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Found 67 results

  1. A Level 13 Miner now does the same amount of damage as a Level 13 Zap. Neat! submitted by /u/cswalkers [link] [comments]View the full article
  2. submitted by /u/Kekanekiclub03 [link] [comments] View the full article
  3. submitted by /u/jacob5397 [link] [comments] View the full article
  4. Mine is that fireball needs a nerf, let's just state opinions that are obviously biased but no judgment, cmon be fun at parties guys submitted by /u/Kozboi [link] [comments]View the full article
  5. submitted by /u/G_ben_flowes [link] [comments] View the full article
  6. submitted by /u/Clitterpillar [link] [comments] View the full article
  7. submitted by /u/Donghoon [link] [comments] View the full article
  8. submitted by /u/hoatri [link] [comments] View the full article
  9. submitted by /u/AdamClowery [link] [comments] View the full article
  10. submitted by /u/zwhuimao [link] [comments] View the full article
  11. The rage giant mode is super fun! I'm glad we didn't get ice wizard spawner challenge. submitted by /u/miiki38 [link] [comments]View the full article
  12. The monthly Crown Chests (when you collect all of them) give you: 2,550 Cards (1.97% chance of legendary with every chest) 35,700 gold (at least) 68 gems (at least) Progress You'll have to collect 17,978,075 gold to be able to max out every card, and 342,363 cards to collect. So: 35,700 Γ· 17,978,075 Γ— 100 = 0.19% (0.20%) gold progress to your account. 2,550 Γ· 342,363 Γ—100 = 0.74% (0.75%) cards progress to your account. Overall Progress (Average Progress) 0.20% + 0.75% = 0.95% Γ· 2 = 0.47% (0.50%) overall progress to your account. So There you have it! Crown Chests give you approximately 0.50% of progress just by themselves! Now you know how important they are, thanks for reading! submitted by /u/ahmad3siry61 [link] [comments]View the full article
  13. submitted by /u/Johnchild [link] [comments] View the full article
  14. submitted by /u/emojimovienumber1 [link] [comments] View the full article
  15. ​ Hello everyone, my name's TheRandonOne, and welcome back to another one of my posts! After the rant post I did a while ago regarding posts that should at least be taken care of in the subreddit, I'm coming back with yet another idea post! It's nice for a change, isn't it? Of course it is! Anyway, this idea is up for discussion, so please don't be afraid to tell your opinion in the comments. It would be greatly appreciated. Now with that introductory stuff out of the way, let's get into the real deal! ​ Quick Draw, and What The Game Mode Is Like ​ Welp, you've read the title, right? Yup, it's a new game mode idea which I came up with after a bit of thinking. "Well then, what is this 'new and fun way to play Royale' that you're talking about?" you might ask. This game mode is about two players in a match who only get 4 cards chosen from a selective criteria, and ONLY those four cards, so that they'd have to make the most of it. The first player gets to make a push out of 4 cards, while the second one gets to stop that push with four cards! Basically, this game mode is about making the most out of your cards, and skillful plays can come in long ways! ​ So this is how it works: ​ ​ https://preview.redd.it/b2zaioz5kv551.png?width=954&format=png&auto=webp&s=15a34e94558fb6b11cf8d36aea2d63a3711d1c99 - There are two players who will combat against each other, but in a different way. This time, both players only have four cards, which won't come back in the cycle. - The first players will get four cards from a selective set of cards in a hidden criteria, called PUSHES. It includes win conditions, support cards and swarms put into one category. - The second players will get four cards from another selective set of cards in a hidden criteria, called DEFENSE. It includes defensive buildings, spells, swarms, and support cards, which you can also find in the PUSHES set of cards. ​ ​ ​ https://preview.redd.it/jv0cm7pnjv551.png?width=712&format=png&auto=webp&s=77948ad0c7e1987870a4ca7c1dbffe9549c332c2 - The first players are the pushers, meaning they will have to create a push. They have the freedom to put those four cards anywhere, and can make the most of their placements. Those cards will be stationary at first, and appear as a hologram, with a blue square marking their placement (only to the pusher). - The pushers have 20 seconds to determine the place of their cards. Once they're done, they can press the blue "Deploy" button on the top right. - After the pushers finished their turn, now it's the defender's turn, who also has 4 cards left. The defender's goal is to defend the push using said cards, while taking the least possible damage. ​ ​ ​ https://preview.redd.it/p0xa00sqjv551.png?width=950&format=png&auto=webp&s=b143e490f80955c78fe91399851509a6165166e8 - After the push is over, the players will switch places (ex. the previous defender is now a pusher). - The new pusher and the new defender will have a different set of cards. - After the two turns, whoever did the most damage on their towers is the winner. ​ ​ Now that you know what the game mode is like, I