Clash Royale So apparently Bandits dash even has invulnerability against OT finish timer |
- So apparently Bandits dash even has invulnerability against OT finish timer
- The elexir golem decided that he would rather fight for me
- TV Royale soon!
- The dart goblin side step added insult to injury
- Deck building help/card synergies
- i was sweating when i saw i had 2 hp
- Can I get some tips on how to play this deck?
- Sorry for the blurryness but I just realized is the Goblin Flipping you off?!?!
- If they use a Mega Knight then make your own skeleton army
- The True Problem with Spell Bait
- The closest shave I will ever have (we won)
- Extremely tired of facing lvl 13 cards when all of mine are 10-11...
- The other side of clan chats, bless this guy ♥️
- Vegeance Spirit(Card Idea)
- Hey i don’t have either of these cards and j don’t know anything about either what shall I pick?
- Lucky win on flying Fishboy and lucky Lightning
- No better feeling
- Watch how many times this executioner (mortally wounded first second) beats death to shoot the game winner
- These two emotes have the same sound. Intresting
So apparently Bandits dash even has invulnerability against OT finish timer Posted: 14 May 2021 07:46 AM PDT
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The elexir golem decided that he would rather fight for me Posted: 14 May 2021 05:57 AM PDT
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Posted: 14 May 2021 05:13 AM PDT
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The dart goblin side step added insult to injury Posted: 14 May 2021 01:58 PM PDT
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Deck building help/card synergies Posted: 14 May 2021 02:37 PM PDT Repost so I could change title Let me preface I am not hating on those that post their decks only trying to help out:) Also those at around 5800 and above will already know these principles so this is mainly to help out those around 5.5k and below who want to improve their game. Most of the comments I see on people's deck suggestion posts is that they need to completely change up their deck or change at least 3 cards in them. So I thought i'd make a list of some popular card synergies as well as must-haves in decks in order for people to understand. These cards aren't required together but it does show some popular synergies that have proven successful: —Goblin barrel/princess: very helpful as the princess can be placed and if she is logged then the goblin barrel can be placed on towers to get massive damage or an elixir advantage —Fisherman/hunter: fisherman can pull and hunter can destroy what is pulled towards fisherman taking out most heavy troops besides air troops, but hunter can take them on. —Ice wizard/baby dragon/tornado: one of my personal favorite trios. The ice wizard can slow down troops while the baby dragon splash damages, and the tornado can bring them all together. They can work independently but work better with tornado. —Golem/night witch: golem in the back supported by night witch behind. Devastating push as bats will constantly be able to spawn as the night witch is defended. —Lava hound/ balloon: same concept as golem night witch but the balloon is being tanked for by the lava hound. —Lumberjack/balloon: lumberjack is already a threat at the bridge, but his dropped rage makes the balloon even more deadly. —Ice golem/ hog rider: ice golem can tank a little for the hog rider and take out skeleton armies and freeze groups like a goblin gang so the hog can wreck. Place the ice golem in front of the hog rider. —Goblin giant/ sparky: the sparky is already 6 elixir, so hes expensive, but the goblin giant provides enough tank and is cheap enough that both can be placed before they reach the bridge and the opponent has to focus on multiple large troops. —Royal recruits/ royal hogs: Royal recruits already spawn at both sides, so placing royal hogs at the middle of the bridge creates multiple pushes of equal numbers of troops. —Elixir golem/battle healer/ electro dragon: overwhelming trio that can be unstoppable when put together if the opponent does not have a big spell to counter them. Dont push in single elixir or the opponent will easily get a free 4 elixir. —Elixir pump/3 musketeers: placing one can bait out a large spell which will give the other great value. —Xbow/tesla: tesla can support and protect the xbow as it shoots the tower. —Electro giant/tornado: the electro giant already zaps those close to him, so using tornado pulls everything close to him so everything gets killed such as a wizards or musketeer. —Miner/wallbreakers: miner first then wallbreakers placed they can quickly take out half a tower if undefended and the opponent has to respond quickly. -Lava Hound/miner: lava hound tanks for miner and when the lava hound splits into pups the miner tanks for the pups. There are many more synergies but these are some very popular ones that can help those struggling to find the right deck. If you use one of the cards mentioned maybe consider using one of its synergies and building cards that work around them. Some mentioned are defensive synergies, so try to use offensive cards that arent too expensive to complete the deck. Some must haves in decks are the following: A win condition: something that directly attacks the tower Spells: either 1 big and 1 small spell or 2 small spells usually but can depend Tank killer/cycle to deal with tanks: mini pekka, prince, pekka sparky, or anything that takes out heavy cards like a golem or giant. Also works with a cycle of inferno towers or cannons Mini tank: knight, valkarie, or cards that can tank for other cards but dont cost too much elixir mainly for defense. Air card: not every deck needs one but it is pretty important to have an air card no matter what it does. Building: again not vital but can be extremely helpful for defense *let me know if i left out any notable synergies and ask any questions i love answering on reddit! **just realized i forgot inferno dragon/mega knight. One supports the other great duo! [link] [comments] | ||
i was sweating when i saw i had 2 hp Posted: 14 May 2021 10:20 AM PDT
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Can I get some tips on how to play this deck? Posted: 14 May 2021 08:42 PM PDT
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Sorry for the blurryness but I just realized is the Goblin Flipping you off?!?! Posted: 14 May 2021 07:21 PM PDT
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If they use a Mega Knight then make your own skeleton army Posted: 14 May 2021 09:07 AM PDT
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The True Problem with Spell Bait Posted: 14 May 2021 02:03 PM PDT More specifically, why hard counters are such a bad thing to have.
