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Found 137 results

  1. submitted by /u/Blackangel466 [link] [comments] View the full article
  2. submitted by /u/DarkfOscar [link] [comments] View the full article
  3. submitted by /u/Mastry3 [link] [comments] View the full article
  4. submitted by /u/Gab2z2 [link] [comments] View the full article
  5. (Pre post note! Throughout the post, I will mention how to utilize/defend a Ghost that is able to cross over the river. At the time this comes out, he will not be able to do this. He will able to following CWII update, and I don’t feel like adding new stuff to the post after the update, so for strategy sake, let’s pretend that he can for the moment!) Hello everyone! It’s HR here today with the Royal Ghost! The Royal Ghost is a rather unique 3 elixir legendary with the ability to become in invisible to every other unit in the game. He is able to deal with exactly equal level log weak enemies in one hit and even has splash damage, making him a great assassin. Because of his floating over the river and his invisibility, I would say he is a medium to high skill cap legendary, but not very high skill. Stats lvl 9 Elixir: 3 Rarity: Legendary Arena: Spooky Town Damage: 216 Hit points: 1000 Hitspeed: 1.8 sec DPS: 120 Targets: Ground Range: Melee Speed: Fast Mass: 3 Invisibility Delay: 1.6 sec Synergy: Tanks/Mini tanks: The Royal Ghost is completely invisible to all units until it completes it’s first attack. This means that if any unit walks in range of the tower without the RG attacking and becoming visible, he will be able to be tanked for until that unit is dead. Pair him both offensively and defensively with a tank and he will get some good value. Various effective decks this card is featured in: 3M bait, Modern FB bait: Although the Royal Ghost isn’t the best when it comes to fireball bait seeing as it has 1000 damage and fireball isn’t a great option to kill it, it has good synergy with tank like cards such as the Ice Golem in this deck and as an added bonus, it helps keep pressure which modern bait decks require. Bridgespam: As mentioned, he is good at keeping up pressure. Bridge spam is a deck solely based on keeping enough pressure and punishing your opponent for using higher cost units. He fits well as a pressure card along with the Battle Ram, since it can tank, and the Ghost can kill ground swarms and sneak past air swarms. How to use: The Royal Ghost is a 3 elixir card that is able to become invisible to his enemies and float across the river. Now that he has the ability to cross over the river, he can have more skilled and useful interactions that can affect the match. All enemies that are weak to the Log will die to one equal level Ghost hit. This not only makes him useful as a splasher against ground swarms, but very reliable as an assassin against the princess, the Dart Goblin, and, with aid of some decent 1000 health, even the Magic Archer, Bomber and cards with similar health to the Musketeer. Under most scenarios’s its useful to have something tank for the Ghost, however if you are looking to kill some of those enemies they probably are used on defense against your push/pressure attack and you want to stop them from doing such. The Magic Archer is a different scenario because if you are trying to kill him from right over the river, chances are he’s chipping away your tower. Because of this, carry a Zap so that the Magic Archer can successfully re target onto the Ghost and you can stop the damage. On offense, he has the health of a Miner, more damage pre second, and has his invisibility, so he can definitely be a threat to the tower if not properly dealt with. Also, he deals splash damage which is good against ground swarms that are attempting to stop a push, and since he is invisible it is almost guaranteed that he will be tanked for. Use/Win Rates: thoughts on how popular Royal Ghost is in the current meta game. Royal Ghost has a 5% use and a 46% win rate. So below average, but certainly not in the worst spot it could be in. We already know that he will be receiving a buff to cross the river without needing the bridge, so that makes it more likely choice in some other decks, mainly offensively oriented. But do you think that this would make it a bit to powerful, and need something to balance it out? Or is it in just the right place to have a such buff? What are your thoughts about Royal Ghost in the current meta? Countering The Royal Ghost is a 3 elixir Minitank such as the Miner or the Knight. It has some similar weaknesses. Using a tank killer such as Mini-Pekka will ensure that it falls. You can also use a Mini-Tank such as a knight to block it and take it out with tower damage health. It doesn’t attack air, so you can use air troops to take it out AFTER the Ghost is locked on a ground unit. Otherwise it will sneak under them and not be seen. If the opponent tries to float it over the river for a sneaky assassination of a princess or other ranged unit, you can block it with really any unit, and it will be foiled, assuming the defensive cards are able to see it. Conclusion The Royal Ghost is a 3 elixir legendary card with the ability to go invisible and strike your opponents with a scary surprise! Though he has some damage and is somewhat tanky, he shines as an assassin to take down other units quickly and effectively without being seen or attacked. As always, if you liked this single card breakdown post, feel free to comment down below other cards, and I’ll be happy to add it to the list! Thank you for reading! HR submitted by /u/Huffelpuff__rainbow [link] [comments]View the full article
