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Found 209 results

  1. Did Supercell forget or did they get rid of them? submitted by /u/JerryLikesJazz [link] [comments]View the full article
  2. A miner season is something I have talked alot about, for a few reasons, 1st its my favorite card. 2nd, an underground/cave could be really fun an add some really fun challanges/mechanics into the game. Design It could have something from each arenas, little cave holes (portals) that show how he travels so fast. it could show what the Tesla looks like underground as a make-shift chandelier. A golem quarry or a lava hound nest (each could also be their own season. Water (melted from frozen peak) and lava(from Pekkas playhouse) meet to make obsideon bridges (maybe), a mighty convenient Heating/Cooling/sauna. Roots hang from the ceiling, little holes let in rays of sunshine. A couch, maybe a TV with TV royale on it. Piles of coal and gold and A pile of the same ole blue shirt and overalls that are desperate for a cleaning after all the coal mining for the skeletons and their bombs and for the the furnaces, the elixer mines, the bowlers bowling rocks and not to mention all the gold for the gold skins and players. The miner lays in the corner, his candle-covered helmet convering his face as he catches some Zs. A few viles of poison and liquid earthquake in the makeshift kitchen. The whole cave illuminated by sunlight during the day, with candles in the dark areas, and moonlight and candle by night. Glowing mushrooms would illuminate the night as well.(Maybe just a tiny bit of Elctro-valley shines through) and of course, the aforementioned Tesla chandelier. They could finally implement a day/night system depending on the time of your device, or easy on the eye gamming at night and vibrant display during the day. Challenges Dust Bowl: the arena shakes sending dirt in the air, limiting the players view of the arena, not completely blocking it, just obscuring it. Quaking Chaos: the entire arena is affected by earthquakes, making rocks fall onto the arena. Miner Mayhem: a classic deck challenge with all decks including the miner! Continental Drift. The river starts to very slowly get wider... Riders beware. A bland unbalanced draft challenge. Other A nice usefull miner emote BMy. A golem emote, a melting witch in poison (wizard of Oz) emote Tower Skin Ideas: Furnaces with piles of coal m u d Cave like structures A castle with shovels going in a X formation. Mushrooms (cuz the miners a FUN GUY) A stump with fungi growing around it and a hole to get into Let me know any more ideas, something that would look good in other arenas. Star Skins More star skins because they've sorta been lacking After all the nerfs the miner just wants to rest, thank you for reading and good luck in the arena. submitted by /u/barbeaux [link] [comments]View the full article
  3. I'll try to make it short- In 2017 my email got hacked and someone stole my account. I gave supercell all the info they asked for, and after few weeks I got my account back! Few months later exactly before I got drafted, my new email got hacked, again. (I know, not very responsible of me). I started the process again but sadly supercell said I can't recover my account twice(even tho I have all the evidence that I'm the rightful owner). Sadly, getting drafted made me to quit the game. The hacker played the game and got my account banned, and it's impossible to recover banned accounts. Now 2 and a half years later, after I served my country, I want to hop on the game and play the game that made my childhood the best. I have all the gem recpiets, my old phone I used to play on, same IP I played with, tons of screenshots of my account, and 5k Facebook friends that watched me play every game. Here's imugr link for proof: https://imgur.com/gallery/Vx32Mz8 Please upvote this post, you guys are my last hope :( Thank you for reading! submitted by /u/Yandankm [link] [comments]View the full article
