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Found 206 results

  1. submitted by /u/Blackangel466 [link] [comments] View the full article
  2. submitted by /u/Jagermeister4 [link] [comments] View the full article
  3. Hello, guys it’s H_R here with another single card strategy post. In this post, we have the bats. The bats are 5 very weak but fast troops that are able to effectively take out unsupported small attacks, both on the ground and in the skies. I hope you guys enjoy and if there are any other cards that you would like to see broken down then please feel free to comment down below. With that said, let’s get right into it. Stats lvl 9 Elixir: 2 Rarity: Common Arena: Frozen Peak Damage: 67 Hit points: 67 Hitspeed: 1.1 sec DPS: 60 Targets: Air&ground Range: Melee medium Speed: fast Mass: 1 Synergy: Miner: The synergies pretty simple. Bats are pretty weak but are easily able to still lots of damage when tanked for and the miner is a really good tank for cards just like this. You can use this either in a counter push or as a rush attack when they don’t have elixir. Ground troops: The synergy works pretty effectively defensively against a lot of small pushes even if supported by a area of affect unit such as a wizard or a baby dragon. The ground troop which will probably be something like a knight will be able to tank for the bats and allow them to deal damage very quickly. Also, this is a pretty cheap combo so you can certainly get positive elixir trades off of this. Various effective decks this card is featured in: Miner SB: This deck uses the bats as a great air defense and a threatening punishment when paired with the miner. I’ll mention the miner bats combo quite a bit in this post. Miner Wall Breakers: You either love it or you hate it. Miner wall breakers emerged nearing season 7 and was quite popular during season 8. It was one of few cheaper miner decks that was able to survive the season 9 nerf, and still is a popular meta deck. As mentioned above, the bats are used as air&ground defense and a great punishment when Wall Breakers aren’t in hand. Hog EQ cycle: This deck uses the bats very defensively and for a great positive elixir trade. Since most cards in this deck have a rather lacking air ability, the bats are crucial to decks like this. How to use Bats are very weak flying troops that have decent DPS when there are enough of them. They spawn in a pentagon formation, with three in the back, and two up front, and the middle one in the back is farther back than the other two. You will mostly use this card defensively, since they are quite weak alone but can deal lots of damage to poorly supported troops. For example, if your opponent is attempting to go in with a balloon, and they don’t have the elixir to support it, you can simply use bats and that will net you a positive elixir trade for just the death bomb, which is damage you can afford assuming your tower is still somewhat healthy. Because they are so fast, no card in the game is able to simply out pace and get away from them. Hog Riders can be countered for a positive elixir trade and they will only get one hit on your tower if placed near the middle of the lane and not on top. This will allow the bats to only require small adjustments before they can continue chewing away at the Hog. Ok, you get it. It can counter medium to high health units quite easily when unguarded. But it’s not like every balloon sent is going to be unguarded. What if say a splash unit joins their attack/counter push? When this happens, as mentioned before, a great synergy with the bats are medium sized, cheapish ground units, including knight, Ice Golem, even Mini PEKKA. The MP in fact is even better since if they send in say a wizard, the mini pekka won’t just block the attack, but also take out the unit and for a positive elixir trade. Here’s a second great reason as to why the bats are so good defensively: low spells. If the opponent is going to get a positive elixir trade and force out more elixir for either pressure or defending small assaults, then they are definitely going to use their zap to take out those bats. That when you will be able to use your zap risk cards, such as sparky, without that risk of the zap making everything go awry for you. Offensively, because they are weak, it will be hard to get them to the tower consistently. However, as mentioned in the synergy part, one of the best cards that pair with bats is miner. If you just countered a high cost unit using bats, play your miner at the tower and force a small counter