Snehil Gupta, Author at Clash Royale Wiki https://clashroyale.wiki/author/ashtonongaming/ Help, Guides and Information Wed, 16 Mar 2022 12:39:55 +0000 en-US hourly 1 https://wordpress.org/?v=6.1.6 Is the Elixir Collector Worth Countering? https://clashroyale.wiki/elixir-collector-worth-countering/ https://clashroyale.wiki/elixir-collector-worth-countering/#comments Wed, 10 Jan 2018 12:56:15 +0000 http://clashroyale.wiki/?p=2397 So the other day I was going through my email, when I saw some emails about people asking me as to whether they should be countering the elixir collector or not, and requested me to write an article about it. I thought, well why not?and here I am. So Today I am going to discuss […]

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So the other day I was going through my email, when I saw some emails about people asking me as to whether they should be countering the elixir collector or not, and requested me to write an article about it. I thought, well why not?and here I am.

So Today I am going to discuss about the elixir collector, its basics and reveal exactly whether to counter it or not.

The Elixir Collector costs 6 elixir, and produces 8 elixir in it’s lifetime. That is a good 2 elixir produced in just about a minute.  Before understanding whether or not to counter the elixir collector, let’s get into what counters it and in what way.

The Rocket: The Rocket costs 6 elixir and can counter the elixir collector completely. Rocketing a sole collector will lead to a even elixir trade , but it is definitely more worth it if your opponent places it directly behind the princess tower. This way for the Cost of 6 elixir you will be able to destroy both the elixir collector and get a good damage on the tower. However, once your opponent knows you have Rocket, he will place his collector in front of the King Tower, where it is not possible to hit both the pump and a princess tower, and you obviously wouldn’t want to activate the King’s tower.

The Lighting: The Lighting also costs 6 elixir and just like the rocket, counters the elixir collector completely, denying all 8 elixir off it. The only difference as compared to using the rocket , is that not matter where the Enemy places the Pump, you will be able to destroy the pump as well as get good damage on the Tower. That is 6 elixir for 6 elixir plus Tower damage. Combine that with a troop that passes by and it is Christmas.

Fireball: The new buffed fireball is again very strong against the collector. It denies 6 elixir to the enemy for the cost of 4 elixir. However, he still gets 2 elixir, for his 1 elixir remaining, assuming you cancel out his 4 elixir played with yours. So, it is not the best elixir trade but it is viable if you are getting some tower damage done with it, or you feel that the enemy has nothing particular to punish you for using your fireball on the pump. I.e, if your deck is not dependent on fireball to counter Troops like the minion Horde and the 3 musketeers, you will be fine.

Poison: The Poison costs 4 elixir as well, and just like the Fireball, denies 6 elixir off the pump. This makes the trade even, because you are cancelling out 6 elixir out of the 8, giving the enemy 2 elixir for his 2 extra elixir spent. The Reason I would prefer the poison over the fireball is that the Poison does damage over a larger area and over a period of time. This makes that Area where you drop the Poison a minefield, where the enemy is bound to lose  if he places a troop there. The best way to use poison is to build a push, preferably with the Hog Rider with maybe the minions and place the poison in such a way that it covers the Collector, the tower, and any other troop that he places to counter you push, which from experience, will be placed near the collector and tower. This is going to be perfect for you, and will give you a massive advantage.

Arrows: Arrows deny 2 elixir off the collector, and it should never cross your mind to arrows a sole collector even if it comes with tower damage, because it will yield in a negative elixir trade, and More often than not the enemy will have some troop or the other to punish you. Not recommended at all, unless you get it with the minion horde, or the princess. Just put it here for the sake of stats.

Log: The Log also denies 2 elixir, for the cost of 2 elixir. It is still a negative elixir trade, but if the enemy places the princess in front of the pump, it is perfect to log there, as it will kill the princess costing 3 elixir, along with denying the pump 2 elixir, all for the cost of a mere 2 elixir. Definitely a positive elixir trade.

