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Found 174 results

  1. submitted by /u/vexishyper [link] [comments] View the full article
  2. ​ These figures have been normalized to a 10-point scale. All figures are an evenly-weighted average aggregation of usage rates and win rates across Top 1000 Ladder, Grand Challenges, and Classic Challenges. ​ TOP TIER OBSERVATIONS Skeleton Dragons instantly became the 1st ranked card in the game upon introduction. Fireball, likely in response to Skeleton Dragons, rose from 44th to 4th. The rise of Skeleton Dragons, Fireball and Prince into the Top Meta and Earthquake and Bomb Tower falling from grace most likely will have shifted the archetype distribution from low-cost cycle and bait to more beatdown. The quicker deployment standardization also likely brought Split Lane back into meta. ​ ​ SEASON 12 BALANCE CHANGES OBSERVATIONS Prince, after getting buffed, rose from 70th to 17th Earthquake, after getting nerfed, dropped from 5th to 58th. Bomb Tower, after getting nerfed, dropped from 8th to 44th . Royal Delivery, despite getting nerfed, only dropped five places from 7th to 13th. Barbarian Hut rose from 75th to 21st ​ ​ BOTTOM TIER OBSERVATIONS The Bottom 10, as per usual from the past several seasons, largely remains unchanged. Witch, Elite Barbarians, and Wizard hold the bottom 3 spots just like last season. Royal Recruits, Fire Spirits, Furnace, and Mirror continue to occupy Bottom 10 spots. Bowler, Executioner, Bomber, and Elixir Collector also continue to occupy Bottom 15 spots. Fisherman and Zappies hope to leave obscurity after getting buffs for Season 13 but still make the Bottom 10 for Season 12, just like seasons past. ​ ​ https://preview.redd.it/r6sixwy5um951.png?width=1046&format=png&auto=webp&s=55f0ee8fd337b7e793eead3a072ed0e4867780ad ​ ​ ​ submitted by /u/PokerFace567 [link] [comments] View the full article
  3. I know the devs are probably working hard to complete all the artworks for the cards, but I just wanted to make a list of the cards without art for their info page. Fireball Lumberjack Electro Wizard Minion Horde Sparky Clone Golem Zap Minions Royal Giant Graveyard Tornado Mirror Poison Lightning Earthquake Furnace Inferno Tower Giant Snowball Goblin Gang Goblin Barrel Rage Elite Barbarians Guards Freeze Dark Prince Executioner X-Bow Mega Minion Bomb Tower Tombstone Elixir Collector Barbarian Hut Three Musketeers Spear Goblins Fire Spirits Cannon (Yes, I realize spells like clone, mirror, and freeze might not get art due to the complicated nature of the spell, but I put them on the list just to be complete.) submitted by /u/Raptorblu578 [link] [comments]View the full article
  4. I made both of the cards and for me, Angel is a bit better than Devil. Haha. What do you think? Angel - She deals the same damage as the opponent. If she's hitting a Pekka, she'll deal PEKKA's damage. If she hitting a Skeleton, she'll deal Skeleton's damage. If hitting a card that targets buildings only, she will still deal the same damage i.e. Giant's Damage, Royal Giant's Damage, etc. She will not deal splash damage even if her target does. If she's hitting a Sparky, She will surely deal Sparky's damage but will not deal area damage like Sparky. ​ Angel Devil - Deals very less damage but leaves opponent with a burn that deals damage (100) every 2 seconds for 10 seconds. Remember, 10 seconds from the last hit of the Devil. ​ Devil submitted by /u/Mega_PEKKA [link] [comments] View the full article
  6. I often see this game end up in a rock-paper-scissor conquest. There are decks that can not win others decks unless the opponent make a horrible placement. In other competitions (sports etc.) there are often a timeout to change your strategy. Why can't there be a 10 sec. timeout between 1x and 2x elixir (the game freeze) to replace two or three cards for both players. Just throwing out a thought to get a end of this rock-paper-scissor game... submitted by /u/Ednar555 [link] [comments]View the full article
  7. submitted by /u/13LuckyNumber [link] [comments] View the full article
  8. submitted by /u/Kozboi [link] [comments] View the full article
  9. submitted by /u/tuxedoPepe [link] [comments] View the full article
  10. submitted by /u/Rednaxila [link] [comments] View the full article
  11. submitted by /u/tuxedoPepe [link] [comments] View the full article
  12. submitted by /u/BubbaWigglytuff [link] [comments] View the full article
  13. submitted by /u/jamesthebrains [link] [comments] View the full article
  14. 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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