push to at least force even more elixir out of them. All for the 2 elixir bats! Use/Win Rates: thoughts on how popular is in the current meta game. Miner wall breakers, as mentioned numerous times in these posts and in this post a few times as well, is a great cycle meta deck that features bats as a areal support and as a punishment paired with the miner. Along with this, they are featured in many other cheap meta decks as the central air unit. A clear as day 24% use rate is certainly means for a look at for maybe a slight nerf? Or is it other synergies that make the bats look more magnified in use and win rates than should be? What are your thoughts on bats in the current meta? Countering The bats can be countered completely using spells, such as zap and arrows. Everything except for log and EQ works, although also use your brain when countering bats. If they come in completely alone, then don’t do anything; the towers can take it out by itself for a positive elixir trade. If you don’t feel comfortable using spells as mentioned above, it’s kind of hard for such low health units to survive a big beatdown push, especially when you bring in cards such as the wizard, baby dragon, or which. Conclusion 2 elixir bats are a menace in the sky who’s speed and low elixir make them a great card against fast cheap ground assaults. Their low health but high DPS die to high numbers make them great zap bait, and overall an effective and great card in the current meta. And, once again, if you enjoyed this post, feel free to comment down below other cards that you would like to see. We already have minion horde reserved for the next post, so after minion horde, what else would you like to see? Thanks for reading HR submitted by /u/Huffelpuff__rainbow [link] [comments]View the full article
  4. submitted by /u/LankyWarthog49 [link] [comments] View the full article
  5. https://imgur.com/a/UoyMjsS Meet the spell that turns your foes into solid rock This spell works like a mini freeze that's dedicated to anti air, on it's own it doesn't stop Baby Dragon, Balloon etc, however if paired with powerful antiground(Sparky, Pekka, etc) it can be used to stop Lava Loon and may other air combos. If your foe doesn't have air cards(or any air card stronger than minions) it functions as a mini freeze(This card doesn't outclass freeze, since freeze for +1 or 25% more elixir stops foes for more than twice the time) submitted by /u/Redditdude9292 [link] [comments]View the full article
  6. submitted by /u/SouPlane [link] [comments] View the full article
  7. Submitted By: Soul Crusher Watch Now: Clash Royale: NEW CARD NEW SEASON TV Royale
  8. submitted by /u/Sayhow124 [link] [comments] View the full article
  9. Hello, and welcome to another post of mine! I am TheRandonOne, and today I'm gonna be elaborating on how cards can be upgraded without any inconsistencies, and rounding, based on /u/JCorby17's Standardization Movement Post. This post is essentially an extension of /u/JCorby17's Standardization Movement post, so please be sure to check that out first. It's worth every second to read it. https://www.reddit.com/r/ClashRoyale/comments/grmmqh/effort_post_the_standardization_movement_what_it/ Now with that out of the way, let's jump right in! Introduction In the Standardization post made by Corby, he elaborated, and expanded upon the idea of standardizing nearly every single aspect of every card, which included Hitpoints, Damage, First Hit, Hitspeed and so on, which could make stats cleaner, and interactions more consistent, along with other benefits. However, there was one teensy tiny problem regarding the implementation of the norm: The Upgrade Levels. The current upgrading system relies on percentages in order to raise a card's HP, Damage, or any other stat that is upgradable. And when you cards to have the same stats with different rarities, that can be difficult to achieve. This is what we're going to elaborate upon today. The Upgrade System's Current State As said before, the current upgrading system uses percents instead of concrete values in order to upgrade a card's stats. For example, for every upgrade, regardless of rarity, a card receives +10% to it's base stats. While this seems solid enough, cards can have slightly different stats even if they're similar at Tournament Standards, for example: Princess and Dart Goblin. When you're trying to give more troops a shared value through upgrades, it's really hard, or even unachievable to do so, thanks to either rounding down, or just different base stats. And for