The Zap: The zap spell also, just like the arrows and the log, denies 2 elixir off the collector. It is still not viable to zap a lone collector just for the sake of it, but the reason it is better than the log and the arrows *if you want to* is because it is relatively less risky, costing 2 elixir, and having a variety of uses. However, it is best to Zap the collector as well as swarms placed to defend against your troops, which will result in a positive elixir trade. 

Freeze Spell: Surprised to see this being included, aren’t you? Well, it is not common knowledge, but the freeze spell also denies the elixir collector 1 elixir. Now it is obviously senseless to freeze a pump just for denying it 1 elixir, but if you can somehow use the freeze spell in such a way that it can freeze the tower, pump, and surrounding units, it is basically the same utility but with the added benefit of denying 1 elixir to the enemy. Keep this tip in your mind next time you use Freeze and it is guaranteed to yield you benefits.

Conclusion:

To conclude, I would like to say that when you see your enemy placing an elixir pump, don’t just sit there, do something! A good way to “counter” it without using the aforementioned cards is to push as hard as you can and punish your enemy, because he just spent 6 elixir! That keeps him with 4 elixir compared to 10 of yours. So the next time someone you face uses a collector, recall this article and punish your opponent. I hope this article will help you. That is it for this one guys, till next time, cheers.

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The Xbow Hunter Siege Deck https://clashroyale.wiki/xbow-hunter-siege-deck/ https://clashroyale.wiki/xbow-hunter-siege-deck/#respond Sat, 06 Jan 2018 13:51:21 +0000 http://clashroyale.wiki/?p=2381 Hey guys, today we are going to discuss about a Brand New challenge deck inside of Clash Royale called the Xbow Hunter Siege Deck. Before I start I would like to wish everyone a very happy New Year. I hope this new year brings out the best in you and proves to be a game […]

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Hey guys, today we are going to discuss about a Brand New challenge deck inside of Clash Royale called the Xbow Hunter Siege Deck. Before I start I would like to wish everyone a very happy New Year. I hope this new year brings out the best in you and proves to be a game changer. So, without further ado, let’s start the first article of the New Year.


Lets have a look at the Deck:

 

To start, Focus on the word “Siege”. What does it mean? A google search states the following:

a military operation in which enemy forces surround a town or building, cutting off essential supplies, with the aim of compelling those inside to surrender.

That is exactly what this deck revolves around. The main focus of this deck is on the Hunter and the Xbow. Everything else is a support unit, which can be used on offense as well as defence.  You want to  surround the enemy’s troops with a massive push of your own, which would revolve around the xbow placed on the bridge, such that it hits the enemy’s tower. This deck is a siege deck in the sense that you have to surround your X-bow as well with your own troops, such that the enemy has no way past it, and has to surrender. What better way to make the enemy surrender than to use a cheeky X-bow?

The Deck contains cheap cycle cards like the ice spirit, log, ice golem, and the guards. This is a very key component of every Xbow deck, because you want to make sure that you cycle back to the xbow faster than you opponent does to its counter. This is what will win you matches. That is why, even though it has a 6 elixir card, it’s average cost is very low, at 3.1. This gives you an opportunity to always have something to defend against the enemy’s moves, be it the guards, mega minion, ice golem, ice spirit, or the Hunter, about whom I will be discussing in detail, as it is a new card that has immense potential in the meta. So let’s talk about it.


The Hunter

The Hunter is a new card which was released alongside the Zappies in a recent Update, described as one of the biggest ever. It is a very peculiar card, because the amount of damage it deals depends on the distance of its target from him. So, say a Hog Rider comes and you drop him right on him, he will deal massive amounts of damage, as compared to shooting a troop 5 tiles away from him. He has a gun and can shoot both air and ground unit. He is like the Musketeer, but he can deal extremely high damage and virtually no damage depending on the distance. This feature of his makes him a force to be reckoned with, and makes him especially effective in defence, where he is a cheap and effective counter to Tanks like the Giant, Golem, and even the Lava Hound. His main job in this deck is initially on defence, to counter the likes of Hog Riders, Mini Pekkas, Giant or virtually anything that the enemy throws at you. In the second phase, however, the role of the Hunter is to support the Xbow along with your other cards in this deck to make your Xbow indestructible. His Hit speed isn’t the greatest at 2.2 seconds per hit, but with a reasonable cost of 4 elixir, he is a strong part of every deck .


