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Found 296 results

  1. submitted by /u/BIOLOGYSCIENCE [link] [comments] View the full article
  2. In 2vs2 almost every single card becomes viable because the strategy completely changes and so does the game interactions. If CR can make a 2vs2 ladder it would potentially create create so many new metas. submitted by /u/MagicArcher101 [link] [comments]View the full article
  3. submitted by /u/Blackangel466 [link] [comments] View the full article
  4. submitted by /u/Blackangel466 [link] [comments] View the full article
  5. submitted by /u/Siddhu0007 [link] [comments] View the full article
  6. submitted by /u/Siddhu0007 [link] [comments] View the full article
  7. Whether you are a PEKKA Bridgespam, PEKKA Miner, or even PEKKA Loon Freeze player, the last PEKKA nerfs have brought the card to its knees. A quintessential card in the Supercell universe, PEKKA has existed since the early days of Clash of Clans, but it is barely played anymore in Clash Royale. Nerfs, New Card Releases, and Meta Changes have made PEKKA barely viable, to the point where it is never played in the 1v1 sets in CRL. https://preview.redd.it/il612ojvdr751.jpg?width=500&format=pjpg&auto=webp&s=6fbd7030623af2d704a30285576c409b8d5f30db PEKKA experiences a 5% use rate and 40% winrate in Grand Challenges, which clearly shows the card is out of the Meta. On top of that PEKKA has a lower win rate than Goblin hut (44%) which was said to be dead after the recent nerf. PEKKA has a win rate almost as low as Zappies (37%) which are never played. Additionally, every new card released since last July has harmed PEKKA decks. Fisherman pulls the PEKKA and bridgespam troops away from the tower. Healer can be paired with Elixir Golem to create unstoppable pushes which shred through the PEKKA. Firecracker can counter a PEKKA on its own with help of the towers and often forces out a poison resulting in a negative elixir trade. Royal delivery stops all forms of bridgespam in their paths and can take out troops supporting a PEKKA. Finally the high DPS of skeleton dragons makes defending beatdown pushes with PEKKA even more difficult. The new meta is full of hardcounters for PEKKA including Elixir Golem with Electro Dragon, Lavaloon, Xbow, Pigs, and Double Barrel. Thus, Supercell for the next season should awaken PEKKA from its own dream like the Prince and give it a 5% HP buff to give it a little more viability in the meta. submitted by /u/jwmarino [link] [comments] View the full article
  8. submitted by /u/Siddhu0007 [link] [comments] View the full article
  9. submitted by /u/Stevenguo1400 [link] [comments] View the full article
  10. submitted by /u/Aryan99C [link] [comments] View the full article
  11. The Strength and Viability of Knight in the Current Meta “A tough melee fighter. The Barbarian's handsome, cultured cousin. Rumor has it that he was knighted based on the sheer awesomeness of his mustache alone.” ------------------------------------------------------------------------------------------------------------------------------------------- Stats and History Attributes Cost Hit Speed Movement Speed Range Target Rarity 3 1.2sec Medium Melee: Medium Ground Common Base Stats Level Damage Hitpoints 1 79 685 9 167 1452 10 184 1596 11 202 1753 12 221 1924 13 244 2116 Discussion Questions: What do you like/dislike about Knight? Do you think it makes a positive/negative contribution to the meta? What qualities separate it from similar units in the game? Card synergies? Playstyle? Which cards work well with Knight? What Knight decks have given you the most amount of success? Off-Meta is encouraged! Where would you rank him based on his 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
  12. submitted by /u/Blackangel466 [link] [comments] View the full article
  13. submitted by /u/MrFlawful-19 [link] [comments] View the full article
  14. submitted by /u/vodka_69420 [link] [comments] View the full article
  15. So I don’t frequent this sub too often but it’s come up in our clan chat and so I wanna see what people here think. To preface, I’m a pretty mediocre player. I have been F2P outside of like 2 or 3 passes, but I’ve been playing pretty casually for about 4 years and so I have a max deck and max tower. My PB is 5700, but (knock on wood) I’ll break this this season Now my clan is not the most prestigious or anything but it’s active and has a lot of people of various levels and skill but one thing it has a weird amount of are players who have tower levels 10 and 11 with max decks. These guys suck at war as you could probably assume because they spend all their money maxing their main deck and don’t upgrade anything else. These same people constantly complain about how they meet levels 12 and 13 in ladder and get beat. Maybe it’s because I’m privileged in the sense of having the level 13 towers and a max deck, but I honestly have no sympathy for these players who have maxed decks but lower level towers. Does anyone else feel the same way? Maybe I am being too harsh on these guys but I honestly think their outrage isn’t justified. submitted by /u/J011Y1ND1AN [link] [comments]View the full article
  16. submitted by /u/Merik26 [link] [comments] View the full article
  17. Definitly -100%- not based on the Jesse skin from BS at all. The Dragon Knight rapidly shoots her crossbow and when she dies. It seems to gets a mind of its own. Epic, 5 elixer Health: 790 Range: 5.75 Damage: 78 Attack Speed: 0.3333 sec Air and Ground Cross-Bow The Dragon Knight's Crossbow fights on After its beloved owners death. 1/2 the size, range and life of its older cousin the X-Bow, but with more than 2x the power. Health: 690 Timer: 20 seconds Damage: 78 Range: 5.75 Hit Speed: 0.33 Ground Only submitted by /u/barbeaux [link] [comments]View the full article
  18. Winning good. Losing bad Losing a match feels terrible. On ladder and in challenges. On ladder you lose trophies and several minutes of attention and effort while gaining seemingly nothing of value (except for how much you value the visuals and sounds of playing a match). In challenges you lose time and one of your challenge attempts, which are directly related to real world money because you can buy back into challenges. Losing SHOULD feel worse than winning. Don’t get me wrong, I understand why winning SHOULD be more valuable than losing. But hear me out. What rewards do you get from winning? Gold, cards, trophies that leads to more gold and more cards, etc. That’s great and all but I feel like not all of the rewards in the game should be tied directly to real world money. My idea: making winning and losing both more rewarding without affecting the in game economy or your wallet in any way. Card Mastery You elect one card in your deck as the card you will be mastering by placing that card in the first slot in your deck. UI can indicate this is the card being mastered. Every card requires 10,000 points to master. You get 20 Mastery points for winning, 10 Mastery points for losing. Assuming a 50% win rate, you get an average of 15 points per match. It’s importing that both winning AND losing will reward you Mastery points. Based on my numbers, it would take a LONG time to Master a card. For a casual player, maybe several months. For a hardcore player, 2 months or less. But if you actually calculated how long it takes to do things in this game, you’d be surprised. How many people in the world have all gold skins? As you master a card, you get rewarded. This is where SuperCell can jump in with their creativity. Possible rewards: - Adding “[Card Name] Master” next to your username - Special card skin - Special card deploy sound - A badge on your profile of every card you’ve Mastered - A number of Mastered cards on your profile I think this could add meaningful progression to the game while simultaneously NOT affecting any economy and making losing a match still feel like you are working toward something. This would also make having new cards being added feel special in a different way because people who’ve mastered all of their favorite cards may be inspired to master a new card being added. Is my idea perfect? No, I’m sure I’ll see exactly why it’s not in the comments. Be critical and kind and let me know what you think. I was trying to think of ways of adding progression while also adding value to every match you play, even if you lose trophies. If you can think of any other ways to do this, that would be awesome to hear. submitted by /u/cereal-kills-me [link] [comments]View the full article

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