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Found 20 results

  1. submitted by /u/PokerFace567 [link] [comments] View the full article
  2. submitted by /u/Qzxlnmc-Sbznpoe [link] [comments] View the full article
  3. Submitted By: Soul Crusher Watch Now: THESE ARE THE TOP 5 Decks in CLASH ROYALE! And Here's Why!
  4. Submitted By: Soul Crusher Watch Now: THESE ARE THE TOP 5 Decks in CLASH ROYALE! And Here's Why!
  5. submitted by /u/Miiki37 [link] [comments] View the full article
  6. It has been forever since last update, and I just really hope that the update is in june. We can't confirm anything BUT: -Drew liked a tweet saying "update is in june" -We got the new card reveal, and tower skin + emote reveal very early (before tv royale episode) -There's going to be new tv royale on saturday (drew confirmed that), BUT content creators have already showed everything coming in the next season, so the tv royale episode must be something else, if it's not, it's a huge let down. -Supercell goes to summer vacation somewhere in july, so it wouldn't make sense that the game gets and update in july. -The update has been delayed like million times already, it would be ridiculous if they delayed it another month. My theory is that supercell is letting content creators reveal the seasonal content, so they can make tv royale episode on Clan Wars on saturday. How do I know content creators are revealing tower skin + emotes + balances today? -Oj updated his tower skin playlist, new emote playlist, and balance playlist with private videos, that he will make public later. That confirms that content creators will reveal everything about the seasonal content. submitted by /u/Miiki37 [link] [comments]View the full article
  7. I had posted a screenshot of this and it got removed because it was 'low effort' and it didn't 'generate discussion'. So I will type it all out so it won't be considered low effort. So anyways, I was watching Bufarete's latest video where he battled CWA and KFC using skeleton dragon. While he was talking and scrolling down to select a card, I saw the wizard was 4 elixir. Here is the video link - https://www.youtube.com/watch?v=XaLknodWdO8. Pause at 1:33 and you will be able to see the wizard. What do you think possible changes to the card could be? Will it make it less annoying on mid ladder and more viable on top ladder/GCs? submitted by /u/Commander_Dani [link] [comments]View the full article
  8. There are lots of posts and comments about cards that seem entirely correct, especially when it comes to card strength. I hope that my post helps increase people's understanding of the game and lead to more objective and knowledgeable posts/comments in the future. RoyaleAPI is website that keeps track of lots of stats about clash royale, including stats about clans, players, decks, and cards. I am going to talk about card stats today, so we'll be looking at: https://royaleapi.com/cards/popular This page lists use rates and win rates of all cards. Default filters: The first thing you should notice and understand are the default filters. The default is grand challenge battles for the last 7 days, sorted by usage rate. Why are grand challenge battles the default and not ladder or anything else? There are several good reasons for that: Ladder games generally lead wni rates to 50% because of how ladder brings you up and down trophies. If you filtered for ladder, you'd see that almost all cards have win rates close to 50%. The more you play ladder, the faster you will reach an equilibrium of 50% win rate (unless you are the best player in the world). This doesn't happen in grand challenges; you can win 1000 times or lose 1000 times; aside from the first game of the challenge, the game won't help you reach a state of 50% win rate. In grand challenges, good players keep playing and bad players get kicked out fast. This helps the stats more accurately show the strength of cards being used correctly by good players. In ladder, bad players can keep playing and keep improperly using cards. Decks that lose will get kicked out fast and the cards in them will have less usage rate. And vice versa. In ladder, nobody gets kicked out, so bad cards can keep getting used. Why is it filtered for the last 7 days? It's so that the stats are using enough battle data to show good stats. A small sample size might not accurately show card strength. 14 days is a bit too long, especially if a season has just started. Why is it sorted by usage rate? Generally, good players will use good cards more. In grand challenges, decks that win gets to play more games in the grand challenge, upping it's usage rate. Decks that lose play fewer games in the grand challenge, so it won't get used as much as a deck that wins. Feel free the change the filters if you like. I recommend changing the days filter when the season starts. Sorting by win rate is sometimes nice too, but not as accurate. Filtering for top 1000 ladder is nice too, but you can only look at usage rates there since the win rates all get pulled towards 50%. Otherwise, a look at these card stats with these default filters will give a very good look on the state of the game, to see which cards are strong or weak. There is one legitimate difference between ladder and challenges: in ladder, you just need a win rate above 50% and you will climb. In challenges, a win rate close to 50% doesn't cut it. Therefore, challenges favor decks that do well in all matchups and don't have very binary