Ice Golem:

The Ice Golem is another card that has completely changed the game ever since it was launched, and even though it has been about a year, it still continues to dominate the meta and is an integral part of every deck, and hence received a much deserved nerf recently. That didn’t stop people from using it however, and neither did it stop it from making its way into this deck. The Ice Golem is a very essential part of this deck, because it has the ability to distract enemy troops with its high health, and the ability to attack only buildings , and not troops, which gives it the edge over other low cost cards, as it can kite troops into the other lane, from elite barbarians to Pekka. The Ice Golem paired with the Mega Minion, or the Guards, or even the Hunter, can easily take down any troop. Its main job in this deck is to act as a distracting troop, and as a supporting unit for the Xbow, because of its ability to slow down units after it has died, gives you just enough time to back the Xbow up with another unit. All this is bound to frustrate the enemy, making him rage quit more often than not. Either way, victory is guaranteed.


Log & Fireball

The Log and Fireball are direct damage spells that are a must for every deck. What I mean by this is, you need to have some kind of direct damage card in your deck, that can win you those 1 Hp battles in close matches, where once the enemy realises you have not direct damage card in your deck, does everything to make sure you don’t get as much as a look at his tower. You all know what I’m talking about. Along with that, Direct Spells also help you rectify an error a the last minute in case you misjudged something, maybe a troop’s health, or projectile. Another very great benefit that comes with them is that you can always take out a card dropped at the back of the enemy’s field, when it comes in contact with his tower, for double benefits, just be wary of one thing- it should kill the troop. The Fireball is also very effective for killing Swarms of Air troops, as there aren’t a lot of air countering troops in this deck. So, killing that Minion Horde on top of your xbow will be just that bit easier. The log is a great card, and I mean it. It’s one of those which can be fit into any deck. It has similar uses to the fireball, but can excellently counter Any form of Goblins- Gang, Barrel, and so on, and also has the ability to push back all Units, giving your tower more time to kill them. Many a times people use swarms of troops like Archers, goblins, gangs, to counter the Xbow. The log will kill them all effortlessly, also doing damage to the tower. That is insane value. These small things are what win you matches. That is something I am sure everybody knows.


Mega Minion:

You just knew this one was coming..

The Mega Minion is mostly usable as a defensive card as it has high damage but is slow and cheap. However, it is often used on the offensive as a support card, being able to clear out small units and deal good damage.
Its high damage and medium hit-points allow it to be able to defend relatively well against many ground-based pushes, while not being as vulnerable to Zap, Arrows, or Fireball as a Minion Horde or Minions due to its relatively higher health.

The Mega Minion is effective against Balloon combos as due to its damage and health it can survive Arrows or Fireball and still have some health to take out the Balloon before it attacks a Crown Tower.

To defend against a Minion Horde, the player can place this card in the middle so the horde of Minions will be pulled to the center, delaying them from reaching a Crown Tower and killing at least two of them.

It’s main use in this deck is on defense in combination with the Ice Golem and Ice spirit, to slow down troops while it takes them out, or even with guards in case the enemy throws in a big push. The “Meta ” Minion was a part of the Meta, still remains , and will always be in the near future atleast, due to it’s cheap cost and effectiveness.


Ice Sprit

The Ice Spirit has also been dominating the meta recently with the rise of cycle decks and siege decks, considering its value at practically nothing, sitting at 1 elixir.  In this deck it is very good when used with the Xbow, or even the Hunter, where the Ice spirit freezes the troop, similar to the Zap spell, and the Hunter can take the troop out in that time. This is especially effective against the Hog rider or the lumberjack, or even the mini pekka. This combination will basically shut down all troops that come towards your tower. The reason this card is more popular than the zap spell is because at half the cost not only does it damage and stun the troops, but the stun effect actually lasts longer. The only downside is that you need to time and place it correctly, or you are up for a beating. A good method to deal with air swarms like Hordes is to place an ice golem followed by an Ice spirit, which will kill them all. You effectively dealt with a 5 elixir card using just 3 elixir. This gives you a positive trade which will help you push harder with the Xbow later, which is more or less the main aim of this deck. The Ice Spirit can be played at the bridge just to cycle through the cards as well, which will help you get to your Xbow faster than the enemy gets to his counter. Thus, using an Ice Spirit is always a good first move.


