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  1. Submitted By: Soul Crusher Watch Now: Clash Royale New Ancient Arena + New Card - ANUBIS [ Clash Royale Concept idea ] + Funny Moments !
  2. Submitted By: Soul Crusher Watch Now: EDIT YOUR TOWER LAYOUT...Best Idea for Clash Royale?
  3. submitted by /u/bk6trojan [link] [comments] View the full article
  4. submitted by /u/Snoo-65620 [link] [comments] View the full article
  5. submitted by /u/Stargoz [link] [comments] View the full article
  6. submitted by /u/ploinks [link] [comments] View the full article
  7. submitted by /u/cacho8 [link] [comments] View the full article
  8. How about a challenge in which the cards will have the highest stats they had in CR history, and will have their functions and elixir cost at it´s peak? Examples: Current Royal Recruits costs 7 elixir. The lowest elixir cost they had was 6. Therefore, in the challenge, they will cost 6 elixir. Current Night Witch has 7 seconds bat spawn speed, 3.5 seconds initial bat spawn speed and 1.6 tile range. Highest spawn speed and first spawn speed she had was 5 seconds and 1.3 seconds, respectively, and highest range was 1.85 tiles. Therefore, in this challenge, Night Witch will have the 5 seconds s
  9. submitted by /u/RayanCraft200 [link] [comments] View the full article
  10. submitted by /u/annoyingly999 [link] [comments] View the full article
  11. submitted by /u/Vipeurre [link] [comments] View the full article
  12. Ah, Battle Healer. Completely broken in 1 deck, completely useless in everything else. There is no doubt that Battle Healer is one of the toughest cards to balance, clearly shown by her deck pool. I came up with an idea to rework Battle Healer, to give the elixir golem deck the much needed nerf, but then to buff Battle Healer as a card outside of this deck. This will hopefully balance elixir golem decks, and make Battle Healer also useful in other decks outside of just elixir golem. The rework is pretty out there, but I have pretty good reasoning on why I think it could work. HP Reduced by 40
  13. submitted by /u/David_Durinac [link] [comments] View the full article
  14. submitted by /u/grkmstlm1907 [link] [comments] View the full article
  15. submitted by /u/willonecr [link] [comments] View the full article
  16. I know this isn’t the biggest issue in the game, but the luck involved with starting hands can still be frustrating at times. After this long, i’m surprised no changes were added to hands. What’s more annoying than when your opponent drops a push at the bridge, such as a hog or balloon, and wrecks your tower because your counters weren’t in your starting hand. On the flip side, it’s also frustrating when your opponent drops a golem or lavahound first play and your win condition isn’t in your hand to punish the opposite lane, so you lose to a big push. I know some people have suggested bei

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