Clash Royale Remember kids, always carry a spell! |
- Remember kids, always carry a spell!
- How to activate King Tower with the Electro Wizard
- Why You Keep Facing Overleveled cards
- Got a legendary wild card.... thanks Supercell for the empty legendary chest
- [Strategy] Archetypes: Beatdown
- PLEASE CHANGE Free Pass Tier 35 Reward
- Doesn’t mean it’s a good deck
- Why am I getting a notification badge?
- Had both my towers down, 10 hp on my king tower, and well...
- It's still possible to get ties iGuess
- The Hog Rider gave everything on the second hit
- Giant Skeleton Re-Rework
- i tried to make x-bow cycle but then it derailed into this,can’t argue with the results though
- Matchup Guide: X-Bow vs Golem
- Wtf how was this possible
- My sweetest victory yet
- How is my deck?
- Card idea Larry
- The matchmaking in this game is horrible
- Is this a good deck that i should invest in?
- New Card Idea: Sprout Spirit
- PSA: Don't donate too many cards. That can be a serious problem.
- My biggest value rocket yet
Remember kids, always carry a spell! Posted: 16 May 2021 12:31 PM PDT
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How to activate King Tower with the Electro Wizard Posted: 16 May 2021 01:37 PM PDT
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Why You Keep Facing Overleveled cards Posted: 16 May 2021 07:27 PM PDT
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Got a legendary wild card.... thanks Supercell for the empty legendary chest Posted: 16 May 2021 12:38 PM PDT
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[Strategy] Archetypes: Beatdown Posted: 16 May 2021 02:02 PM PDT What's up guys. HR here. Today we will be going over the Beatdown archetype. This archetype revolves around making a big push by making an investment in elixir with a tank in the back. I hope you guys enjoy. What cards are in beatdown decks that make it work?There is always one card "type" which is in a beatdown deck that will always be very similar. Every beatdown deck has a slow, very high HP tank as their win condition. This is what allows the player to make an elixir investment where you can stack up units and get a big push going. Generally, many beatdown decks from here will look very different. This is because every beatdown tank has different attributes which allow them to better work with specific cards. Let's go over all the tanks and see what cards support them best: GolemThe Golem is a very high Hit point card which has okay DPS and takes a high 8 elixir to deploy. Because it has the highest HPPE and overall HP in the game, it works very well with rather weak cards that deal high DPS very quickly. The most common card that pairs with it is the Night Witch. She can die to log + fireball or lightning; however, her bats multiply quickly and if you have ever seen more than 3 bats attacking a card, you may know their DPS multiplies like crazy. As long as the Night Witch is alive, there is going to be some high DPS all over the place. He also pairs well with the LumberJack and the Skeleton Dragons, as the LumberJack is a High DPS card and the Skeleton Dragons are Medium DPS splashers. The Goblin Cage can also substitute for the LumberJack because it still costs four elixir and has a decent DPS. GiantThe Giant is a 5 elixir, somewhat beefy tank, though not quite as beefy as the Golem. However being 5 elixir, it's much easier to place more stable cards, such as Sparky or Prince behind. He pairs well with both of these two cards because of the fact that they can survive on the other side of the board for a bit longer in comparison to say, a night witch, but both are a little more elixir, so it's easier to sneak them behind a Giant rather than a Golem. The cards in this beatdown deck are sometimes more spell resistant than in Golem, but Your push may die easier to a a strong defense such as a PEKKA or an inferno, so be sure that you know how to properly get around their big tank busters. Electro GiantA sort of… strange "beatdown" win condition in my opinion. As opposed to banking your DPS on support troops behind him, this tank is pretty well at dealing high DPS to cards that targets it. That means if you can "control" the opponent's defense, you can effectively get a connection with just the electro Giant and deal enough DPS to take the tower off of that alone. Cards like Ice Wizard, Baby Dragon, and Tornado all accompany the electro Giant with the sole intent on having the E-Giant healthy and within the backpack's range of the tower With most of your troops being good on defense, you can hold on till double elixir before playing E-Giant. In the hands of a good player who knows their macro game plan they will be able to defend properly and stack a huge elixir advantage before playing the Electro Giant. Lava HoundThis card is the highest HP areal card and has mostly flying based beatdown decks. She costs 7 elixir, and often will have 3-4 elixir troops behind her, with the exception of balloon, which she pairs well with due to the balloon having good enough health to tank for the lava pups that fall when she dies. She is IMO the only tank which you can play with no significant elixir advantage in single elixir due to her nature of her flying making the push less likely to be defended and making