The Guards

The Guards are my favourite defensive card in the game. They are just the perfect Meat shield to kill every Ground troop that the enemy throws at you. With the introduction of more and more cards with special abilities like the Mega Knight, which deals area damage when deployed, and deals damage in area splash as well, and cards like the low and zap extremely popular, it has become extremely important to have a defensive card that is not vulnerable to these attributes. The solution: Guards. Not only do they have a shield, meaning that not even a rocket can take them out directly, but they also have a considerable amount of health of their shields, meaning that they are not as vulnerable as the Goblins or The Skeletons. They will take 6 hits from a pekka, meaning an extra 12 seconds to defend! How insane is that! They are the readily available solution to practically every ground troops thrown that you by the enemy. With the introduction of the Royal Ghost, which also deals area damage, Supercell is basically begging everyone to use the guards and honestly, with the recent buff that they received, I don’t see why the guards aren’t everybody’s favourite. When used in conjunction with the xbow in this deck, they will provide an excellent Meat Shield for you other support units around the Xbow. the Guards can be played at the back as your first move of the game, or when you are sitting at full elixir.


The Xbow

The Xbow is the heart of this Deck, as it will your main win condition. It is the main troop with which you will take down the enemy tower. The whole deck revolves around the Xbow. Your main aim is to surround the Xbow with so much support that the enemy does not know how to react except close the game before he isn’t able to live with the overwhelming defeat he just witnessed. A good strategy is to wait patiently during the first minute of the game and see how the enemy is playing, observing his cards and his moves. It is also the time when you build keep building elixir advantages over your enemy and prepare for the big push. Once you see him make a mistake, capitalise on it by dropping either the ice golem or the guards at the back, followed by the Ice spirit, just to build up a series of mini tanks that the enemy will have to chop away before having a shot at your xbow. Then you have to drop you Mega Minion and the Hunter, which will kill everything that comes in the Xbow’s way of taking down that tower. The Log and fireball will be aids to kill swarms and hordes, and even finish the Tower when it is down to about 500 health. It is better to defend at that time and finish off the tower using your spells, for a safe victory. This is how the deck works.


That is it for this guide guys. I hope you enjoyed it. If you have any feedback regarding this article, feel free to comment down below. Till then. go win some challenges!

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How To Use and Counter the Royal Ghost https://clashroyale.wiki/use-counter-royal-ghost/ https://clashroyale.wiki/use-counter-royal-ghost/#respond Sat, 30 Dec 2017 14:36:42 +0000 http://clashroyale.wiki/?p=2374 Supercell recently released a new challenge which revolved around the Royal Ghost, and let’s face it, The Royal Ghost is pretty Over-Powered, thanks to it’s invisibility and ambush based attacks, which just adds to his strong statistics, including damage, speed, and the ability to bypass air units when invisible. This essentially forces the enemy to […]

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Supercell recently released a new challenge which revolved around the Royal Ghost, and let’s face it, The Royal Ghost is pretty Over-Powered, thanks to it’s invisibility and ambush based attacks, which just adds to his strong statistics, including damage, speed, and the ability to bypass air units when invisible. This essentially forces the enemy to use a ground troop to ‘confront’ him. When visible, however, the Royal Ghost can be attacked by air units. His outrageous quality has made many refer to him as the new ‘RG’ or the Royal Giant. Lucky for you guys though, I got you covered. In this article we will be covering the Royal Ghost basics and advanced mechanisms, including usage and counters. Let’s go.


