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Found 38 results

  1. submitted by /u/kmd-x [link] [comments] View the full article
  2. Submitted By: Soul Crusher Watch Now: You NEED to Learn THIS DECK! NEW LAVA BALLOON DECK = FREE WINS — Clash Royale
  3. Submitted By: Soul Crusher Watch Now: You NEED to Learn THIS DECK! NEW LAVA BALLOON DECK = FREE WINS — Clash Royale
  4. submitted by /u/Nitro_the_Wolf_ [link] [comments] View the full article
  5. After playing in some classic challenges (I usually get around 6-8 wins) and watching competitive gameplay, I noticed that one of the most heavily used cards is skeleton balloon. Skeleton balloon is game breaking for a number of reasons: It is an immediately threatening win condition that has few good counters The skeleton balloon is usually ok to counter as long as you have a cheap counter spell (eg: arrows, zap). But in decks like log bait where skeleton balloon AND goblin barrel are used, this forces the opponent to either cycle furiously, or ignore one of them completely. This is bad because decks with buildings will get hard countered by the barrel, allowing the opponent to break through with rank pushes. This is also bad for decks without buildings, as you have to either A. Always be cycling to have your spell ready for goblin barrel and skeleton balloon B. Ignore the damage of one of them which basically gives the opponent a huge advantage C. Use a bigger spell to counter one since your usual spell is out of cycle (eg: fireball, lightning) The balloon has death damage. This is bad because even if the opponent manages to defend the skeletons, the balloon can still cause damage to the tower. Because of this, the skeleton balloon acts like a miner on your tower (around 100 damage if well countered) and a swarm of skeletons SIMULTANEOUSLY. This is problematic because it often gives chip damage too easily to the opponent. -What I propose to fix it: The balloon should have no death damage, but instead drop a skeleton every second or two, essentially making it a little like a flying tombstone during the duration when it is in the air. This would even the playing field because you could deal with it more easily with the right counters, and not have to counter two threats. This would also be beneficial for the skeleton balloon as if ignored or poorly countered it would pose more of a threat. submitted by /u/pine303 [link] [comments]View the full article
  6. Today we have the balloon cycle God...FAMOUSKID on the channel sharing his #1 deck! This fast cycle deck requires you to [...] (Feed generated with FetchRSS)View the full article
  7. Submitted By: Soul Crusher Watch Now: BEST BALLOON DECK played by BALLOON CYCLE GOD! (Even his losses are impressive!)
  8. Today I’m joined by Rubén who is sharing his top 4 decks in clash Royale right now! The deck I’m sharing here is th [...] (Feed generated with FetchRSS)View the full article
  9. submitted by /u/ELIte3907 [link] [comments] View the full article
  10. submitted by /u/PackMan13x [link] [comments] View the full article
  11. submitted by /u/UgurhanKose [link] [comments] View the full article
  12. submitted by /u/XeroBluez [link] [comments] View the full article
  13. submitted by /u/Fritz_Mahoney [link] [comments] View the full article
  14. Submitted By: Soul Crusher Watch Now: UNBELIEVABLE NEW BALLOON CYCLE IS IMPOSSIBLE TO STOP!! - Clash Royale
  15. TL;DR: Goblin Hut can still tank two hits from Balloon, but only if it is placed directly under the Balloon and takes no other damage. I noticed an interesting interaction between the Goblin Hut and the Balloon during one of my matches today. At equal levels, a Balloon does almost enough damage to one shot a full health Goblin Hut, which is usually what happens due to building decay. However, if a Goblin Hut is placed directly underneath a Balloon, perhaps as a last-ditch effort to keep it away from the tower, the Balloon will need a second hit to destroy it. The reason this works is because of how building decay is handled. Assuming the Balloon hits the Goblin Hut the instant it is placed down, it will deal 798 damage to the building. The Goblin Hut, having 844 health, will survive with 46 HP. Thanks to the Goblin Hut's 40 second lifetime, it loses health at 21.1 HP/sec. Given Balloon's 3 second hit speed, you would think 21.1 * 3 = 63.3 HP would mean the building would expire before the second hit. However, this is not the case as buildings do not decay during their deployment. Because of this, the actual decay is closer to 21.1 * 2 = 42.2 HP, leaving the Goblin Hut with a measly 4 HP when it gets bombed again. That amount of health would have decayed in less than 0.2 seconds if left alone. The reason this is useful is because, if the Balloon is close to your tower, the second hit will reset its first attack speed, making it take longer to hit your tower when it gets there. You may think that this interaction is too rare to be practical in battle, but it did almost cost me the game that it happened in, so it does have its niche use. Of course, damage to the Goblin Hut from any other source would prevent this interaction from occurring, so be careful if the Balloon is supported with a Lumberjack or a Lava Hound. I hope you enjoyed my (probably longer than it should have been) post. If you have anything you want to share about this let me know with a comment. As always, if you read this far I thank you for reading and I wish you good luck in the Arena! submitted by /u/V-Man776 [link] [comments]View the full article
  16. submitted by /u/ELIte3907 [link] [comments] View the full article
  17. submitted by /u/tiiaguera [link] [comments] View the full article

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