PuppetMaster
Member
BTW if you lose and think it was unfair, watch your replay. Until you understand what you did wrong or where you were not effective. It is a HUGE learning tool.
Fireball is a waste on a building. 4 elixr to not even take out a building.
Just push the offense in the opposite lane or where it is weaker. Those buildings are expensive to put down. They usually wont have elixr to counter with.
Flying units are good against buildings and things they try to drop in the middle behind the river.
Pre-nerf I thought the Tesla was a really solid answer to hut decks. Cheaper than either hut and completely prevents them from doing damage to your tower except for maybe one final goblin unless they drop something else in the lane. I'm trying out the Inferno Tower now instead but obviously it's not as good against spawners. Rocket becomes an efficient counter if they have two huts simultaneously and is especially useful towards the end when they have the mana to drop three huts at once. I really like Witch for pushing against the constant flow of units.
Bomb tower dominates hut decks. So much HP, lasts a minute, does aoe damage with the bombs.
Yeah, I was thinking of using this one but I really like a tower that also helps take out big single targets, and obviously it hurts that it can't deal with air units. Tesla was really good for everything but the Bomb Tower is only about half as good against big ground targets, and I feel like I have enough aoe already with Witch and Ice Wizard. Still it's worth considering.
X-Bow: Range decreased to 12 (from 13)
We want to open the X-Bow up to a little bit more counterplay. A range reduction will mean you can no longer position it behind a Tesla, as well as across the river, and still hit your opponent's tower!
Tesla: Hit speed decreased to 0.8sec (from 0.7sec), lifetime decreased to 40sec (from 60sec)
The Tesla's use rates and win rates don't show it as being overpowered; however, another of core design principles is that all cards should have weaknesses and counters, whereas the Tesla doesn't clearly have any. A lower hit speed will reduce its DPS versus bigger targets significantly, and also make it more vulnerable to groups of troops.
Cannon: Lifetime decreased to 30sec (from 40sec)
The Cannon offers a bit too much defensive power and value for 3 Elixir. A lower lifetime will reduce its staying power.
Princess: Hitpoints decreased by 10%
When playing with Tournament Rule card levels, as a baseline we think Arrows should be able take out the Princess for an even Elixir trade. This hitpoint reduction ensures thats the case. Additionally, the Princess has a very high use rate and could do with some added vulnerability overall.
Ice Wizard: Damage increased by 5%
The Ice Wizard's main strength is control, but he could do with a little bit of extra damage to increase his value and make him more of a threat.
Prince: Charge speed decreased by 13%
The Prince is currently the most used card in the game, but despite very popular opinion, he isn't overpowered when looking at his win rates. However, his ability to take down a tower on his own when left unchecked can be quite startling. Slowing down his charge speed a notch will give more time to react and counter.
Dark Prince: Charge speed decreased by 13%
Both Princes ride the same breed of horse, and therefore it makes perfect sense that they move at the same speed!
Valkyrie: Hitpoints and damage increased by 10%
The Valkyrie's use rates are quite low, as she still needs to find her place in the world. More damage and health should help her get there.
Royal Giant: Damage increased by 20%
The Royal Giant's use rates and win rates are very low, showing that he is clearly underpowered. We wanted to give him significantly more damage, instead of boosting his hitpoints, so he could fulfill his dreams of becoming a wrecking ball.
Giant: Damage increased by 5%
Giving the Giant a bit more damage, instead of hitpoints, will make him a more compelling choice overall, without making him any more potent on defense.
Rage: Gives 40% movement and attack speed boost (from 35%), duration decreased by 20%
Rage can be an exciting and surprising card to see in action, but it's currently not quite strong enough to make the cut in most decks. By increasing the boost to 40% and lowering the duration, Rage will be a more intense and stronger offensive tool overall.
Poison: Damage increased by 5%
Poison has fairly low use rates. A bit of damage over time will make it a more interesting choice next to Fireball and the other damage spells.
Mirror: Legendary Cards mirrored 1 level lower
The Mirror is creating Legendary Cards at a disproportionately high level (slightly). After this change a level 5 Mirror will make a level 2 Legendary Card, and so on.
Three Musketeers: Cost decreased to 9 (from 10)
Three Musketeers have a very low use rate. 9 Elixir will make them better value and less risk, hopefully increasing their allure.
Archers: Quicker initial attack (like Spear Goblins)
The Archers' use rate falls off after the early game, while the Spear Goblins remain popular across all levels. Were making their initial attack quicker, so they'll feel more responsive and effective.
Balloon: Hitpoints increased by 5%
The Balloon has low use rates at the top, and many enemies (buildings!). More hitpoints should help it get to those towers!
Witch: Damage increased by 5%
The Witch has very low use rates at the top. She needs a bit more damage to become relevant again.
Hovering around 1200 range. Can't seem to get to 1300. I'd like to add baby dragon to my rotation but I've yet to get one to drop. Currently running:
Skeleton Army
Minions
Bomb Tower
Arrows
Spear Goblins
Rocket
Witch
Barbarians
I just unlocked Rocket and Barbarian Hut. The high elixir cost is making me hesitant to use them. Anyone have a build with both of these? I finally unlocked Skeleton army at level 5, but also just got Barbarians...
I just unlocked Rocket and Barbarian Hut. The high elixir cost is making me hesitant to use them. Anyone have a build with both of these? I finally unlocked Skeleton army at level 5, but also just got Barbarians...
Hovering around 1200 range. Can't seem to get to 1300. I'd like to add baby dragon to my rotation but I've yet to get one to drop. Currently running:
Skeleton Army
Minions
Bomb Tower
Arrows
Spear Goblins
Rocket
Witch
Barbarians
Just logged in to find I am not in Clan Royale anymore?
Every time I log in I go to donate and donate cards if there are any available (which there are almost never any)... That is a terrible system to use for clan management.
I just unlocked Rocket and Barbarian Hut. The high elixir cost is making me hesitant to use them. Anyone have a build with both of these? I finally unlocked Skeleton army at level 5, but also just got Barbarians...
Yeah, that strategy starts falling off later due to towers and things like Lightning.So seems like everyone in arena 4 goes down the "build loads of huts" route, but a decent bomb tower counters this pretty well
Trying to get to Arena 6 with my LVL6 is painful. Constantly getting paired with LVL7 and 8, where I don't stand a chance.
Woooo Baby Dragon! He's a handy little guy.
Scored a Magic Chest, that'll be nice to wake up to in the morning.
We should probably consider a consolidation of the NeoGaf clans at some point. There seems to be a good portion in ours that aren't active after the initial interest waned.
Still my vote for best all around unit, the Baby Dragon. I wish I could level mine up. He's just too low to use at my level anymore.
Just now downloading this... what clan should I join? Any tips?
1. Save your gems and gold up for chests and epic cards that you don't have.Just now downloading this... what clan should I join? Any tips?
It looks like all the clans are full?
Is there any Gaf clan with slots left?
Noooo screw you stupid giant skeleton your death bomb always kills everything arrghhh.
What is he purpose of trophies?
Matchmaking, Higher level, more cards available.
Okay, if I missed cards in the training camp can I go back and get chests there or am I stuck in my current arena?