Basics

The Royal Ghost is a very peculiar troop. It has to be used very carefully, in a way different from others.   So the way you defend traditionally, by pulling the troops to the centre, will not work, as you wont be able to pull that knight into the centre. Ideally, you’ll want to deploy the ghost in front of the tower. This gives the tower time to smack down your opponents troop before your ghost engages, and unlike a knight, since the ghost spawns invisible, it can deliver that first attack without being seen , giving you the edge. Once he finishes a troop, it takes 0.7 seconds for him to become invisible again. Another extremely strong fact is that while invisible, balloon and Giant Skeleton bombs will NOT affect him. How strong is that?!. Thankfully, this is a bug and will be patched in the next client update, so benefit from this while you can. Even though the ghost is melee, his sword can reach farther, essentially allowing him to attack 1.2 tiles ahead. He has a splash radius, which will revolve around the centre of the unit which he hits, and not the troops around him, so if he hits a Sparky surrounded by a Skeleton army, he will only damage the troop near the centre of the Sparky. He has a 0.8 tile splash radius, which is very small.

He can 3 shot barbarians, but since his splash radius is small, he will only hit 2 or 3 of them at a time. On paper it sounds strong and it would’ve totally been had his splash radius been that of a dark prince.


Counters

Due to his invisibility, it is very hard to counter the Royal Ghost using traditional methods, and the cheap cost of 3 elixir doesn’t help either. Pulling the ghost to the centre using weak swarms does nothing as he will still remain invisible until he attacks, during which he will 1 shot the swarms like goblins. If you are using goblins or Guards, you should surround the Ghost, evading the splash damage mechanic. A lone Ice Golem will not help, as the RG will still get 3 hits on your tower. If you want to though, you must Kite the Royal Ghost into the other lane which will get him in range of both the towers. Knight Valkyrie are good if the Royal Ghost has locked onto your tower, as they will push him back enough for the towers to kill him. A Mini Pekka is a good counter to the Ghost, as it can 2 shot it. It is always better to place the troops right after a lone Ghost lands the first swing on the tower, as he wont get that invisible swing at your troop, and help you build up for a bigger push.

A Bowler can counter Pushes which include the Ghost as it will knock even an invisible ghost as long as it is in the ball’s path. An invisible Ghost can also be targeted by lighting, but is definitely not worth it. It can be one shot killed by a Rocket, but then again, it is a negative elixir trade. The Sparky can also one shot the Ghost, making her a decent counter, especially when the Ghost is behind a Tank, as the Splash will wreck him. Using a Tornado to activate the King’s Tower is always worth it during the first minute of the Match.


Strategies

One very interesting strategy which can be used with the Ghost is deploying an Ice Golem or Battle Ram just AFTER the Ghost, unlike the other way around traditionally. This way the Tower will lock on to the Supporting troop just before the Ghost becomes visible by attacking the tower.

The Ghost can 3 Shot “Fire-ballies”, which are units like barbarians, wizards, musketeer, among other. He can engage 2 musketeers at the bridge, kill them using his splash and still have enough health for a counter attack, dealing 460 damage to the princess tower if left alone.

He can one shot everything that the Log can, including, goblins, spear goblins, dart goblins, princess, ice spirit, fire spirit, without getting a flinch of damage. This makes him extremely Overpowered at a mere cost of 3 elixir. You can definitely expect a nerf once it is officially released into the game.

He can counter Witches better, as his splash damage will kill a witch and her skeletons in no more than 3 shots. I personally believe that The Royal Ghost will mark the end of the Knight meta, because at the same cost he is just so much better. His invisibility mechanic is going to revolutionize the Clash World. I think that he people who came up which such a concept have to be applauded, as it brings about a whole new dimension to Clash Royale, it’s meta and playing field.


That is it for this article. The Royal Ghost can be a menace, but I’m sure that this guide has got you covered. I hope you guys found it informative. If you have any feedback, questions, be sure to share it in the comments. Till next time, Cheers.