matchups. Lava hound decks are an example that might not do well in challenges. However, in ladder, lava hound decks are ok, since you can play unlimited battles and climb. Interpreting the Usage and Win Rates: Basic So how do you interpret these usage rate and win rate stats? First of all, usage rate and win rate should never be looked at separately. The two stats together show the strength of a card. The average usage rate of a card is around 8-9%. You'd think that the average win rate of a card should be 50%, but sadly, a vast majority of cards are below that. I'd say that 47% is generally the average win percentage. High usage rate cards are AT LEAST viable. Low usage rates cards can still be good though, but they probably only fit in few decks. Win rates are self explanatory, High win rate cards are of course good. Miner and goblin cage both fit this description. Despite the miner getting nerfed and remaining top tier, people still refuse to see that miner was OP, which I find quite sad. High win rates with low use rate means that the card is either underrated by players, not liked by players, or doesn't fit in many decks. Goblin giant is one example. It consistently has low usage and high win rates, but only goes in a subset of sparky decks. Royal hogs is another example. Low win rate with high/medium use rates usually means a card is either overrated by players, well liked, or fit in a lot of decks. Fireball is one example that consistently fits this description. Fireball is consistently worse than poison, but it seems that lots of people still put those two cards on the same tier, so fireball is probably well liked by players, but overrated. Ice spirit is another example. Again, most people would put ice spirit and skeletons on the same tier, but ice spirit is consistently worse than skeletons. Low win rate and low use rate is basically just bad. Elite barbs and furnace are examples. Cards that are very close to completely average at the moment are Mega Minion and Pekka. Interpreting Usage and Win Rates: Advanced Lots of cards are of course related to one another, which is obvious since there are 8 cards in a deck, and if a deck wins, all 8 cards win. Separating cards from each other can be done by looking at the past and seeing how their stats have changed through balance changes. You can look at balance changes here: https://clashroyale.fandom.com/wiki/Version_History How do you look at past stats? Luckily for you: I've been archiving this webpage recently on most days (I forget to do it sometimes, so there are gaps) https://web.archive.org/web/*/https://royaleapi.com/cards/popular You only want to look at the blue circles here. The green ones are redirects to older archives. So how do you interpret stats from the past to see card strength? You have to combine balance changes with these past stats to do so. For example: Hog and earthquake are commonly found together. Let's say you are wondering if hog is OP or EQ is OP. We obviously know EQ is the culprit here, but if you looked through the past, you'd see that hog rider has had around a 40% win rate in grand challenges up until the end of March, and EQ came to have better stats than hog starting at February, when barb hut got buffed. However, even in January, you can see that EQ had the signs of being an underrated card. Also, you can look at the stats of cards that aren't used in hog EQ that are used exclusively in other hog decks. Cannon is a big one, with it's consistent 30% win rate ever since season 1. Executioner is another one. Lets look at the card strength of another card: Musketeer. It is very popular, and has a pretty good win rate. Despite having no recent balance chanages, musketeer has slowly risen ever since some actually OP cards got nerfed in late 2019. Is it actually strong? Looking at the past balance changes and stats, there are several reasons why musketeer is so popular right now. The rise of EQ comes with not using a big damaging spell that is normally used to counter musketeer. Lightning is decreasing in popularity since EQ is the substitute. There are fewer fireballs too. Decrease in tornado usage means all ranged units, including musketeer, won't get pulled into enemy units and die as often. There is a little less miner than in early 2020, who served a ranged unit assassin. Miner balloon is meta. Although musk is slow at taking out balloon, it's still an air targeter. Less splashyard means less poison and barbarian barrel. Baby dragon used to distract musketeer for a long time; now it's not as long. Is musketeer OP? Now that the counters are less popular, maybe. But there are lots of factors obviously. The same can be said for bats; they have risen due to balloon and EQ and nado stat changes as well. With this post, I hope that some of you guys learn to use RoyaleAPI and interpret stats for the sake of better future discussions. What cards do you guys think are problematic? Perhaps you can use some stats to back up your opinions for your balance wishlist. submitted by /u/BestN00b [link] [comments]View the full article
  9. submitted by /u/qwertyuiop98672 [link] [comments] View the full article
  10. submitted by /u/UgurhanKose [link] [comments] View the full article
  11. submitted by /u/UgurhanKose [link] [comments] View the full article
  12. submitted by /u/ZillionaireOffaAir [link] [comments] View the full article
  13. submitted by /u/KWXY [link] [comments] View the full article

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