the investment worthwhile in the long run regardless of when you do it. This still means that you must be sure to make positive elixir trades and invest properly, just know that your push may have a minor advantage over other beatdown pushes in reaching the tower. Goblin GiantThis card is known for his spear goblins on his back and his Medium speed, unlike his any of his counter parts with a slow speed. His medium speed makes him a little hard to make a "big" push with; however, it does allow him to be more lethal as a tank itself. He costs 6 elixir so you are able to sneak one 6 cost card and maybe a couple 3-4 cost cards behind and that's about it His fast speed and synergy with the low hit speed sparky actually makes many decks he's in one of the few with the solo 2 elixir rage spell. It gives him a high chance to quickly get on tower and gives the sparky a chance to let off a massive shot in the right scenarios. A couple examples of famous beatdown decks:Ignoring the screams and barfing of any X-bow player within an earth's radius, I'm gonna go out and say it anyways: this deck's skill requirement is entirely under-rated by many. 8 elixir is a heavy investment, especially since it's useless to you for a good 15 seconds while it slowly walks towards the tower. Most of the time, you will want to defend with this deck in single elixir time. Use your Lumberjack, nado, BBD, and Mega Minion to stop all the damage you possibly can before double elixir. During this single elixir "defense" time, try to get positive elixir trades. If you can get a big one for double, that's great. If you get a big one of 5+, most likely in Mid-ladder matchups, you can go Golem in the back middle to late single elixir. When double elixir hits, you can play a Golem more flexibly, and that's when your elixir counting and positive elixir trades finally pay off in a major push. Giant Double Prince is another great example of how a beatdown deck is structured and works. It's been around for a long time and similar to Golem, you first start by playing passive. For this deck, you can also use the Miner to try to chip away at the side that you want to kill but it's not mandatory. Otherwise defend with Dark Prince, Electro Wizard, and Mega Minion as necessary. In double elixir, play Giant in the back and play prince right behind, so that it gets slowed down by the Giant. Play Dark Prince and Electro Wizard. Spell away their defensive cards and when the Giant is about to die, play a Miner to give extra HP to the potentially low HP princes so that they can still connect to tower. Thanks for reading! HR [link] [comments] | ||
PLEASE CHANGE Free Pass Tier 35 Reward Posted: 16 May 2021 11:22 AM PDT For two out of two seasons, the tier 35 reward of the Free Pass has been a COMMON Book of Cards. I'm not sure what Supercell had intended originally with this tier's reward, but by the looks of it, it's just a common rarity book constantly? I strongly feel as though this book should be rotated between different rarities every season. Not everyone cares to upgrade common cards, and quite a few that have all of the common cards maxed have almost no use for it (until a new card comes out). If it doesn't ever change, season after season we will just be immediately cashing this book for gems, and that's not very interesting or effective at compelling people to keep playing. Additionally, just completely neglecting the other rarities, and instead, having it only be the common rarity generally seems awkward and random. It doesn't really make sense to single it out and spam it to players consistently without giving any attention to the other three rarities in the game. A different rarity book every season, (or at least every few seasons) would be a much better system to have, and it certainly wouldn't be game-breaking. Please let me know your thoughts on this! Thanks! [link] [comments] | ||
Posted: 16 May 2021 04:38 PM PDT
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Why am I getting a notification badge? Posted: 16 May 2021 04:59 PM PDT
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Had both my towers down, 10 hp on my king tower, and well... Posted: 15 May 2021 09:56 PM PDT
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It's still possible to get ties iGuess Posted: 16 May 2021 08:48 PM PDT
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The Hog Rider gave everything on the second hit Posted: 16 May 2021 09:15 AM PDT
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Posted: 16 May 2021 08:25 PM PDT Okay, sorry this is a bit late as the Giant Skeleton rework was a while ago, but here goes: Giant Skeleton was kind of ruined. It used to have the bomb as a major threat, that was its gimmick that separated it from other tanks. However, in response to the bomb being used as a very easy defensive maneuver, it was nerfed to double standard damage but half bomb damage. Now, instead of Giant Skeleton having its own strategy and gimmick, it is just another tank. However, I think I have a way to make it have its gimmick back, and not be viable defensively: reverse Spell damage. Let me explain. Spells were designed to get value off troops; the game punishes you with a bad elixir trade and low damage if you use spells to attack towers. However, the GS was made to do the opposite, being near useless against troops but severely punishing to let it get to your tower. What if we take the spell route and make the bomb do very high damage against crown towers, but low damage to troops? Just have the stats be: Damage- 200 or something, Crown Tower Damage- 1000 or something. This system of decreased damage is already coded and in the game, and this would make a good solution to the GS, making it bad against troops and deadly against crown towers. Thoughts? [link] [comments] | ||