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New: The Royal Ghost Mirror Challenge https://clashroyale.wiki/new-royal-ghost-mirror-challenge/ https://clashroyale.wiki/new-royal-ghost-mirror-challenge/#respond Sat, 23 Dec 2017 14:06:19 +0000 http://clashroyale.wiki/?p=2354 Hey guys, today we are going to talk about the Royal Ghost Mirror Challenge that was released by Supercell out of nowhere. The challenge is just like the other “New Card Testing” challenges released by supercell, where it gives the players an opportunity to play with the new card before it is actually released in […]

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Hey guys, today we are going to talk about the Royal Ghost Mirror Challenge that was released by Supercell out of nowhere. The challenge is just like the other “New Card Testing” challenges released by supercell, where it gives the players an opportunity to play with the new card before it is actually released in the form of a semi- Grand Challenge, which includes one time rewards over and above the standard rewards based on where the players finish. What is the Super cool part about this challenge, is that the players have a chance to unlock that card, by winning the challenge. Keep in mind though, that less than 1% of the player base reaches that 12 win mark, thanks to a very smart matchmaking system, which matches players who are at a similar win level, that is, a player with 3 wins and 2 losses WILL be matched against and player with 3 wins and 2 losses. By this way it is basically a bracket tournament where players eventually get eliminated and only a very few percentage reach the top. In my opinion this is pretty fair as only the best among the rest win the challenge, especially when it is about an unreleased legendary, so as to not give it out for free. So without further ado, let’s get into the details of this challenge.


The Challenge:

 

The Royal Ghost Mirror Challenge is a semi- grand challenge with 6 one time rewards, at 2,4,6,8,10 and 12 wins. The first entry is free for all and every subsequent entry costs 100 gems. At zero wins,  one is guaranteed 700 gold and 100 cards, including a rare card , and at 12 wins a player is awarded 11000 gold and 550 cards, which contains a guaranteed 55 rare cards along with 5 epic card You have 3 strikes after which you lose the challenge, and receive your prize. In every match, both players will have the same deck and the same starting hands. Every deck will contain the Royal Ghost and Mirror. This is done to prevent anyone from complaining about anything, because it is based purely on how you play every card, leaving almost nothing to chance. The cards are levelled down to tournament standards, to obviously make the playing field even, such that even a level 1 player can beat a level 13 player. At 12 wins, the player is awarded the Royal Ghost, which is a one time reward, meaning players cannot do the challenge over and over again to win more of the legendary. However, once you have unlocked it, it can be found in all kinds of chests, so buying a few Super Magicals won’t hurt if you want to level it up quickly.


The Rewards:

At 2 wins: 500 Gold

At 4 wins: 1000 Gold

At 6 wins: 1 Giant Chest

At 8 wins: 1 Magical Chest

At 10 Wins: 1 Legendary chest

At 12 wins: 1 Royal Ghost

Note: The above are one time rewards, which are over and above the standard rewards based on where you finish.


General Tips & Strategies:

Patience is the key”

I cannot stress how important it is for a player to be patient while in a match. One should never rush things in a match. Go about it slowly , thinking about the possible moves that the enemy might play, and be ready with a counter for them. If your enemy rushes things, you can take advantage of that and push hard. Remember, it ain’t over till it’s over. Go about it slowly and when you see an opening into the enemy’s defence, go ahead and push hard, but only when you have the elixir advantage and know that the enemy won’t be able to counter-push. Since you both have the same starting hand, wait for your enemy to drop something, and only after that, you react. I would advice the readers to NOT play the same card as their opponent’s, and that will only lead to stalemates and very easy for the enemy to predict you, giving him the advantage unknowingly.  It is better to play something different so that your opponent does not know what you have in your hand and thus allowing you to throw him off guard by dropping something he wasn’t expecting.

Quit After 2 successive defeats 

This is something that i find very important. Sometimes, actually a lot of times, everyone gets these massive losing streaks, that gets them only 1 win in such a precious challenge, where a free entry is very important, as every subsequent one will cost you a considerable amount of gems, not something which every player has. Just because of the fact that they just want to win the rewards desperately, doesn’t mean you go wild for them. This is wrong. If you lose 2 successive matches, take a break, rest and then come  back. Sometimes you just keep on losing no matter how hard you try . It is very hard to explain why but i’m 100% sure it has happened with each and every one of you. The reason for this is because our brain has a limited willpower and after a certain point your brain decides that it is best for you to not think much, because your willpower has depleted. Like mentioned above, patience is key. Nothing is achieved with rash behaviour.