will tell you the differences between a normal Royale match, and a Quick Draw match: - There is no elixir bar. Hey, those are the only four cards you can deploy, so you don't need that. - Likewise, the cards have no elixir cost. Without an elixir bar, what's the point of elixir costs? - Only four cards for a deck, as opposed to the usual eight. - There is no card cycle in this game mode. They're the only ones you have, so use them wisely. ​ Match Example ​ Just for clarifying how a match in Quick Draw would go, I will give an example: ​ Match 1: Let's say we have two people called Bob and Jon who are gonna fight in a match of Quick Draw. They're mid-ladder players who have just reached Challenger II, so they're of equal skill. In this match, Bob will be the Pusher, while Jon is the defender. Bob's Hand: In this match, Bob has a Witch, a Giant Skeleton, a Wizard and a Balloon. He has the freedom to put all four cards wherever he pleases. He chooses to do a split push with Giant Skeleton and Witch on the left, while the Wizard and the Balloon take the right lane. Jon's Hand: In this match, Jon has an Ice Golem, a Tombstone, an Electro Dragon and a Cannon. Now that Bob's push has spawned, he has to think, and quickly. Jon chooses to put a Tombstone in the middle, in order to attract all the troops in one place. On the right, he places the Electro Dragon to deal with the Wizard and the Balloon. He places a Cannon near the Skeleton push about 6 tiles to the left of the Tombstone. The defense Jon has placed until now has been proven effective, and only the Giant Skeleton is standing. To finish him, Jon places a Giant Skeleton a couple tiles away from him, leaving him to give the Ice Golem chase. The eventual damage output of the towers has defeated the Giant Skeleton, and his bomb has not reached the tower's proximity. Jon finishes defending the push, with a minimal 600 or so damage form the Balloon's Death Bomb. ​ Now that there are no troops left in the arena, Bob and Jon will be switching places. ​ Jon's Hand: In this match, Jon has a Mini PEKKA, Hog Rider, Valkyrie and Goblin Barrel. He also chooses to make a split push with Mini PEKKA and Valkyrie on the right, alongside Hog Rider and Gob Barrel on the left. Bob's Hand: In this match, Bob has a Bandit, some Skeletons, Archers and Goblin Gang. Just like Jon in the previous match, he must think, and quickly. He chooses to split Archers in the middle, while placing Bandit near the left tower. After the Bandit has taken care of the Hog and Goblins, she will rush towards the Valkyrie, which has been lured in the middle thanks to the splitting technique. He then puts the Goblin Gang to deal with the Mini PEKKA. Bob doesn't have any more cards, but the Mini PEKKA and the Valkyrie are still alive, at low health. They begin marching towards the left tower, and deal a hefty amount of damage before dissipating. There are no troops left, so the turn is concluded, alongside the match. Jon has won against Bob, with the hefty amount of damage dealt by the Mini PEKKA and Valkyrie compared to the mere explosion of a death bomb. Now that you know how a Quick Draw will go, it's time for the next section of this post: ​ The Benefits of Quick Draw in Clash Royale ​ While the game mode itself will be played mostly for fun, it also has a few benefits to go along with it: ​ It teaches players to make the most of their card slots. When in Quick Draw, you only have four cards, whenever on the pusher side, or the defender side. Making the most of those cards is what really gets you to the finish line in this game mode. It sets up people against many scenarios in which they'll have to deal with the troops. This is a benefit because it can prepare you for many situations when a player makes a push. Just like in Draft, this game mode offers the players a random set of cards within certain criteria. You can learn how to deal with pushes when you have inadequate defense, and likewise, you can learn how to make an elaborate attack which can penetrate through even the toughest defenses. This can add to the skill level, and therefore, makes you more experienced at the game. It is an unique game mode. Within the many game modes Clash Royale has, whenever it's Triple Draft, 2v2, Spawner Mode or Rage Mode, there has been only one game mode which changed the way you play Royale, and that is the Touchdown game mode. It's about time that there's yet another way to play Royale, and that way will start with Quick Draw. It requires a bit of brain power to win. In this game mode, you have limited options in which you can either make, or deal with an attack. It's all about the placement, timing and usage. A well built attack can definitely snatch a tower, and a well built defense can get rid of troops, with minimal damage. ​ Conclusion Well, there you have it. A game mode which can change the way you play Royale. A game mode which is unique. A game mode which is fun. I hope you liked this particular idea, and I would especially like it if you would leave a comment down below. Again, this is up for discussion, so don't be afraid to share your opinion on it. submitted by /u/TheRandonOne [link] [comments] View the full article