  4. Submitted By: Soul Crusher Watch Now: Early Season Warrior - Now what?
  5. submitted by /u/PokerFace567 [link] [comments] View the full article
  6. Submitted By: Soul Crusher Watch Now: HOG 2.6 END SEASON PUSH +7800 - CLASH ROYALE
  7. submitted by /u/lStormVR [link] [comments] View the full article
  8. Submitted By: Soul Crusher Watch Now: Clash Royale Season 14: Prepare For War! (Season Overview)
  9. submitted by /u/kinglu98 [link] [comments] View the full article
  10. Season 14 Pass Royale (Feed generated with FetchRSS)
  11. Submitted By: Soul Crusher Watch Now: So those Balance Changes huh?.. End of Season Ladder
  12. submitted by /u/PokerFace567 [link] [comments] View the full article
  13. submitted by /u/Mriganka_Bhuyan [link] [comments] View the full article
  14. submitted by /u/ihavecookiesuw [link] [comments] View the full article
  15. INTRODUCTION Hello everyone, J.Corby here. And it’s that time of month again. Where I look at the Season data given to us and explain what it all actually means, imo. Today we are looking at Season 14: Prepare for War! We have new Season Changes, Balances Changes, and the likely date of the Big August Update. But, I am kinda... disappointed with what we got this Season. It had a lot of unused Potential, even if the Big August Update was not coming in early August. Let me explain what I mean. PART 1: SEASON CHANGES • ~Emotes, Tower Skin, and Challenges~: • ~Emotes~: These new Emotes are... concerning to say the least. The Pass Exclusive Emote is an Archer gracefully shooting an arrow, not bad, but not good. And then the other 2 Emotes you can get from the Shop (Firecracker Hood Up and Archer cleaning the ”arrow” Tip) are just kinda meh to me, not even one of them as a Challenge Reward either like in past Seasons. And the reason why I say these are “concerning” is because the new art style and more smooth motion are different to the older Emotes like the OG King Emotes, or hell even the Season 7 Firecracker Emote is fine compared to this. I know this is a nitpick, but I love the simplicity of how the Emotes look, they don’t need to have a different art style or feel more smooth, they just need to express the intended emotion with characters we like (Some of those intended emotions might cause controversy in the community, but that’s for another discussion, maybe a post for another day). Overall they are on the lower end in my opinion, but at least the Archer/Firecrackers out there got some love. • ~Tower Skin~: And now to have a 180 here; this skin is actually really good in my opinion! It’s based of the Mega Knight are we are back in Legendary Arena... again (we all know base Legendary Arena is cool, but for the third time? Just get rid of Season Arenas and decorate the Legendary Arena to match the Theme). I like the helmet being the focus in the front of the King Tower and how it’s just like a massive armored tower. Is it as good as Season 3’s Tower Skin? Probably on par to me, maybe a little less good. Great job here if you as me. • ~Challenges~: I am interested in this set of Challenges, very interested. All of these have a title of ”Master the Deck” followed by lines of either Beatdown/Bridge Spam/Siege and Air/Tower Damage/High Damage. All I know is that it’s to “level up our Cards for Clan Wars 2.0”, so are these like Training Camp Challenged where we face the trainer while we both use a Deck that’s Beatdown/Siege/etc.? Whatever it is, it’s going to help us boost our Card levels so that’s good. Definitely need to wait and see here folks PART 2: BALANCE CHANGES • ~Bower~: Sight Range Nerfed to 4.8(?!) Tiles from 6.0 Tiles, Projectile Distanced Buffed to 7.5 Tiles from 6.0 Tiles, HP Buffed to 1724 from 1596 Out of all the changes, this is the only one I really like. The Bowler’s Boulder can now finally hit a Firecracker while she is shooting (R.I.P Firecracker) and he overall hits things that are farther away now, AND he has more HP, allowing him to survive longer to counterattack in pushes. The one thing I’m concerned about is the Sight Range. All Troops that are Ranged (if they have more than 4.0 Tile Range) will always have a sight range of +1 of their Base Range (some outliners like Sparky and Archers that should be fixed, but still). What this does is make Bowler’s Sight Range his Base Range, which May cause issues with targeting. And why 4.8?! If not rounded up to 5.0 Tiles, why that? It’s inconsistent. I do overall like the change since it fixes his issues with other Cards, but it’s a funky change for this funky purple dude. • ~Royal Recruit~: Damage Buffed to 111 from 101 A Simple buff for arguably the most Simple Card in