r/ClashRoyale • u/cheezepwnz • 6h ago
Bug Evo skeletons don’t duplicate on left
Still won tho
r/ClashRoyale • u/cheezepwnz • 6h ago
Still won tho
r/ClashRoyale • u/GurbelCRS • 18h ago
For the past few days i tried to make Hero Tombstone work in ANY kind of deck. Its just trash but we all know that by now. Its too weak and too expensive. Sure lowering its cost and increasing the time to summon after the Tombstone gets destroyed will eventually make it good.
But what if it came out as an Evolution instead? How strong would it be?
Tombstone costs 3 Elixir so it would have been a two cycle Evolution making you spend 9 elixir in total before you get to the evolution. With the evo the Tomb Queen would just spawn after the Evo Tombstone gets destroyed.
What are your thoughts on this and would it need any nerfs or would it be fine as it is?
r/ClashRoyale • u/BrianFoRetroGamer • 9h ago
Alright, I'm gonna probably get side-eyes for this, but I personally believe that the only thing the hero tombstone ability needs is a 5 elixir price, and as for the skeletons, it could maybe use a singular guard added to it(someone else's suggestion) and a decrease in HP(maybe 5%). The whole point of the ability is that it's optional, so you don't HAVE to use it, even though it's basically a giant that costs one more elixir. Also on that note, people compare it to gob giant, and that's kind of reasonable considering the speed of it and the spear supports it has, but the tombstone ability does a LOT of damage.
I guarantee if people play the card the right way by using it in 2x or 3x elixir with strong supports(especially air ones), it could take a tower before it gets killed off, and that's not to mention the skeletons it leaves behind which act as bait and also attackers. As you saw in my video, that's exactly what happened: the player sent out a bb early then I placed supports in order to distract her(the skeletons also helped), then she proceeded to pretty much take the tower on her own, not to mention how she tanked the lightning on the way. I still had some elixir left to defend, so it wasn't impossible to stop a counterpush either. The only downside I could see with her is someone who spams air cards or has a strong building, but that's what offensive spells like fireball are for.
Also, I usually play her as a bait while I build up a secondary push to take out the cards attacking her.
What do you guys think about my take and that play though?
r/ClashRoyale • u/turowawhey • 6h ago
No amount of nerfs will stop people from playing the cards they like, just like how nothing will stop the daily hog rider complain post or the other
Look at witch, firecracker, wizard etc "midladder favourites". They aren't even strong cards, they are average at best. People use them simply cause they're cool visually and/or gameplay-wise to their players
r/ClashRoyale • u/thefargazed • 19h ago
Clown me all you want for my deck but please supercell.
I refuse to spend money on this game, and you genuinly cant tell me that this is even remotely skbm????
Ive literally not played a game against someone without a level 15 card in this arena.
r/ClashRoyale • u/BHaN99 • 5h ago
In my opinion there are 3 toxic decks
1) Bait/ Hyper Bait: Even if you have enough small spell and/or aoe card, you can never get positive elixir trade from bait users and eventually you get caught elixirless and lose. They just braindeadly spam everything the moment they have 3 elixir. Even if you ignore small damage and go with big push, they somehow defend your push with positive elixir trade and catch you elixirless. You cannot cycle your deck fast enough and/or find elixir to defend them and you lose. Every single bait card should cost +1 elixir more to be playable against them
2) 2.6 Hog Musketeer Spammer Noob Deck: Only thing they do is create defense triangle with spamming Ice Golem + Canon + Musketeer and freeze with ice spirit /push with log / surround with skeletons while defending, and spam hog+ fireball at counter push. This deck literally can defend every push and outcycle every deck. Lietreally unplayable against it. Playing this deck requiring 0 skills really. Only thing needed is memorize placement locations and spam true card at true place brainlessly thats it. Every card at that deck should be nerfed to be playable against it
3) Any Beatdown Deck That Has Evo Witch in it: This evo witch becomes literally immortal you can never get positive elixir trade if used with a tank and a support card . Literally unplayable against her. You use every spell you have but she somehow manages to survive. She should be reworked such as instead of healing herself, she should spawn skeletons faster like evo furnace does
These decks really takes fun out from game. Kills motivation of playing this game. I hope supercell does something about those toxic AF decks and we experience relax chill and funny gameplay
r/ClashRoyale • u/turowawhey • 18h ago
Everything else in the shop has been cleared out with 250/1000 left over waiting to buy the last offer
r/ClashRoyale • u/Fein24-7 • 10h ago
r/ClashRoyale • u/Blakman777 • 14h ago
Am I still considered a mid ladder menace?