  6. Submitted By: Soul Crusher Watch Now: Use SPARKY in Heal Challenge
  7. submitted by /u/vorgrathaxis [link] [comments] View the full article
  8. Hello, guys it’s H_R here, with the Ice Wizard. The Ice Wizard is a 3 elixir splash unit with the ability to make the enemy troops very frosty and slow them all down. As a decent defensive card and a classic option to control decks, the Ice Wizard is definitely a card you would like to either know how to use, or know how to counter. If you liked this single card breakdown, comment down below other cards you would like to see. Stats lvl 9 Elixir: 3 Rarity: Legendary Arena: Frozen Peak Damage: 75 Hit points: 590 Hitspeed: 1.7 DPS: 44 Targets: Air&Ground Range: 5.5 Speed: Medium Mass: 5 Slow down amount: 35% Slow down duration: 2.5 sec Synergy: Tornado: Somewhat weaker since the tornadoes rework, but still effective. The tornado groups up entire pushes full of support troops, allowing the Ice Wizard to slow down and assist in taking the push out. Buildings: The Ice Wizard can slow down building targeting troops and make the track to their destination seem as far as possible. You can place a building down for extra damage and further kite the push, making it go even slower overall. Tank killers: (especially single hit cards, such as PEKKA) The Ice Wizard has a weakness that he has low damage, although it’s splash damage, you may want something that packs a better punch to take out more beefy units such as a Golem. Various effective decks this card is featured in: Splash Yard: Ah, yes. My new favorite deck. Splash yard is a very effective meta deck which uses multiple splash troops paired with the tornado to make a solid defense while the counter attack uses a tank and the Graveyard to quickly deal tons of damage. Ice Bow Yeah, you knew I had to mention it. Ice Bow is a X-bow deck which uses a heavy defense with the the X-bow to take the tower close enough to rocket for the win. Again, the Ice Wizard is used as the star of the defense, slowing down the push and shutting it down. How to use: The Ice Wizard is a 3 elixir cost legendary that has the unique ability to slow down troops. Because he doesn’t have much Ralph or DPS, the slow effect is what you will be mainly using him for and it will often be on defense. Although he really isn’t able to kill many troops, even light swarms, effectively enough to do so with no tower help, his ability to slow down a push and allow your units to take it out at a faster speed than it can move makes him one of the best cards against even tanks. When you are using him, he will often have to be in the back behind units or at the very least far away from them, since he’s also quite fragile as well as packing a soft punch. Also, you should play him first, but play other units quickly after. This will allow the Ice Wizard to stay on the board and get as much value as possible. With that being said, keep him away from other units and the tower, to avoid easy spell value for a positive elixir trade, in the long run anyways. When tanked for, he can also be somewhat effective in a counter attack as well. He can lower the DPS of certain units and can act as a sort of offensive splasher against swarms. He is very light though, so it’s doubtful that he will be fully successful, alone or in a group, offensively. Use/Win Rates: thoughts on how popular is in the current meta game. 9% use rate and a 46% win rate. Right at a balanced amount. He is a rather defensive card, however, so should Ice Wizard be changed to be less of a slow-down card, so that he can be a better contribution to the meta? What are your thoughts about Ice Wizard in the current meta? Countering The Ice Wizard is a rather weak troop: He will die to fireball + Zap or poison, as well as units that are able to take care of these weaker troops effectively. He can also have his attacks absorbed by a stronger unit so so that the tower can take it out. An Ice Golem, a knight, and an Ice Spirit can do this for a positive or neutral elixir trade. Don’t put a troop that you want to attack the Ice Wizard or other cards near it away from the Ice Wizard. He will just slow the unit down and make it harder for your troop to hit the threat. Conclusion The Ice Wizard is a 3 elixir Legendary card with the ability to slow down your opponent’s cards making them an easier take down. Although weak to spells and Mini As always, if you liked this single card breakdown post, feel free to comment down below other cards, and I’ll be happy to add it to the list! Thank you for reading! HR submitted by /u/Huffelpuff__rainbow [link] [comments]View the full article
  9. submitted by /u/Phage_YT [link] [comments] View the full article
  10. submitted by /u/Randomguy147258 [link] [comments] View the full article
  11. submitted by /u/milaimzeka [link] [comments] View the full article

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