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Found 385 results

  1. Strength and Viability of Bats in the Current Meta “Spawns a handful of tiny flying creatures. Think of them as sweet, purple... balls of DESTRUCTION!” ------------------------------------------------------------------------------------------------------------------------------------------- Stats and History Attributes Cost Hit speed Movement Speed Deploy time Range Targets Count Rarity 2 1.3sec Very Fast 1sec Melee: Medium Air & Ground 5 Common ​ Base Stats Level Damage Hitpoints 1 32 32 9 67 67 10 74 74 11 81 81 12 89 89 13 98 98 History: On 11/8/17, a Balance Update increased the Bat count to 5 (from 4). On 24/1/18, a Balance Update decreased the Bats' hit speed to 1.1 seconds (from 1 seconds). On 4/3/19, a Balance Update increased the Bats' deploy time by 0.15s for each Bat. On 2/6/20, a Balance Update decreased the deploy stagger for each Bat from 0.15 seconds to 0.1 seconds. On 3/8/20, a Balance Update increased the Bats' hitspeed to 1.3 seconds (from 1.1 seconds) and a possible first hit delay. ------------------------------------------------------------------------------------------------------------------------------------------- Discussion Questions: What do you like/dislike about Bats? Do you think they make a positive/negative contribution to the meta? What qualities do you think separate them from similar units in the game? Card synergies? Playstyle? Which cards work well with Bats? What Bats decks have given you the most amount of success? Off-Meta is encouraged! Where would you rank them based on their strength and current viability in the meta? From Worst to Best, label your rank as one of the following: F, D, C, B, A, S, SS What is your reasoning behind this rank? Do you think it would be an optimal course of action to buff/nerf this card? How would you change it? submitted by /u/Bo5sj0hnth1n3H4MM3R [link] [comments]View the full article
  2. It's like being underleveled in ladder all over again and even worse we can't reuse the one (hopefully) maxed ladder deck for 24 hours And they said everyone regardless of levels can contribute. Smh submitted by /u/I_really_dk [link] [comments]View the full article
  3. I posted roughly this idea a long time ago, but I think it has become more relevant now as the game is getting older and needs some new fresh ways of playing the game (not just new cards). It appears many in this subreddit (including myself), feel that clan wars II doesn’t sounds like quite enough to bring significant interest back to the game (of course I’m hoping we’re all wrong). My suggestion (in bold below if you want to skip to it) addresses several of the main problems with the game (or at least the problems I feel it would be great to address): Rock-paper-scissors. Yes, you can play incredibly well against a hard-counter and win, but hard counters exist nonetheless. Progression (above 6.3k). Part of the reason is that it takes so long to upgrade decks, than the meta shifts and your deck is no longer relevant. I believe progression should be more closely tied to gaining skill instead of following the meta. Stupid/no-skill decks becoming meta (e.g. e-golem+healer+heal spirit; lavaclone a few seasons back). The meta decks are largely the same, albeit with minor variations. The need for a new way of playing ladder without killing current ladder Lack of new architypes The supercell goals that my suggestion boosts: Makes you upgrade more cards (*but only a small number, not ruining progression for the average player*) Makes it a better e-sport by making skill more important. My suggested change: In-game card substitutions. Details: Your deck consists of 10 cards: the normal 8 cards, and 2 extra cards. You start each game with the normal 8 cards. During single elixir only, at any point you can substitute these two extra cards in for any of the original 8 (using a similar interface to emotes). Once substituted out, you cannot sub it back in. Your opponent is informed of the substitution if you already played a card that you are subbing out. Why single elixir only? Good players are encouraged to make early moves to learn about opponent's deck, instead of waiting for double elixir to make the first move. Stop everyone finishing games with Rocket. How it addresses problems: Rock-paper scissors. Golem/NW first play is a thing (certainly around 6k). Wouldn't you love to be able to quickly plonk down inferno/poison? More generally, how often do you build a deck, then start a match and wonder "if only I had poison instead of lightning" (e.g. one opponent has graveyard, next opponent has e-drag beatdown), "should I have Pekka or Mega-knight" or "should I have Rocket or earthquake". "My deck is strong against all architypes except x", (e.g. 2.6 hog could have another air card for lavaloon battles instead of skeletons, or swap cannon for inferno). Or perhaps more extreme, "if only I had fireball and poison, or log and zap" (e.g. first opponent has three musketeers, next opponent has double barrel bait. If you start the battle with fireball+zap, you could easily use substitutions to get the correct two spells), With substitutions, you can add the hard-counter to your opponents deck, they can add the hard-counter to yours. The more skilled player should win. Xbow would also face a lot more earthquakes... Progression. With substitutions, you are much more immune to meta changes. Progression should be about improving skills. As you get better, you should progress higher. By eliminating hard counters this would help massively. Stupid/No-skill meta decks. Often, these decks which prey on you not having the correct counter. During a toxic season, if everyone has the counters in their substitutions ready to add to their