  16. submitted by /u/AdamClowery [link] [comments] View the full article
  17. I'm usually a pekka bridge spam player, but that meta really suffers against numerous other metas (e.g., lavaloon, hog 2.6, etc.). Ash just featured the 5 decks with the top winrates. I've tried each of them in turn and was pretty meh about them. However, the 3 muskie + royal hogs deck is incredibly fun. I've won 4 our of 5 matches, but it's not so much that I care about the win rate. It has an answer to everything and you have to play carefully (e.g., how to use ice golem, when to play royal hogs). It's finally both a high skill deck and effective. Give it a try if you haven't already. Cards: Hunter, ice golem, heal spirit, bandit, 3M, royal ghost (also love another deck that can use this one!), barb barrel, royal hogs. General strategies/tips that I've found (apologies if these are obvious). Don't play 3M unless the opponent has no spell or it was baited out. After a spell, it may be better to punish with royal hogs. If they have a single answer to RH (e.g., valkyrie) split the hogs. Playing 3M in the pocket is viable again (not as strong as it used to be, but still quick enough with the recent deplyment buff to be effective--I won 2 of the 4 that way). Don't waste your ice golem. It's never a card to play in back. It's for kiting or distraction depending on the opponents deck. Some times it should lead the way for royal hogs some times it should soak up damage while your hunter melts the opponent's tank. Royal ghost and bandit seem to be same side, same time deployment for me (e.g., miner with one, squishies with the other). I don't think I've loved a deck this much since the original mortar deck (before it was nerfed to death). submitted by /u/JoshTheBear_ [link] [comments]View the full article
  18. submitted by /u/troyj83 [link] [comments] View the full article
  19. I came across this post recently, when searching some Royale stuff up Reddit. It got me thinking... TL;DR at the bottom. The author is pretty on-point here. We start CR for fun, but we start losing the fun to the level arms race. Eg: You had a lv 8 zap arrows, and switched between them on need. However, once you upped zap to 9 and saw it kill lv 8 gobs, the trade attracts too much, and you enter the zap-gob arms race, and the higher you up your zap, the harder it gets to switch with arrows, and this ends up with frustration as your spell-choice becomes less fluid. We all like the early arenas because rival cards can easily catch up with each other and we get fluidity in our choice. However, our choices become less fluid as we continue and focus on specific cards. This ultimately leads to frustration as we look back at our lost ability to be fluid, that are arms-race oriented mind isn't giving us back till we're full max. This way, we lose the fun we entered here for, and end up with a playstyle that is too rigid to change easily and quickly. We start getting frustrated because we start treating ladder as a competitive mode(which should be challenges and tourneys), and in this act, we lose the battle button that we earlier used to treat as the 'casual 1v1'. Hence, we have no way to try new or stupid strats in a 1v1 mode, and due to the absence of any other mode, we just end up with no 1v1 and, once again, anger at the 'battle' that we lost and now treat as 'compete'. Also, iirc, chests don't get better with leagues(I can be wrong here), which means, once you get your trophy road rewards, it doesn't really matter once you drop a league or two. Personal: I don't know about you guys, but what I'm going to do now, is tie up my main deck nicely(3 lv 12s and 11s with 2 lv 10s. One 11 and 10 are close to upgrading. Do them. That's it.), put it in slot 1(because 1 is a nice number and cover page), and then exclusively use it to trophy push to my average at every season(Master-1), get he rewards, and then use all fun decks like that 'heist team' bandit/MArcher/Rascal deck I've been thinking about. This is all fun for me and also gives my opponents something refreshing to battle. Also, in the arms race, the skilled person is always at disadvantage unless you're max. If you're an archer(lv 11), and are more skilled than other archers(lv 11 opponents), and keep climbing, you'll just enter in gunner(lv 12 opponents) territory, and that's an automatic disadvantage. Yes, the progression system of the game is still bad, but it's about time I stop blaming $uper€ell for everything and change my playstyle to a more fun route myself. TL;DR: Upgrade like the magic archer(do all cards{few exceptions are okay}), and not like the musketeer(upgrade a single card to high skies). Givds you more fluidity, and in CR, fluidity is everything(imo). Also, ladder isn't the competitive mode(unless you're max and in the mood to REALLY push), it's our OG casual 1v1 with rewards here and there. In the arms race, the skilled person it always at a disadvantage. Thank you for reading my post! :) Stay safe and Clash on! submitted by /u/Arc_7 [link] [comments]View the full article

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