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Found 239 results

  1. submitted by /u/Shockybomb [link] [comments] View the full article
  2. submitted by /u/Mega_PEKKA [link] [comments] View the full article
  3. submitted by /u/Mega_PEKKA [link] [comments] View the full article
  4. submitted by /u/WhyThoughWasTaken [link] [comments] View the full article
  5. Hello, everyone! It’s HR here and today, I am here to talk about macro and micro interactions as well as what specific archetypes and various sub archetypes think about when in battle, both for macro and micro interactions. Knowing what you should be keeping in mind during battle is crucial to allow yourself to gain an edge on the opponent, and knowing what the opponent is keeping track of is good to allow you to counter play effectively. So, I hope you guys enjoy this post, and please comment down below other topics or cards you would like to see written on. Macro and Micro: What are they Macro interactions and Micro interactions are ways everything, including your troops, the enemy troops, your elixir bar, the clock, your card cycle, placements, everything in a match, causes interactions. They are basically is every rule in a match. For example, elixir generates a certain amount until the last minute of each segment. (2x at the end of regular game, and 3x at the end of OT) So, that is what they are, how do they differ from each other? Macro Macro interactions are looking at the big picture of how the match is playing out. It can include How much elixir you have and how far behind or ahead you are in elixir What is in yours and their hand and what will they get soon as well as what you will. The time in the match The current game ender (3 crown or SD?) How fast or slow certain cards travel Macro interactions often can be harder to read than micro interactions, but there are much less to read in a single match. And now, let’s look at what micro interactions are. Micro Unlike Macro, which is focused on the details of the central picture, Micro looks at the exact opposite. What little interactions that happen differently based off of your placement and timing of your cards. Basically, it’s the 1 on 1 interactions for how cards affect others. A perfect example would have to be that a 4/3 cannon placement with proper timing will be able to pull a hog to the center and take it out. If you use your cannon to counter a Hog, you get a +1 elixir trade, which alters what the macro part of the game now looks like. Which is exactly why you need to pay attention to micro. You cannot always directly change a macro interaction, but you can use micro interactions to make a better overall picture for yourself. Micro interactions are much easier to read but you may have to pay attention to much more of them than you do macro. What macro and micro interactions should I pay attention to? Honestly, the answer to that question is it depends on the archetype you are playing. For beatdown decks, you would want to learn how to read different macro Interactions that cycle players don’t have to read, and cycle players have different micro interactions that beatdown players don’t have to read. This is because the only difference between the different archetypes and sub archetypes is how it is played. Because archetypes play differently, they want different outcomes in certain situations. So, let’s look at each individual archetype, shall we? Cycle/Light control Cycle and lighter control decks are very micro interactions based, and require more specific timing and placement, however are not quite as macro based. What to pay attention to: Macro: Card cycle (yours and opponent’s) Elixir Count (Yours and opponent’s) Elixir Generation Current time left in game Your crown towers’ health and theirs Potential decisions: Should I cycle a card or save it for defensive use, should I play my Win Condition, should I spell away a unit? Micro How much damage does your cycle troops stop? How much damage does your base troops stop? What gives you a better positive elixir trade for the damage outcome? Will I be able to convert such elixir into a counter push? Are you able to play your win condition and still defend punishment? Can you protect your win condition with troops or spells? Can I give myself a defensive advantage? (ex. king activation) Can I use a card on threats without wasting elixir? Beatdown Unlike the polar opposite archetype cycle, beatdown works much differently. While there are not quite as many micro interactions required to be successful, you must have advanced knowledge in macro interactions for every game. Looking at the big picture is crucial for this archetype. What to pay attention to: Macro Elixir Count Card cycle Time left in the game How much time your tank needs to reach the other side of the arena and then the tower compared to the time left in the game How much elixir you can get behind the tank before it crosses the river Your tower’s health compared to the opponent’s How much excess elixir you have to further fuel the push. How much elixir you might want to save for defense Potential decisions: Should I go for an investment? How big of an investment should I make? Can I make a counter push as opposed to an