i tried to make x-bow cycle but then it derailed into this,can’t argue with the results though Posted: 16 May 2021 11:21 AM PDT
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Posted: 16 May 2021 08:48 AM PDT Here's a This matchup is extremely tricky because you need a good damage buffer after single or else you lose, because golem basically becomes a cycle deck in double- you can't break through unless they do something stupid. Single Elixir The first thing to do is to recognize that they have golem. A good thing to drill into your mind is to immediately xbow opposite lane when they night witch in the back (don't even think about it) because night witch is basically only played with golem. Even if it's egolem rage or mega knight graveyard, xbow opp lane in response to nw in the back is always a good move. The other thing is if they cycle ice wizard and goblin cage. After this, you know it's going to either be egiant, golem, or graveyard. Against all matchups it is a good idea to xbow opposite lane in response to a 4-elixir investment. What I like to do here is start cycling knight in the back instead of archers- most of the time, you're taught to cycle archers but this is an exception because knight in the back forces out a response and archers are very important for defense for all of egiant, golem, and graveyard. If this forces out a 4-elixir response, immediately xbow opposite. If they instead choose to barb barrel the knight or goblin cage it, I archers both in same lane which will also force out a response. As soon as a 4-elixir response is played in response to your attempts to bait out a 4-elixir response, xbow opposite lane. Or, if they cycle lumberjack and mega minion, you know that it's golem. The important thing is to try to bait out 4 elixir responses to allow you to xbow. One tricky thing to deal with is if they ebarbs the bridge in response to your xbow. Log skeletons ice spirit, with knight if needed, is typically enough to deal with the ebarbs. However, don't overspend, and if they barb barrel as well on your xbow after that your xbow is as good as dead. Don't overcommit to offensive xbows, if you play correctly you will get 2 tries in single for a solid lock. When you do lock, get damage but do not overspend. If they overspend, then you can let it go and play another xbow. Do not overspend in response to their overspend because you will get more damage with a fresh xbow rather than defending that xbow to the teeth. You're going to be looking for about a 600-800 damage lead at tournament standard or a 1000+ damage lead on ladder. Also remember spell cycle ranges for both standards- 488 at tournament standard, and 710 on ladder, means that the tower is within range of 2 fb 2 log cycle. If you're lucky enough to get the tower down that low at any point within the match, finish the defense of the current push and spell cycle. They will be forced to play awkward bridge spam that will eventually peter out, giving you space to cycle the needed fb logs on tower. One word that is worth mentioning is what to do in case they decide to golem in single. Don't xbow opposite lane, they will tower trade. Instead, pretesla and defend, and then xbow. This holds true in the case of a golem first play too (but if you get starting handed, you're kinda screwed). Defense is discussed in the section below. Double/Triple Elixir In double and triple, it is all about the defense. However, if they play a bad golem that allows you to xbow opposite (e.g. golem in the back or close to the princess tower), then xbow opposite lane (it's double, you can afford to do this now because you will be able to defend without tower trading). Golem Defense: Pretesla first 4 tiles from the river in response to golem in the back. Cycle archers in the back corner. In response to a night witch, it is an instant fireball log espirit to get rid of it. Some may ask, isn't that a -3 trade? It is, but without the night witch in the equation your knight, archers, and tesla will get so much more value without the bats and the night witch chipping away at their health. Odds are, you're going to hit at least the golem with the fb log espirit as well, and more than like you will hit a baby dragon, lumberjack, or goblin brawler, so you will be fine. You will be back to a second tesla and archers if they nado your archers or lightning your tesla, so you can play those as needed (however try to avoid that). The second set of archers I like to play more inside rather than the edge and the second tesla should pull golem closer to other lane. A lot of it is just intuition- after defending a couple dozen golem pushes, you'll get good at it, practice makes perfect. If they're smart and golem middle every time, then you will not be able to break through. Defend for the rest of the game and spell cycle as needed. Try to take as little damage as possible per push, maybe 200-300 damage at most, and cycle logs when you can get a spare moment. If you're really desperate and must get an xbow lock, xbow opposite lane far side and then log the golem to the side hopefully get a lock. It doesn't work often, but it's likely your last chance if you're down damage in double/triple. Thanks for coming to my TED talk on how to beat golem with 3.0 [link] [comments] | ||