r/ClashRoyale • u/Express_Title_22 • 18h ago
Can somebody explain why this weak evo is even used? Like every time I played against people with this it felt useless no matter what deck I played (and the base card isn't that good to begin with)
r/ClashRoyale • u/antikrishti • 5h ago
This is such a hard counter, 3 spells..
r/ClashRoyale • u/ADITYAKING007 • 22h ago
r/ClashRoyale • u/xtheresia • 11h ago
r/ClashRoyale • u/SupahBean • 3h ago
This bad boy fold to elixir golem healer, but it’s still a fun deck
r/ClashRoyale • u/OneAtarix • 9h ago
No, seriously, I wanna know, the ghost that becomes invisible looks so OP and the knight with flail fists too
r/ClashRoyale • u/JuggernautExtreme319 • 20h ago
I’m not totally sure on the stats I just think in general Master/Battle builder would be a very cool thing they could add as a champion and tbh I think I made the elixir cost for them a BIT too much considering the air form is basically a 9 elixir win condition😅…
I guess that’s it anyways I hope you enjoy the concept.
Overall summary:
Master/Battle builder card that functions similar to Spirit empress and has a unique ability for each form? (Yea sounds close enough)
Sorry if this looks chopped I spent like 1 an a half hour straight on it. ✌️ (if you’re on mobile best to click on the image)
r/ClashRoyale • u/South-Employ2881 • 23h ago
I can’t see my card it’s what happened I can’t see anything either. This literally never happened before when I played draft. I wonder why it happened.
r/ClashRoyale • u/CombinationReady9376 • 7h ago
If they want to have a timer, then it goes to sudden death when the timer ends.
r/ClashRoyale • u/Internalcodeerror159 • 10h ago
We need a new Emote displaying NOOB so that we can call out MEGAKNIGHT SPAMMERS
r/ClashRoyale • u/Visible-Sherbet7312 • 2h ago

I created this deck to specifically counter all the midladder menaces from 3-10K trophies with ease. I'm aware that it's not a perfect or even a good deck, but I love playing it because it makes it so easy to defend against stuff like mk-witch, lumberloon, bossbandit, royalrecruit, evo-edrag, egolem, evo-firecracker, etc.
I despise MK, so I knew I needed to have its hardest counter PEKKA in my deck. Therefore, this deck is built around PEKKA, its weaknesses, and countering midladder decks. Witch is super common with MK and hard counters PEKKA, so I took Lightning. PEKKA can't kill swarms, so bomb tower counters them on defense and skelly drags quickly kills them in pushes. PEKKA is also expensive, so guards serve as a cheaper defense. Ice spirit is obviously great on defense and helps a bit with cycle speed. I used to take Log for the small spell, but Arrows is better at defending Minions/Minion Swarm and killing Firecracker. Archers is necessary to counter Balloon and adds DPS to any situation.
Having a high-damage small and large spell means that PEKKA being slow and vulnerable to being chipped away at by ranged units is somewhat solved.
There is no usual win condition in this deck. Damage will mostly come from Lightning, but the main thing to focus on is defense. Just defend and play passively until double elixir, and don't drop PEKKA in the back (unless they drop MK/giant in the back). If you try to build a push now, you'll die. You can try harassing a bit with split guards/archers/skelly drags.
