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    Tuesday, August 17, 2021

    Clash Royale No words😂

    Clash Royale No words��


    No words��

    Posted: 17 Aug 2021 02:40 PM PDT

    How to fully counter baby D with snowball

    Posted: 16 Aug 2021 11:34 PM PDT

    Just for curiosity , I don't understand this tip can anyone explain?

    Posted: 17 Aug 2021 08:05 AM PDT

    I used to think Geometry would never help me in life

    Posted: 17 Aug 2021 12:07 PM PDT

    How?

    Posted: 17 Aug 2021 05:07 AM PDT

    I’ve never seen a princess survive across the bridge before

    Posted: 17 Aug 2021 07:52 PM PDT

    I think this is what supercell intended with this challenge

    Posted: 17 Aug 2021 04:33 AM PDT

    Oh no you DON’T!

    Posted: 17 Aug 2021 01:49 PM PDT

    Why Wizard Rules Mid Ladder

    Posted: 17 Aug 2021 10:35 AM PDT

    When it comes to Wizard and Mid Ladder, some would ask:

    Why do Mid Ladder players want to use Wizard?

    They try to explain why Wizard looks attractive to the eyes of a mid ladder player, they try to explain things on a personal level.

    This brings no answers, because Wizards usage in mid ladder is not a simple result of the players' decisions.

    So instead, they should ask:

    Why does Mid Ladder choose Wizard?

    Answer

    For mid ladder, there is one defining trait within its playerbase:

    Skill, more specifically, lack thereof.

    Mid ladder players are terrible at the game.

    They lack knowledge of advanced tactics and generally have no idea about what they are doing beyond the surface.

    This is beneficial for Wizard because it heavily punishes misplays of any kind.

    For example:

    1. Bad unit placement

    Mid ladder players tend to stack units on Offense.

    2. Bad card counting

    Mid ladder players tend to play cards without counting what the opponents' card cycle.

    3. Bad deck composition

    Mid ladder players tend to not carry big Spells, or have too many close range units.

    Mistakes like this are common in mid ladder, giving Wizard more chances to gain value.

    As Wizard gets more chances to gain value, it is boosted up in usage and win rates alike.

    Conclusion

    Wizard dominates mid ladder because of the opponents' lack of skill.

    It has less to do with the choices of individual players, but more with their shared traits.

    Players do not choose the meta, the meta chooses the players.

     

    That is all.

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

    New Idea: Wizard & Musketeer Balancing 2021 !!!

    Posted: 17 Aug 2021 01:27 AM PDT

    Countering a golbinbarrel with a ... golbinbarrel?

    Posted: 17 Aug 2021 04:47 AM PDT

    Could we get a better way of organizing the emotes that are not our main 8? I have some that I'd like to use as 9th or 10th and they are on the third page. Have to slide 2 times to get to them

    Posted: 17 Aug 2021 12:34 PM PDT

    horrible, disgusting frame-perfect clone bug

    Posted: 17 Aug 2021 07:08 PM PDT

    New idea for a new card

    Posted: 17 Aug 2021 12:07 PM PDT

    Now that’s log value

    Posted: 17 Aug 2021 03:13 PM PDT

    How can I improve this other than leveling up. Having trouble with pekka and mega knight

    Posted: 17 Aug 2021 02:36 AM PDT

    You will never guess what do these cards have in common (you can ignore the mirror, Zap and Fire ball, cuz I tried to play with this deck)

    Posted: 17 Aug 2021 02:07 PM PDT

    Blocking the loon + freeze 6 times in a game!

    Posted: 17 Aug 2021 11:55 AM PDT

    Both ranked 49 you say ��

    Posted: 17 Aug 2021 08:31 AM PDT

    Only OGs Know Why They Shouldn't Eat Double Trouble Gum While Running Or Blowing Darts : Unless They've Had Years Of Didgeridoo Lessons

    Posted: 17 Aug 2021 08:43 PM PDT

    Petition to supercell to make 1v1 practice mode a permanent game mode!

    Posted: 17 Aug 2021 03:00 AM PDT

    I would play the game a lot more and enjoy it more if the 1v1 practice mode that sometimes pops up in the party tab would be a permanent game mode, I have a deck that I'm just not comfortable playing on lader, but I do enjoy playing 1v1s. I don't like all the weird modefiers that other game modes provide, but would still like to play the game without having to worry about trophies.

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

    Semi-effort post: An anti-mid ladder deck

    Posted: 17 Aug 2021 09:30 AM PDT

    After losing to the 50th beatdown "genius" using golem megaknight wizard, I decided to spend some time to design a deck specifically designed to counter and win against midladder decks. The cards consist of:

    Lightning, pekka, inferno tower, ice wizard, electro wizard, cannon cart, arrows, and goblin drill

    Lightning: Midladder decks always seem to run at least 2 lightningable cards which are placed behind some beefy tank. Lightning allows you to shut this down either before their tank is placed(at the tower), or after they've overcommited a second card that will die to lightning(as you've probably seen, midladder players love doing this)

    Pekka: This is your first tank killer. Pair this with your ice wiz, electro wiz, or cannon cart and you should be able to shut down most ground offensives.

    Inferno tower: Most midladder decks tend to run two-three win conditions/tanks. Because of this, having inferno tower(in combination with pekka) is key. As with pekka, running any of your 3 ranged cards should be able to stop most pushes(main difference is this can also stop air).

    Ice wizard: Ice wizard is an amazing defensive card that on it's own, can stop most cheap counter-attacks/pushes. I've already mentioned how it pairs really well with pekka/inferno tower.

    Electro wizard: This serves a similar role to ice wizard, but with a few key differences. Firstly, it can be used as a backup swarm killer if arrows is out of rotation, and secondly, if you know your oppenent is using sparky or inferno drag often in their pushes, this card is key. The counter method should be relatively straightforward so I won't go into it.

    Cannon cart: Cannon cart serves as your mini tank/secondary dps. If you don't have the elixer for a pekka/inferno + wiz, then use this instead. Cannon cart also does serve as a secondary win condition, which I will go into later.

    Arrows: This card can be replacable with another light spell. I personally chose arrows as it does a good job taking out lighter support troops(princess, dart gob, firecracker), while still being able to deal with bats and minion horde.

    Goblin drill: I chose this as the primary win condition for 2 reasons. Firstly, it's relatively cheap and can constantly chip away at your opponents tower(doesn't get fully countered by spirits or spells). Secondly, goblin drill pairs very well with any card that survived a defense. Having a drill tank for a ice wiz/electro wiz usually means that your opponent will either have to overcommit to a defense, or just tank for the drill and take chip damage from the wiz. However, this is especially true with cannon cart. A connected cannon cart is extremely threatening, and this is doubly so when it's being tanked by a goblin gang. Since your cannon cart is often coming from a successful defense, the opponent likely won't have enough elixer to counter both the cannon cart and the drill(at least not very effectively). Because of this, your opponent is forced to choose, leading to good damage to their tower.

    I've found a lot of success with this deck, so hopefully you guys give it a try.

    submitted by /u/UnfortunateTuesday
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