the Game. They can now one shot Spear Goblins... that’s about it. While the new DPS buff is nice when defending, if Supercell wants Royal Recruits to be viable (they said multiple times they don’t want them too because they are problematic), then they need WAY more than just small Stat changes. They need a full on rework or even just to be deleted/replaced if they are that problematic. This change won’t do that much, but it’s something • ~Royal Delivery~: Knockback Removed Wow... I know the Card was extremely Strong, but it did not need THIS much of a nerf! What this does is basically make it unable to reset Cards like Inferno Dragon, Hog Rider, etc., making it to where they overall will get more Damage off than before. They did not Even do anything to make up for it besides the Royal Recruit buff that carries over. I think I get why they got rid of it: “Damage is good, Radius is good, we want the timer to be long for “skill plays”, so let’s just get rid of Knockback!” While those are “valid” arguments, the Knockback was very important for a Card like this to make it work. I guess we have to see if it will still be in the Meta with this change • ~The Log~: Roll Distance Nerfed to 10.1 Tiles from 11.1 Tiles Ouch, that’s gotta hurt for the woody guy. Wait, would a lot feel pain? They can cry and get mad, but would they feel pain? Anyways, this Nerf is big! You now have to Roll the Log exactly at the Bridge to get ANY Crown Tower Damage off, let alone it being not as rewarding now (more in that later). It also makes it less effective at handling Bait when the spam both Princess and Goblin Barrel, The Log just barely misses the Princess now! While most interactions remain the same and it will still be Viable, I think this Nerf might be a little much. • ~Bats~: Hitspeed Nerfed to 1.3 Seconds from 1.1 Seconds The Bats’ jaws are getting heavier and heavier, this they hit slower and slower. By itself, this change would not be that bad because they still have great DPS for their Elixir. But when they buff/nerf Hitspeed, they ALMOST ALWAYS buff/nerf their First Hitspeed... I think you know where this is headed. Changing the First Hitspeed of a Card can make or break them, and this is going to be a massive nerf to them being played reactively, which is not good. It’s like what happened when they nerfed Magic Archer’s First Hitspeed years ago, he was really bad, and now Bats might be in the same spot. Looks like I’m going to probably switch Bats for Minions in my deck. • ~Miner~: Crown Tower Damage Nerfed to 48 from 56 And I thought that Bats got one of the worst Nerfs. This change has the potential of completely killing off Chip Cycle with Miner, forcing you to run other Cards to even consider using this Card on offense. I personally thought that after initial nerf, he would be Fine, or at the very least make it 33%. But now, I fear Miner actually might not be as Meta as he is now. Let’s just hope he still is used in Giant Triple Spell or Miner Wall Breakers Decks. But wait, if Miner’s Crown Tower Damage got nerfed, then does that mea- ~Spells with Crown Tower Damage (Tornado and Earthquake excluded)~: Crown Tower Damage Nerfed to 30% from 35% I spoke too soon, THIS is the worst nerf of the Balance Changes. While Spell Cycling is very annoying and frustrating to deal with (looking at you, Ice-Bow), this nerf is way too much to me. Freeze deals 29 from 34 Damage, Zap and Snowball deal 48 from 56, Log deals 72 from 84, Arrows deal 93 from 108, Fireball deals 172 from 201, Poison deals 184 from 216, Lightning deals 264 from 307, and Rocket deals 370 from 426! I hate this change with a passion, and only because it is TOO MUCH of a nerf. The main issue was ROCKET dealing too much Damage to Crown Towers (because of Ice-Bow), but if they nerfed the Base Damage, interactions might change too much. So they decided to do a massive Crown Tower Nerf to all Spells because it is still technically an issue in the game. I don’t get why the Nerfed it so Hard however, why not make it 33% to “match” how much Damage Earthquake deals to Crown Towers. Change Spells (and Miner) to work like Earthquake: where their Base Damage and a different type of Damage (in this case, Building Damage) is the Same as the Base Damage, but make the other type of Damage (in this case, Crown Tower Damage) an actual Number and not a percentage of the Base Damage (even if it technically is a Percentage of the Base Damage, like how Earthquake deals 33% of its Building Damage to Crown Towers and Troops, even when it’s not classified as “Crown Tower Damage”). But that’s not all! They make Tornado an exception to the rule... WHY?! I know that