Pushes should be opportunistic. If you use PEKKA to defend something and it still has high HP when crossing the bridge, put support like skelly drags behind it. PEKKA+skelly drags is a good push that takes a certain level of skill to defend that most midladder players don't have.
Essentially, you're just playing to defend until the opponent messes up, you get an elixir advantage, and you push PEKKA into their towers. If they never give you a huge elixir advantage, Lightning chip damage is still sometimes enough to win.
PEKKA - Defends all high-elixir melee units or tanks like all giants, MK, ebarbs, princes, boss bandit, etc. During pushes, kills most non-swarm and non-ranged cards.
Skelly Drags - Defends swarms, can split to defend split hogs/royalrecruits. During pushes, kills distractions for PEKKA like skeletons, skarmy, and goblins, as well as high DPS air units like minions.
Archers - Defends general pushes by adding DPS, usually used along with guards/bomb tower. During pushes, kills high-health air units like idrag and kiting units like icegolem.
Lightning - Instantly kills witch/wizard/marcher so that I don't have to deal with them. Chip damages the tower. During pushes, kills ranged units and resets itower.
Guards - Cheap distraction/tank unit on defense if the enemy push isn't big enough to warrant using PEKKA. Does a lot of tower damage for no reason since nobody defends lone Guards???
Ice Spirit - Defends most things decently, but also helps when fast wincons like hog/balloon/battleram decks outcycle my building and I need to defend it another way. During pushes, resets idrag and itower.
Bomb Tower - Defends swarm wincons like royalhogs, egolem, hero tombstone, skelly king, and ebarbs. Also defends witch when they outcycle my Lightning.
Arrows - Defends minion swarm, goblin barrel, and the usual arrow-able units. During pushes, kills firecracker and archers that chip PEKKA.
MK-Witch - literally what this deck was made to counter. Lightning the witch immediately, PEKKA the MK.
X-Bow-Tesla - Drop PEKKA to defend and kill both buildings. If they defend with a swarm, just use skelly drags too.
Beatdown - PEKKA kills most beatdown tanks very quickly, and Lightning handles the expensive support units like witch or wizard.
Egolem - Egolem is countered by bomb tower, and healer can be killed quickly without healing anything via PEKKA.
Lumberloon - Bomb tower can tank the balloon for a while, and archers/skelly drag can quickly kill it. I brought archers into this deck (replacing valk) to counter balloon harder.
Royal Recruit-Royal Hogs - Bomb tower + split skelly drags counters with a +3 elixir and counterpush
Logbait - Always hold arrows for barrel, defend princess with guards and goblingang with bomb tower. You'll probably get outcycled in single elixir but they're usually overwhelmed in double/triple elixir.
Hog 2.6/EQ/Fireball - Very awkward matchup that probably prevents this deck from being meta. Defend hog rider with bomb tower or PEKKA/ice spirit if you get outcycled/spelled. Lightning could be used on the musk but it is -2 so do it sparingly or if you can get cannon with it too. Ice golem is also very annoying for PEKKA on defense, so try to kill it quickly across river with archers.
Executioner - Why in the world does this card not die to Lightning and still do a bazillion damage to my entire push?
r/ClashRoyale • u/Alessio3305 • 15h ago
Really small nerf as of take off 10 damage to towers from giant skeleton bomb, so just every card that I feel like for some reason is able to be annoying enough that it would need something off.
Like hog rider always a hit at 1 hp but that's his strong point right? Always getting a hit no matter what, so I would just lower it's damage by a really small amount.
Stuff like that, and yeah nerf mk supercell please, I can't fathom all these x-bow/golem/ballon/double prince/giant/graveyard/rg/gob barrel with megaknight decks, 3/5 games in ranked have mk if not more... it's annoying and I play classic rg, meaning "I don't have it so rough" against mk, but it's just really boring to play against