deck, the problem would be minimised. E.g. vs e-golem+healer meta, have (two of bomb tower/poison/log/delivery) ready. You may already have one/two of these cards in your original 8 cards. Then you could have 3-4 counters e.g. vs lavaclone meta (thankfully largely dead). Imagine most players had tornado/poison ready as substitutions. The deck that preys on you not having these cards would die. ...and...Xbow would also face a lot more earthquakes... The meta decks are largely the same, albeit with minor variations. With substitutions you could create completely new exciting decks combinations with separate single/double elixir strategy (e.g. surprise sub in golem/NW for double elixir: take a current meta deck: ice-wiz, baby-D, nado, barb-barrel, goblin cage, lightning, golem, NW; instead start your battle with ice-wiz, baby-D, nado, barb-barrel, goblin cage, lightning, hog, mini-pekka and do a last minute sub-in of golem, NW for two cards). Or you run different strategies: get early nado king-tower, then sub it out. Hog 2.6 could swap hog for rocket in double elixir. I think many new strategies could be created and random cards (rage/clone/freeze) become more relevant. It would also likely result in balance changes A new way of playing ladder. You can play ladder the old way fine with just your normal 8 cards. Decks will still work. However, you are likely to do better by being able to take advantage of subs. A new ‘architype': we have all forms of spell bait. This could introduce substitution bait. Bait your opponent into subbing out the hard-counter (can't sub something back in once it is subbed out)! How can it be implemented? Use the same interface to emote. If you can emote during a game, you can easily pick a substitution. Would love to hear your thoughts ​ (by the way, for reference, I think I'm decent, but not great: last season just shy of 6500 trophies, 13 wins in recent no-tilt. I play a completely off-meta deck which is some variant of cards I randomly upgraded when I first played the game (imagine many people are in the same boat). I love the game and yet am on the verge of quitting due to boredom/frustration submitted by /u/meta_shift [link] [comments]View the full article
  4. submitted by /u/Elios467wow [link] [comments] View the full article
  5. submitted by /u/AdmiralAndrew01 [link] [comments] View the full article
  6. submitted by /u/mlkk2 [link] [comments] View the full article
  7. submitted by /u/Exofier [link] [comments] View the full article
  8. The Strength and Viability of Earthquake & Firecracker in the Current Meta Earthquake: “Deals Damage per second to Troops and Crown Towers. Deals huge Building Damage! Does not affect flying units (it is an EARTHquake, after all).” Firecracker: “Shoots a firework that explodes on impact, damaging the target and showering anything behind it with sparks. This is what happens when Archers get bored!” ------------------------------------------------------------------------------------------------------------------------------------------- Stats and History Earthquake Attributes Cost Radius Target Movement Speed Slowdown Duration Rarity 3 3.5 Ground 35% 3sec Rare ​ Base Stats Level Damage Per Second Building Damage/sec 3 39 117 9 68 204 10 75 225 11 82 246 12 90 270 13 99 297 ​ Firecracker Attributes Cost Hitspeed Speed Deploy Time Range Targets Rarity 3 3sec Fast 1sec 6 tiles Air & Ground Common ​ Base Stats Level Hitpoints Area Damage 1 119 25 x 5 9 252 53 x 5 10 279 58 x 5 11 304 64 x 5 12 334 70 x 5 13 367 77 x 5 ------------------------------------------------------------------------------------------------------------------------------------------- Discussion Questions What do you like/dislike about Firecracker/Earthquake? Do you think they make a positive/negative contribution to the meta? What qualities do you think separate them from similar units in the game? Card synergies? Playstyle? Which cards work well with Firecracker/Earthquake? What Firecracker/Earthquake decks have given you the most amount of success? Off-Meta is encouraged! Where would you rank them based on their strength and current viability in the meta? From Worst to Best, label your rank as one of the following: F, D, C, B, A, S, SS What is your reasoning behind this rank? Do you think it would be an optimal course of action to buff these cards? How would you change it? submitted by /u/Bo5sj0hnth1n3H4MM3R [link] [comments]View the full article
  9. submitted by /u/Blackangel466 [link] [comments] View the full article
  10. unpopularopinion Would you rather have card #100 or 99 balanced cards? submitted by /u/Trash__Royale [link] [comments]View the full article
  11. submitted by /u/anonymer_unbekannter [link] [comments] View the full article
  12. submitted by /u/Hubogast [link] [comments] View the full article
  13. I was just wondering if you guys would like me to start a sort of series of card interactions, but with different levels, this will help underlevelled players understand why their musketeer did not kill their opponents musketeer, and will also help new players learn what cards to focus on more when upgrading. Let me know in the comments please, would love to have feedback. I could probably post 2-3 times a week, every video comparing equal levels to higher or lower levels, and I would focus on one card per Video and maybe do 2-3 different interactions, maybe I could also post more if you guys like this sort of thing. Thanks! submitted by /u/rcousins7 [link] [comments]View the full article
  14. submitted by /u/htnaanth [link] [comments] View the full article
  15. submitted by /u/PokerFace567 [link] [comments] View the full article
  16. submitted by /u/Botbapofak [link] [comments] View the full article

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