as soon as i make a decision like this, and ditch a dude i use regularly, i find that i end up facing ~10 opponents in a row who use that dude to stomp my ass.
so, teach me how to use barbs effectively... i'm struggling. when folks use them against me, they cause trouble. when I use them, they're shit.
I use them defensively mostly. Wait for a giant skele or pekka to cross the river and drop them right behind to pull it back a little. Drop it right on top of a wizard or musket to kill it instantly or drop it to eat a prince charge. If you're losing towers to them, fireball wrecks them. They're also easy to kite.
Why do people put their troops behind, or right at, their towers? I always drop my as close to teh bridge as possible. I see you drop a giant way in the back, I have plenty of time to contend with that slow fucker. But so many opponents start their troops really far back. What am I missing?
By placing them farther back they have more time to build up more elixir. Since giants are so slow you can gain an extra elixir or so before they engage.
Lets say you wait until that giant/pekka/golem/etc. gets close to the bridge or your side before dropping any troops because you want to use your tower on defense. By the time the troop makes it to the bridge you are both tied in max elixer and your opponent has an extra troop on the board. If it's a golem or pekka, your tower is probably fucked.
reinstalled. continued a losing streak down to 1650 trophies. got raped and decided to try his asian deck. that sounds weird... anyway. i'm back up to 2000 in few hours.
I can't find a source as the three new legendary characters have not been released. 6 total new cards. There is a link in the Reddit thread below to YouTube video of 3 non legendary cards. https://m.reddit.com/r/ClashRoyale/comments/4hgrfq/sneak_peak_3/
They are increasing the drop rate of the good chests. So their is a chance. Gsme has only been out 2 months. Or you can stop sucking and get up to 3000 and buy one.
Update information. Every cycle you get an additional giant and magical. Spoiler New Cards, More Rewards & Live Spectating! SIX NEW CARDS New Common Card: Fire Spirits New Rare Card: Furnace New Epic Card: Guards New Legendary Cards: Lava Hound, Miner, Sparky MORE REWARDS Gold: Receive Gold for each win, even when your chest slots are full Crown Chest: Contains twice as much! Super Magical Chest: Chance to drop doubled! Giant and Magical Chests: Chance to drop increased! Donations/Requests: Increases as you reach higher Arenas Card Shop: Legendary Cards can appear once you've reached the Legendary Arena Maximum Gold: Increased to 1 million SPECTATING Live Spectating: Watch Friendly Battles live, and throw confetti! TV Royale Channels: See the best battles from any Arena MORE COOL STUFF Imitation is the Sincerest Form of Flattery: Copy anyone's Battle Deck from their profile Battle Deck Reshuffling: Move cards inside your Battle Deck when they wobble Legendary Card Info: Now viewable in most places when tapping on a Legendary Card Clan Badges: Added lots of awesome new badges Card Shop: Gold cost of Shop cards now increases in a linear fashion (i.e. 20, 40, 60) Clan Elders: Added 20 minute cooldown between kicking Clan members BALANCE Gold Economy: We've reduced the amount of Gold each chest gives, but, there is a lot more Gold available overall with the addition of Gold for every win and double-sized Crown Chests! Mortar: Deployment time increased to 5sec (from 3sec), damage decreased by 10% For a building with both offensive and defensive capabilities, the Mortar is currently too strong and offers too much value for 4 Elixir. Its use rate in Arena 8 is a bit high for such a specialized, and contentious, card. Additionally, we wanted to take into consideration that when the new Tournament Rules come into play, Mortars will be capped at level 9 instead of level 8. Bomb Tower: Lifetime decreased to 40sec (from 60sec) The Bomb Tower is a bit too dominant and difficult to deal with in the low to mid Arenas currently. A lower lifetime will help with this and also bring it more in line with the other defensive buildings. Elixir Collector: Hitpoints decreased by 20% The Elixir Collector's use rate is very high at the top and feels like too much of an obvious choice in many decks. Additionally, being able to use it as a distraction and damage absorber is interesting, but it’s a bit too good at the latter right now. Less hitpoints should remedy this. Cannon: Hitpoints decreased by 11% The Cannon simply offers too much value for 3 Elixir. Royal Giant: Range increased by 1 The Royale Giant's low use rate shows that he hasn’t yet found his purpose. A longer range will allow him to outrange most defensive buildings and make him the demolitionist he was born to