investment? How should I place my cards to reduce value of spells and splash troops? Micro What splash troops/spells put my support cards in danger How will the opponent’s tank killing troops interact with my tank and what’s behind it? How will my spells interact with such enemy troops mentioned above. Medium/Heavy Control These decks, despite being control decks, are often offensively oriented. They often use immediate threats in their decks which force the opponent to use defensive elixir and stop the opponent from fully being able to go on offense. Because they are somewhat heavier, they use up more elixir but have sturdier defenses, and there for are more macro based. Macro Elixir Card Cycle Time in the game Elixir Generation How much elixir the opponent needs for their offense How much elixir you have to both punish/defend Potential decisions: Is the better option to “punish” in the form of a counter push after defense? Should my punishment have more elixir and be more threatening or less elixir but more for chip damage and less threatening? Will I have a counterpush I may want focus on instead? Micro How do my defenses best play out against their offense How do my punishment troops directly play out against their defenses What certain cards are threatening enough to require a negative elixir trade on defense for the opponent What cards are able to be part of a potential counter push to allow further after defense pressure. Bait Bait decks have a win condition which are weak to a spell. They contain other cards which are high spell value, allowing the opponent to be enticed to use their spell on those, and making an easy time for the win condition to walk right onto the tower. Although there are some micro Interactions involving wether or not they need a spell, I would say macro interactions are more crucial to find out if they are able to use the spell and wether or not they are willing to spell your bait. Macro Elixir Count Card Cycle Current time left in the game Elixir Generation Your towers health and their’s Potential decisions: Should I risk damage and elixir trades to bait out a spell, or do I have the damage lead to wait a while? Am I able to use elixir offensively for the bait? (ex. Use an offensive Princess) When will they be able to use their spell again? Should I back off and try to bait the spell out more defensively? (ex. using a swarm or princess in front or king) When I have baited out their spell, How aggressive will I be able to go in the punishment? Micro Does their spell kill my bait? Does their spell kill my punishment? Are there any splash troops that can affect wether or not the bait will work? Will the bait/punishment also be effective on defense? If the last one is answered yes, which would be more effective as the bait, and which more effective as the back up defense? Are there any single interactions involving my bait cards that they cannot win the game with (ex. If I’m playing Giant beatdown against fireball bait, I have to get rid of your hunter for the Giant to reach the tower.) Conclusion Macro interactions involve the whole picture and describe how the whole match is going. It can be hard to read and control at times but there are not nearly as many as it’s counterpart, micro, which involves smaller interactions for 1 on 1 cards. The amount of macro and micro interactions in a game varies on what deck you are playing. Before I end this post, I would like to say that there have been a lot of hate towards almost every deck out there recently. Please, before you post why X deck “takes no skill and should be removed,” or “needs a nerf because of how easy it is to play,” please refer to what archetype they are and what goes on in the minds of that player in even just one match. With that said, if there are any suggestions for cards, topics or other post you would like to see, please comment down below. Thank you for reading! HR submitted by /u/Huffelpuff__rainbow [link] [comments]View the full article
  6. submitted by /u/Team_Legacy [link] [comments] View the full article
  7. submitted by /u/JethroBo37 [link] [comments] View the full article
  8. submitted by /u/PokemonPrints [link] [comments] View the full article
  9. submitted by /u/Cadencator [link] [comments] View the full article
  10. Me: Anything but Ram Rider, anything but Ram Rider ... Me: Oh wonderful, it's Ram Rider submitted by /u/1917-was-lit [link] [comments]View the full article
  11. submitted by /u/dinoxoko [link] [comments] View the full article
  12. submitted by /u/EpsillionMk [link] [comments] View the full article
  13. This is for obvious reasons. Sometimes, we make the wrong choice for who should be a Co-Leader. Every now and then, you get a Co-Leader with bad intentions who just destroys your clan. As an extra precaution, leaders should get a notification each time someone gets kicked. If the leader is by their phone, they could step in and stop it before too many people are kicked submitted by /u/GameGod2815 [link] [comments]View the full article
  14. submitted by /u/Team_Legacy [link] [comments] View the full article
  15. submitted by /u/Not-The-Dark-Lord-7 [link] [comments] View the full article
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