"Bait" implies you want it to happen, but no one ever deploys a unit hoping for it to die as quickly as possible. "Spell Bait" only makes sense if there is something to gain, something you can exploit from the death of your units. This being, of course, your opponent's lack of Spells. So how do you exploit it? By playing another card that is weak to the same Spell. Therefore, it is only possible to exploit the death of a unit if you have another one with the same weakness. Therefore, "Spell Bait" only exists when you have multiple cards sharing the same weakness.
But why do Spell Bait decks work? Why is it so beneficial when the opponent lacks the right Spells? Because of how cards are balanced. As we all know, the cards in Spell Bait are hard countered by Spells, they are meant to lose against it. However, since most Spells can be cast everywhere, there is no chance for "Spell Bait cards" to avoid them. They are going to die, every single time.
What problem is that? For the dev team, nothing is more balanced than a card around 50% win rate. However, as long as it still dies to Spells, a "Spell Bait card" will always have a 0/100 matchup hiding in its overall win rates. No matter what, you will have to deal with the 0/100 matchup lurking within. So how did the devs do that? By giving the card a 100/0 matchup. Obviously, this is not the only answer, as you can spread the advantage across the 100+ cards in the game. Still, there has to be an advantage.
So, you can have multiple matchups where the "Spell Bait card" can win without even trying. This when applied to multiple cards can create decks with very polarizing matchups. When something has a hard counter, the only path to balance is for it to be a hard counter against others. This is why you have people complaining about Spell Bait being too strong, while others pointing to its 50% win rate saying it is not.
Spell Bait is too strong, when it faces those without the right Spells. Spell Bait is not strong, when it faces those with the right Spells. This is the problem with Spell Bait, the false balance that hides within, where the game you play is determined by the Spells you have. Good matchup? Bad matchup? None of it matters. After all, it is just 50% win rate, no more, no less.
Thanks for reading. [link] [comments] | ||
The closest shave I will ever have (we won) Posted: 14 May 2021 06:14 PM PDT
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Extremely tired of facing lvl 13 cards when all of mine are 10-11... Posted: 14 May 2021 09:15 AM PDT For context I'm level 11 at 4800 trophies, it is so frustrating to play people at same king or one higher but just get the shit kicked out of me because I can't log their dart goblin or their wizard 3 shots my lumberjack. Does the game not account for average card level when matchmaking? I feel like it should, I would wait longer than 2 seconds to find a match if the card levels were even. What are your thoughts? [link] [comments] | ||
The other side of clan chats, bless this guy ♥️ Posted: 14 May 2021 02:50 PM PDT
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Posted: 14 May 2021 09:13 AM PDT Vegeance Spirit Elixir5 For every kill vegeance spirit increases it's damage by 10, increases it's death damage by 50, decreases it's attack cooldown by 0.1s, every 2 kills increase it's speed to the next tier(Very Slow-->Slow-->Medium-->Fast-->Very Fast) Desc:This spirit is tired of his fellow little brothers sacrificing themselves, it let his rage took over and is now trying to ravage the whole field in hopes to end the sacrifice of his younger bros, the more elixir it consumes the angrier it gets, when it dies it releases all it's inner anger [link] [comments] | ||
Hey i don’t have either of these cards and j don’t know anything about either what shall I pick? Posted: 14 May 2021 10:10 PM PDT
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Lucky win on flying Fishboy and lucky Lightning Posted: 14 May 2021 06:49 AM PDT
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Posted: 14 May 2021 09:48 AM PDT
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Posted: 14 May 2021 09:35 PM PDT
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These two emotes have the same sound. Intresting Posted: 14 May 2021 09:23 PM PDT
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