guillotine so-to-speak. However, I find this to be a barbaric and short-sighted answer, considering the card's status before its buff in Season 14. Reduce the amount of recruits Off one of the sextuplets and you have quintuplets. Removing one of the recruits would lead to population control, and less split lane pressure; meaning that the recruits have a more limited presence while being split, and would be comparable to their Barbarian counterpart. Nerf their damage While the buff to their damage increased their presence significantly, I don't believe a slight damage nerf would commit to the opposite effect. being the only shielded, fireball, and split lane card in the game, their unique status would not totally leave them if some if their spears got slightly less pointy. I am not definite in my surety for this change, as the nerf to their damage could completely kill them if it exceeds or is equal to a loss of 8% in damage. I find limiting their numbers would be a better option than nerfing their damage, as the investment for the card would still be in its favor, but less-so in its previous ability to just get played in the back mindlessly. These are only a limited selection of my thoughts on the possible changes and are only from my perspective, I would prefer to hear from others. What do you think will happen? (Apologies for the list, Reddit won't let me edit the numbers). Don't forget to upvote and share! [link] [comments] | ||
Mini PEKKA just ignored the RG. Has this happened to anyone else? Posted: 20 May 2021 06:42 AM PDT
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