this problem, I found a solution. Solution As we just found out, the classic x + (x * 10 : 100) formula that Clash Royale uses for its upgrades isn't really effective here, as some cards will fail to meet the standard stats. So, what do you do? You use predetermined values instead! Here is the spiel. Instead of using percentages, you will use a chosen value, like 2, or 20. For this example, I'm gonna use the Cannon's damage, which I'm gonna upgrade with the new method. Cannon's Level Cannon's Damage 1 100 2 110 3 120 4 130 5 140 6 150 7 160 8 170 9 180 And for comparison, the Cannon's current level-and-stat upgrades: Cannon's Level Cannon's Damage 1 83 2 91 3 100 4 110 5 121 6 132 7 146 8 160 9 175 ​ As you can see, the first table is much more consistent, and uses concrete values to upgrade compared to the second, which uses percentage values and the base stats are rounded down. Also, as you might have noticed, the Cannon received a slight buff in its initial state, and ended up getting a slight buff in damage at Tourney Standard. Which brings me to my next point. ​ Initial Stats, and Upgrade Values ​ In order to use the predetermined value method to cards in order for them to reach certain stats, they must also have the same initial stats at equal levels. For example, if Cannon has 100 Damage at Level 1, then the Fire Spirits, which also have 180 Damage at Tournament Standards, must also have 100 Damage individually at Level 1, and must also get upgraded with the same value that Cannon uses. All of the cards of the same group of Damage, like Hunter and Firecracker, will have the same Damage at Tourney Standards, and also the same damage at equal levels. However, those cards will have different initial stats, since they spawn at different levels. That won't be a problem, since they will receive the same values, so that they will have equal stats at Tournament Standards. Here's a list of the groups with the same hitpoints and damage output, along with initial stats for Common, Rare, Epic and Legendary Cards, and the upgrade values: DMG Group Base Common Base Rare Base Epic Base Legendary Upgrade Value 67 35 43 59 67 +4 70 54 58 64 70 +2 80 80 90 42 54 72 90 +6 98 50 62 80 98 +6 111 47 63 87 111 +8 140 44 68 104 140 +12 160 70 90 130 160 +10 180 100 120 150 180 +10 201 89 117 159 201 +14 220 92 124 172 220 +16 240 96 132 186 240 +18 280 128 166 223 280 +19 360 192 234 297 360 +21 ​ ​ HP Group Base Common Base Rare Base Epic Base Legendary Upgrade Value 67 32 43 55 67 +4 91 43 55 73 91 +6 201 89 117 159 201 +14 216 104 132 174 216 +14 252 116 150 201 252 +17 280 128 166 223 280 +19 440 256 302 371 440 +23 560 264 338 449 560 +37 598 254 340 469 598 +43 696 264 372 534 696 +54 750 350 450 600 750 +50 888 448 558 723 888 +55 964 452 580 772 964 +64 1000 456 592 796 1000 +68 1110 534 678 894 1110 +72 1232 576 740 986 1232 +82 1432 688 874 1153 1432 +93 1542 718 924 1233 1542 +103 1672 600 868 1270 1672 +134 ​ Reliability of the new Upgrade System Now you may be thinking something like "Dude, how did you even get those numbers? For all I see right now, it looks like those numbers are seemingly random!" Well, you're not wrong. Trial-and-error was also in play here, but there has also been a bit of research. This is, at the very least, the base of the formula: x + y * 8 = z Here, x represents a slightly tweaked level 1 stat from the current system, y represents the upgrade value (which is multiplied by 8 because the Common Card has 8 upgrade levels until it reaches Tourney Standard), and z represents the HP, or Damage Group. While it may seem random, it assures that the corresponding group reaches its Tournament Standard value, and it has a constant upgrade value. Conclusion So there we have it, a brand new Upgrade System that supports Corby's Standardization Movement, and offers concrete values at different levels. So, what do you think? Do you think the new Upgrade System can have an impact on the game? Or do you think it's just a waste of time. Let me know in the comments below! Special thanks for u/JCorby17 for advising me to do this post. Great job with the Standard Stats man! submitted by /u/TheRandonOne [link] [comments]View the full article
  10. submitted by /u/Neptune_is_cool [link] [comments] View the full article
  11. submitted by /u/Raavan__06 [link] [comments] View the full article
  12. submitted by /u/gabwiell [link] [comments] View the full article
  13. submitted by /u/TodayGoldfish10 [link] [comments] View the full article

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