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Found 74 results

  1. submitted by /u/Gambitito [link] [comments] View the full article
  2. 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
  3. submitted by /u/jupitar17 [link] [comments] View the full article
  4. submitted by /u/kanao_loves_art [link] [comments] View the full article
  5. submitted by /u/CZ__ [link] [comments] View the full article
  6. submitted by /u/A808Ag [link] [comments] View the full article
  7. Submitted By: Soul Crusher Watch Now: Easiest Deck to Beat Firecracker Fireworks Challenge
  8. DISCLAIMER: I will cry on the inside if this turns out to be a draft challenge, but then again maybe apply these tips to your selections ​ Spells to play: I recommend two, doesn't have to be big spell and a small spell, can be two small but not two big. First choice spells are arrows and poison, because of their radius and efficiency. Next would be royal delivery, it kills but you don't want the firecracker (FC) to get too much value on the other side. Log can be played but i recommend playing another spell with it like nado or barb barrel. Fireball is a good option for big spells but beware the radius. ​ Buildings to play: I don't advise any in particular but for me the tesla is the best option as it hides which negates spell value and prevents FC from sniping it. ​ Troops to play: Heal spirit to take advantage of people using log. I recommend fast moving troops that she will miss, spear gobs, bats, etc. Bait cards are a good option, namely princess, dart gob. Air targeting troops that are good vs FC are mega minion (on your side, so if you run MM i recommend another air troop), musky, dart gob, magic archer at times. Cannon cart is good vs FC and ljack is definitely a viable ground tank to consider. Bomber isn't a terrible option considering the potential bait and the fact that he one shots her. Dark prince and bandit are also good. Ghost provides the splash and the invisibility, might be an interesting opportunity ​ Troops to avoid: Bait troops that give FC way too much value; Rascals, Minions, Barbs. Slow ground tanks like knight or MP. ​ Winconditions to play: With these spawn challenges I recommend secondary winconditions, in this case miner or MK as they both synergise well with bait. I don't suggest balloon or royal hogs but they can work under certain conditions. If you're going for a bait archetype goblin barrel and skelebarrel are great winconditions. Giant and his goblin counterpart are good if you have the right support cards that fit the wincon and the mode. Spell cycle is also a viable option if you have a robust defence. ​ Winconditions to avoid: Graveyard is the obvious one as FC is an easy king activation, sparky is bad vs Fc due to the knockback, also people potentially using RD, dark prince. Main winconditions above 5 elixir (RG, golem, lavahound) aren't optimal usually as elixir will be spent dealing with FCs and a tank can easily be punished. ​ I hope that you can takeaway something from this, or that it makes the challenge more interesting, or smooth sailing for f2p players. submitted by /u/hchalla [link] [comments]View the full article
  9. submitted by /u/SaltedSpirit [link] [comments] View the full article
  10. submitted by /u/dinoxoko [link] [comments] View the full article
  11. This took me a while and it was written on mobile, so bear with me. TL;DR below. Let's start with the counter arguments for once actually. "BuT sHe aCtiVaTeS KiNg!!!" Yeah, but looking at the top 10 players using fc and half of the top used fc decks, king activation doesn't even matter. FC STATS N STUFF "ShE aLso tEndS tO miSs" This only applies to very fast moving targets positioned in a certain way but regardless, she is still broken and it's something sc needs or should fix but she's still stupid good and it doesn't happen often enough to make her bad. Okay, now for basic info. Firecracker as of Jun 26 has a 12% use rate and 53% win rate in grand challenges for the last 7 days. It has the health of an archer so it dies to arrows but it survives log, with fast movement and has an almost unique mechanic that allows her to bounce back after every attack (I say almost because sparky). So...why is it broken? This card's health and knockback combined are absolutely obnoxious. Arrows counter her for a neutral trade, but not every deck runs arrows and the decks that do tend to be heavier beatdown decks in which fc decks usually outcycle the spell. You often have to commit a 4 elixir spell such as poison and fireball to kill her in decks with those cards, because trying to counter her with anything else will usually not surely kill her. This results in a negative trade that the opponent can easily capitalize on. Trying to kill the fc directly is mildly infuriating, as its pushback mechanic can keep protecting itself over and over again, which makes it even risky to address her. Say for example, you place a bandit or a miner to counter her and she knocks herself away from bandit dash or from where your miner tried to pick up. Not only does she usually survive, she also gets pushed back even more to help potentially on ANOTHER PUSH. People who say you can just counter her when she reaches the bridge don't realize you can put a troop in front of her and she has the potential to push herself back over the bridge. There have been countless matches of firecracker lasting from 40 seconds to over a minute because there was no good way to counter her without taking lots of damage or an unfavorable trade as she keeps knocking herself back. This is way too much value for a 3 elixir card. An easy way to think about it is to compare it to princess and dart goblin, who die to log. Why does a firecracker often offer much more value than these other cards that die to log? Supporting this claim, fc on release replaced princess in pretty much every deck it was in besides bait. Why? Because it's just better. And before I get called dumb or stupid or anything of that nature I'd like to give JuicyJ's thoughts on FC, a pro player that has a good perspective of what's good or not, which are in the video below. Juicy J Gameplay and Thoughts on FC TL;DR FC is broken in some matchups because she can knock herself back and gain tremendous value, which should warrant her a nerf to her knockback and maybe a buff to her attack to compensate. submitted by /u/XeroBluez [link] [comments]View the full article
  12. submitted by /u/CompleteFailureYuki [link] [comments] View the full article
  13. submitted by /u/DiamondB5 [link] [comments] View the full article
  14. Submitted By: Soul Crusher Watch Now: NEW NO SKILL DECK! EASY WINS w/ UNKILLABLE FIRECRACKER CONTROL! — Clash Royale
  15. Submitted By: Soul Crusher Watch Now: NEW NO SKILL DECK! EASY WINS w/ UNKILLABLE FIRECRACKER CONTROL! — Clash Royale
  16. submitted by /u/YousifPlays [link] [comments] View the full article
  17. submitted by /u/PokicelolCR [link] [comments] View the full article
  18. Submitted By: Soul Crusher Watch Now: CAN'T DEFEND THIS! DOMINATE EVERY MATCHUP w/ FIRECRACKER CYCLE!— Clash Royale
  19. Submitted By: Soul Crusher Watch Now: CAN'T DEFEND THIS! DOMINATE EVERY MATCHUP w/ FIRECRACKER CYCLE!— Clash Royale
  20. submitted by /u/Yeetus-deletus183 [link] [comments] View the full article
  21. submitted by /u/Tikene [link] [comments] View the full article
  22. submitted by /u/puzzledbynature [link] [comments] View the full article
  23. submitted by /u/schooli0 [link] [comments] View the full article

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