Posted: 16 May 2021 07:40 PM PDT
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Posted: 16 May 2021 09:07 PM PDT
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Posted: 16 May 2021 06:17 PM PDT
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Posted: 16 May 2021 07:09 PM PDT I think it would be really cool to have a meme card Larry it would be legendary it would look like a skeleton wearing a crown it would be a normal skeleton but the thing is it costs 0 elixir can't be cloned or use mirror on it and it's a single skeleton [link] [comments] | ||
The matchmaking in this game is horrible Posted: 16 May 2021 02:39 PM PDT I'm a new king 10, just got it about a week ago. i have an average level of 8-10 on the cards i use, so i'm basically just king 9 card-level wise. however, i go against king 11s who have level 13 e-barbs and inferno dragon when i could go against king 10s like myself. i'm not sure if there's a reason for this other than to have more matchmaking options, if there is please tell me. [link] [comments] | ||
Is this a good deck that i should invest in? Posted: 16 May 2021 02:01 PM PDT
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Posted: 16 May 2021 11:48 AM PDT The Sprout Spirit is a card that changes based on the elixer you spend on it. It is a legendary card. That costs 1-10 elixir. each increase after 2 elixir is +36%. 1 elixir: if you spend 1 elixir it will act as a regular spirit troop, same health and range as an ice spirit. When it jumps it lands and plants an area of bramble bushes that slow and damage enemies over 3 seconds. Damage: 75x3 Ground Only Slow: 35% Radius: 1.5. 2-3 Elixir: If you spend 2 or 3 elixir the sprout spirit acts more like an archer, it shoots thorns from a distance . (3 elixir gives the spirit health and damage(+36%)) Health: 275 (375 for 3 elixir) Damage: 75 (102 for 3 elixir) Range: 5 Hit speed: 1.2 sec DPS: 62.5 (85 at 3 elixir) Air and Ground 4-5 Elixir; If you spend 4 or 5 elixir the spirit acts more like Sprout from BS. It will lob an explosive seed that deals area damage,(5 elixir has buffed stats) Health: 510 (696 for 5 elixir) Damage: 139 (189 for 5 elixir) Range: 6 Radius:1 Hit speed:1.2 DPS: 115 (158 at 5 elixir) Air and Ground: 6-7 Elixir: Spending 6 or 7 elixir gives you a melee tank that swings the log's second cousin. Health: 947 (1287 for 7 elixir) Range: Melee long Damage: 257 (350 at 7 elixir) Hit Speed: 1.2 Sec DPS: 214 (291 at 7) Movement Speed: Fast 8-9 Elixir: This turns the once weak spirit into a tank with its eyes set on the target. It still carries the log, but swings it with gusto splashing a thin area of targets in front of it. Health: 1750 (2380 at 8 elixir) Damage: 476 (647 at8 elixir) Range: 3 tiles, 1.5 tile wide splash width Speed: Slow Attack Speed: 2.4 sec DPS: 198 (281 at 8) 10 Elixir This beast only attacks buildings, it hits hard and slowly swings the log like a baseball bat when it dies its spirit gives one last hurrah (releases a 1 elixir group spirit.) Health: 3237 Damage: 880 Range: 3 tiles Splash: 3 tiles(arc) Attack Speed:3.6 sec DPS: 244 Movement Speed: slow By double tapping on the card when in your deck you can lock the card at a specific cost. This can occur in and out of battle allowing you to change your Strategy accordingly. DISCLAIMER: This is based on an old concept of mine. I understand the numbers are crazy, they are just placeholders,the point of the card idea is mechanical not to be put in as it is with these stats. This is also very complex for a game like CR, its essentially 6 cards in one- balancing would be a nightmare. They could make it so it takes up more than one card slot in the deck. But having a card that increases based on the elixer cost would be a great addition, even if it's something as simple as a 10% increase per elixir spent. [link] [comments] | ||
PSA: Don't donate too many cards. That can be a serious problem. Posted: 16 May 2021 07:55 PM PDT I just donate every card if I can, and now I'm at lvl12 king tower and half of the opponents I encounter on the ladder are lvl 13, meanwhile 80% of my cards are below level 10 and due to the fact that I don't "main" a deck, my card levels are evenly distributed (and frequently used cards are even at lower level because they are more likely to be donated) So now I just get obliterated by every opponent on the ladder because my cards are too underleveled. Only the ones I can have a match with is level 11 towers, but like half of them main a deck and their decks are almost maxed. Soooo, looks like my account is screwed :/ just take this as a lesson and don't donate too many cards I guess [link] [comments] | ||
Posted: 16 May 2021 12:55 AM PDT
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