Tornado is a wacky Card that might still need fixing, but that does not mean it gets a free pass on Standardization like Crown Tower Damage. This set of Changes is going to change the game the most, and it may hinder Spell Cycling, it might a little too much to me and other players. PART 3: THE BIG AUGUST UPDATE • It’s sad to say this, but it’s implied that the Big August Update is coming in middle to even late August, not August 3rd like Season 14. While this is understandable since they just got back from their mandatory Vacation and might need to finalize some details, I am very worried about this update. From what we seen, with the new Clan Wars and stuff, I don’t think this Update will be worth the 6-13 Month wait for a new Content Update. Unless they are hiding a lot, and I mean A LOT of other changes to boost Progression, fix Inconsistencies and more, don’t think this Update will meet the massive expectations it has. I really do hope the best for this Game, it has given me so many fun memories over my 4+ years of playing it, but even I am losing patience here. Seth and Drew, if you are seeing this post, please tell us that you at the very least understand the concerns that I and many others feel about this Season and Future of Clash Royale. We know that it can and deserves better. CLOSING So, what do you think? Think I am being a bit too nit picky here, or are my thoughts justified? Do you like the Season and Balance Changes? Do you think the Big August Update is going to be a Success? What do YOU want to see in Clash Royale? Let me know down below. Clash on everyone! submitted by /u/JCorby17 [link] [comments]View the full article
  16. Submitted By: Soul Crusher Watch Now: Season 14 QUICK Stats & Facts (& Balance Changes) | Clash Royale
  17. Submitted By: Soul Crusher Watch Now: *NEW* MEGA KNIGHT TOWER SKIN!! SEASON 14 UPDATE IN CLASH ROYALE!!
  18. Check out the balance changes coming to Season 14! These changes go live in-game on Tuesday, 4th August. --- BOWLER (REWORK) Sight Range -20% Projectile Range +25% Hitpoints +8% WHY? The idea behind this rework is to make Bowler a bit more viable in offense, while keeping his defensive potential strong enough. Now he can reach the opponent’s Princess Tower right after crossing the bridge, but he has to be a bit closer to enemies to score a strike! --- SPELL CROWN TOWER DAMAGE REDUCTION The following Spells now deal 30% of their total Damage to Crown Towers (Crown Tower Damage) instead of 35%: Arrows Giant Snowball Fireball Freeze Lightning Poison Rocket The Log Zap ABOVE SPELLS Crown Tower Damage 35% > 30% --- MINER Crown Tower Damage 35% > 30% WHY? Spells have been the most popular and effective cards in the game since time immemorial. While we think it’s cool for spells to have really healthy use rates, they provide a bit too much value if used to destroy a Troop next to the opponent’s tower. This, coupled with the creation of sometimes stale and frustrating ‘Spell Cycle’ strategies, sees them get a slight reduction to Crown Tower Damage this Season. Miner is often used for his Crown Tower Damage which was recently reduced to be in-line with Spells. Keeping with this thinking, Miner has also been affected by this change. --- ROYAL RECRUITS Damage +8% WHY? Now these clumsy inexperienced fellas can destroy Spear Goblins with 1 hit. --- BATS Hit speed 1.1sec > 1.3sec (slower Damage Per Second) WHY? Cheap. Fast. High DPS. Bats have been one of the most used cards for a long time and maybe it’s because they give just a little bit too much value for 2 Elixir. --- THE LOG Projectile Range -9% WHY? Like Bats, The Log has been a strong leader in Challenge use rate, putting it far ahead of any other card. Even though we don’t want to touch one of the few Legendary spells in the game too much, we thought it would make sense to up it’s skill-cap slightly. Now in order to hit the opponent’s tower the log should be deployed on the very top row of tiles. --- ROYAL DELIVERY Knockback removed Royal Recruit damage +8% (the same buff for the Royal Recruits card) WHY? Royal Delivery has been a jack of all trades. It hits both ground and air, deals significant Damage, spawns a defensive Troop AND re-targets many Troops with its Knockback. Since the Royal Recruit inside is getting a Damage buff, we think it’s the right time to make Royal Delivery less of an answer to every kind of push. --- Season 14 starts on Monday 3rd August and the balance changes go live on Tuesday August 4th. Let us know what you think about these changes below! submitted by /u/Supercell_Drew [link] [comments]View the full article

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