be! Mirror: Common and Rare Cards mirrored 1 level higher This change will mean a Tournament Rules level Mirror (4), mirrors all card rarities to their respective Tournament Rules levels (1, 4, 7, 9); and a max level Mirror (8), mirrors max level cards. It should also help boost the Mirror's overall value and appeal. Valkyrie: Will be affected by pushback (e.g. when hit by Fireball) When a rather large Fireball lands on your face you should feel it, and look as though you felt it. The Valkyrie is tough as nails, but she's not that tough. This change is for consistency with all other small to medium sized troops. Mini P.E.K.K.A: Will be affected by pushback (e.g. when hit by Fireball) Same as above. Range Values (all units): Fixed We fixed a bug where the handling of attack ranges wasn't consistent with different sized units. Due to this the range values will appear to be smaller than before for some units in the next update, but their ranges are all effectively the same as before. One example of this is when two units with the same range encountered each other, they didn’t always attack at the same time - this has been fixed. Also, the King Tower's range seen here appears to have been decreased, but it hasn't! And likewise with the Royal Giant, we're increasing his range by 1, but his info screen will show a range of 6.5 in the next update - even though it has increased by 1! Tournament Rules Updated to: King level cap: 9 Common level cap: 9 Rare level cap: 7 Epic level cap: 4 Legendary level cap: 1 Overtime length: 3 minutes Find out why Consistency At The Top New max level caps: Legendary level cap: 5 (from 6) Epic level cap: 8 (stays the same) Rare level cap: 11 (from 10) Common level cap: 13 (from 12) King level cap: 13 (from 12) Find out why 148 Comments 75 Best Write a comment TouchMint • 4h The chest cycle is very very similar.... (only 2 differences) It looks like only 2 gold chests were replaced with magical and giant. (Chest 83 is now Magical was Gold) (Chest 230 is now Giant was Gold) There are now 4 giants and 4 magical per cycle. It looks like the chest rotation wont reset and you will continue from where you were at before the update.
AUB From Reddit you are now 50% likely to receive at least 1 SMC in any 350 chest run you have to receive 700 chests to get to a 75% likely hood of at least 1 SMC 1150 chests gets you to a 90% likely hood of at least 1 SMC. Maths 1 in 500 for any chest, so the likely hood of NOT getting a SMC in X chests is (499/500)X as mutually independent events if NOT getting a single SMC in X chests is (499/500)X, the chance of getting AT LEAST 1 is (1-(499/500)X) due to getting/not getting being being exhaustive. 1-(499/500)350 = 50.4% 1-(499/500)700 = 75.4% 1-(499/500)1150 = 90.0%
Line 4 guy https://m.reddit.com/r/ClashRoyale/comments/4ij1bc/discussion_the_level_8_and_no_legendary_club/ https://m.reddit.com/r/ClashRoyale/..._and_still_no_legendaries_who_else_is_in_the/
I've been bouncing back and forth between Arena 7 and Arena 6. In a battle in Arena 6 this morning I went up against a dude with a level 7 Royal Giant. wtf....
starting to hit that wall where i just want to quit again. it's almost not even fun. it's just a grind to show how much fucking effort i've put in. very similar to CoC
do you guys tweak your decks much when you see the balance updates come out? I ask because I noticed the the bomber and knight received damage upgrades and I'm thinking about flipping my deck around to utilize them...
Supercell does have a tendency to overdo balance changes. Bomber was already pretty good. Knight can be a good low cost tank so you could give it a try
So close to Legendary I can taste it...which means I'm in prime tilt mode if I DC or something stupid haha.
what are you rolling with Manny? I'm teetering back-and-forth between 6-7 and can't seem to make much headway.
spear gobs, barbs, hog, bomb tower, zap, arrows, fireball, minion horde. 2945 is my high at the moment.
nice. i'll give that a shot. I pretty much roll with the same thing, except I use baby dragon and musketeer instead of bomb tower and zap. i'll give your deck a shot.
i am getting royally giant fucked with this new update. even my royal giant deck isn't working. what is working for you guys?
tapped out at 3335 before the 3000+ reset/update with hog/zap/barbs/fireball/spear gobs/cannon/minion horde/ice wizard. But this update has fucked me pretty hard with the hog/cannon nerfs, dipping in and out of legendary. Might have to pivot to a tank deck.
i started using miner, poison, musketeer, mini pekka, zap, gobs, minions...... and.... shit. archers i think. at least until i get princess
super impressive Manny... poison is great. i've been using it to wreck shit for a while now... i'm betting it gets tanked in the next update.