You guys did it that close to the end? Haha that's awesome, one of the props of having people all around the world in the clan.Cheers to GAF for getting the tier 10 clan chest with 5 mins to spare. And thanks to everyone who went the extra mile for crowns.
You guys did it that close to the end? Haha that's awesome, one of the props of having people all around the world in the clan.
Someone wanna give me a deck idea so that I can use my inferno dragon while still using my log. Currently running:
Any open slot in the GAF clans I could join? My current clan is dying. :/
The quick and easy answer would be for you to replace Inferno Tower with Inferno Dragon. If you keep just using ID defensively then maybe you'll sometimes get lucky and get it to their tower. But I would probably get rid of your pump and then put another win condition in that slot. Maybe a gob barrel to make the deck a bit chippy, and get some damage past your opponent if he has buildings.
inferno dragon is garbage tier but it typically works better if you stack a bunch of flying units. lava hound, baby dragon, mega minion but then you need arrow or fireball to protect your lava hound
Looking to join up with the clan, sitting on 2600 trophies at the moment and donate lots. LtCasual in game.
Join GAF (#QYYQCQ). Just opened it now. Post you're from Neogaf in the request.
Someone wanna give me a deck idea so that I can use my inferno dragon while still using my log. Currently running:
Join GAF (#QYYQCQ). Just opened it now. Post you're from Neogaf in the request.
I would also like to join.
Are you on now? Let me know when you're ready to join and I'll open the clan for you.
On like Donkey Kong now.
Inferno Dragon wouldn't slot in easily there. It works best on both defense and offense if there is something tanking for it, especially when crossing the river. Your hog will be too fast for it, and the valkyrie isn't tanky enough.
Also, not sure why you have a pump as your deck doesn't really demand it.
If you really wanted to include it in your current deck, drop hog and pump and add in giant and inferno dragon. Also, consider switching out zap for arrows for better protection for your giant and inferno dragon from minions.
http://i.imgur.com/zwLeonW.png[MG]
this is the deck i'm using for the battle ram challenge works pretty good i'm 6-2 so far. 7/8 cards i don't use so there was alot of improvisation lol.
so electro wizard completely obliterates the battle ram so you should add it to your deck, the executioner is the most OP card in the game currently and tornado is the best card that syngerizes with him.[/QUOTE]
Thanks to this deck I won my first challenge. :)
won 3 in a row with
1. Ram
2. Ewiz
3. Exe
4. Log
5. Hog
6. Dark P
8.army
7. Tomston
Dark P a great counter to bowler-exe-lighning, army etc...
I tryed Giant deck...but i suck at beatdown
I was in with you. Did the entire GAF clan get disbanded?it seems that the gaf clan I was in is no more, so can someone invite me to #y8cgrr please
All the clans are back. That was wierd
All the clans are back. That was wierd
I thought you said you quit the game 3 days ago?
Knight is a hard counter to executioner, and if you add goblins to it, EB is no problem too.Executionner kinda killed my will to play the game. He's kinda everywhere and shut downs my deck pretty hard after all. Will probably come back in a week but I need a break from Exe/eBarbs right now lol.
Executionner kinda killed my will to play the game. He's kinda everywhere and shut downs my deck pretty hard after all. Will probably come back in a week but I need a break from Exe/eBarbs right now lol.
Now that the balance changes have settled down, I'm actually seeing a lot of deck variation around 4000 trophies. Back to how it was months ago without a dominant deck.
Certainly not seeing anywhere near the same number of Elite Barbs to the point where they are punishing when surprised by them.
Executioner hasn't been much of a problem for me. Careful placement of troops is a great way to minimizing his impact.
executioner would be more dominant if everyone had it unlocked and you could request to level it. its because its epic that it hasn't become more widespread, its an OP card and almost never trades negatively.
I'd say if he was considered overpowered, you could hobble it a little by not having the splash damage extend behind his back and nerf his health slightly. Would make him easier to take out but not fundamentally change the way the card is played.
Here are the Executioner bugs that we will be fixing with the next update (unfortunately we can't fix these bugs with a maintenance break):
Enemy troop attack animation resets when hit by his axe (aka, the "mini stun")
Damaging troops behind him when his axe returns
Throwing his axe out of the Arena (and getting stuck)
One "tick" of damage happens in front of him when his axe is fully extended
No offense taken, you're right I should change decks. But since I've been playing a variation of my deck for sooo long up to the 4100 range it just bums me out to see a new card come out and shut my shit down from one day to another.Not to be a smartass and state the obvious, but you have to change your deck to fit the meta. As said above, knight is a good counter, as is rocket (you can almost always get value out of a rocket with executioner is played), or lightning/log combo if your opponent groups up multiple units.
No offense taken, you're right I should change decks. But since I've been playing a variation of my deck for sooo long up to the 4100 range it just bums me out to see a new card come out and shut my shit down from one day to another.
I prefer taking a few days off the game instead of raging because of a game.
EDIT : Knight being a good counter against him is useless to me since my problem is Executer used on defense.
Hi! I recently started playing Clash Royale and would like to join a GAF clan if possible. Is there any opening left somewhere for me?
Executioner: Damage -6%, Range to 4.5 (from 5), axe hit radius -10%
Executioner's power level is clearly too high for a troop that does it all. However, this is partly due to a few bugs that we're fixing in the next update, so we're taking that into account with these changes. Reducing his damage, range and the amount of stuff his axe can hit at once should rein him in.
Poison: Duration to 8sec (from 10sec), Damage per second +24%
After this change Poison will be more reliable at getting its damage down. It'll deal more damage with each tick, but roughly the same damage over the duration. Skeletons will pop in one tick (instead of two), making it much better against Skeleton Army and Graveyard - and a viable alternative to Fireball again.
Witch: Damage +6%
Her use rate is really low in the later Arenas and high-win Challenges, but it's quite good elsewhere. We're looking to give her a small boost without overpowering her in the early game. This change will allow her to one-shot equally leveled Skeletons.
P.E.K.K.A: Deploy Time to 1sec (from 3sec)
We're aiming to make P.E.K.K.A feel more usable and a bit more nimble to play, without breaking her identity as a big, burly robot.
Dark Prince: Hitpoints +5%
He's been considered a lower tier card for some time, as his stats aren't quite there when compared to other 4 Elixir options. More hitpoints should allow him to charge around the Arena with a bit more success!
Baby Dragon: Range to 3.5 (from 3)
Baby Dragon is a fun and iconic card that doesn't see a lot of play. A bit more range should make it more appealing.
Skeletons: Skeleton Count to 4 (from 3)
Since Ice Spirit joined the Arena, the 1 Elixir slot has become more competitive, so we're bringing back the 4th Skeleton! This change (aka, +25% more calcium) will give Skeletons a lot more value as a distraction tool. Ledoot returns!
Skeleton Army: Skeleton Count to 15 (from 16)
A critical change to maintain the delicate balance of "Skeletal equilibrium" within the Arena.