Never Quit

The title says it all, never quit. A match consists of 3 minutes with a possibility of sudden death, also lasting 3 minutes . Out of that 3 minutes , even 10 seconds are enough for you to bounce back into the game. Clash Royale is a Tower defense game, where anything can happen, sometimes the enemy becomes overconfident and goes for the 3 crown, only to lose to you 2-1. All you need is the enemy to make a mistake, which a lot of them do, when they have the lead. No matter how behind you are, remember that it will take only 1 second for the enemy to lose connection, or a phone call on his phone to come. You always need to be optimistic. Anticipate all possible scenarios and be ready to push . Never give up. Comebacks happen and they happen very often. Just be focused and ready to take advantage . This is how you will be able to win the challenge.


That is all for this article. I Hope you guys enjoyed it, and that it will help you unlock the Royal Ghost before most. Good luck and cheers.

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New: Special Boosts https://clashroyale.wiki/new-special-boosts/ https://clashroyale.wiki/new-special-boosts/#respond Fri, 22 Dec 2017 14:04:54 +0000 http://clashroyale.wiki/?p=2339 Hey guys, today I am going to talk about 3 new kinds of boosts that have come inside of the game, Clash Royale, as part of the holiday goodies that Supercell had mentioned in their “Electrifying” update notes. My first thought when I looked at them were pretty positive, as it is the first such […]

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Hey guys, today I am going to talk about 3 new kinds of boosts that have come inside of the game, Clash Royale, as part of the holiday goodies that Supercell had mentioned in their “Electrifying” update notes. My first thought when I looked at them were pretty positive, as it is the first such concept of boosts taken from the sister game, Clash of Clans, where boosts  could be basically used to progress faster and have an advantage. Well, that is exactly what they have brought inside of the Arena.  Although of the three, only one is free, they are still very useful and yet not very expensive. If you are an avid spender or even if you are into saving, you should be having enough gems to benefit from almost all the three boosts.


Lets get into the details:

1) Victory Gold Boost

This is the first of the Boosts available to the players inside the game and in my opinion, also the best and most effective. The best part? It’s FREE! That’s right, this boost lasts for 7 days and is available in the shop, where you just need to activate it. Using this gold boost, you are eligible for upto 3000 extra gold from battles per day, that is, 300 extra victory gold from upto 10 battles everyday for a whole week, totalling the earnings at a solid 21000. That is very impressive for a free item. This boost will really help the players from all arenas, especially lower ones, to level up their cards and progress higher. However, players will have to claim it before it expires. A good strategy would be to claim it just before the offer expires for maximum benefits, for who knows what other offers are to come? A gold boost activated during that period will help the users significantly.


2)  Crown Chest boost

This is another type of boost introduced in the latest patch. The Crown Chest boost is  rather intriguing boost , as it doubles the rewards you reap out of a standard crown chest. Instead of the usual 88 cards along with gold ranging from 616-704, you get 1232-1408 gold along with 176 cards, at Arena 12. The very noticeable fact, however, is that you are guaranteed an epic out of the crown chests during the boost, which like the gold boost, also lasts for 7 days. The downside, or a blowback, is that the boost is not free, but costs 300 gems, meaning players will have to get their priorities straight. A very interesting strategy to maximise the benefits of the Crown Chest Boost for those who are willing to buy it, is to purchase it when you have 2 crown chests available, that is, one overlapped over the other due to not completing the current day’s Crown Chest. What this will do is, instead of the 7 crown chests that you will have boosted, you will get 8 crown chests, due to the overlapping trick. Now, some might say this hardly makes a difference, but surely extra cards and gold for all but free isn’t that bad, and who knows, a legendary might pop out of the 8th .


3)  Chest Speed up Boost

The last but surely not the least of these boosts is the Chest Speed up Boosts. This boost, which some will find to be the best among the three, will set you back 300 gems , but with the perk it provides is surely, surely it is all but costly. The Chest speed up boost will Reduce you chest open times , by half to be precise, which will result in massive gains. The boost lasts for 7 days, like its counterparts, but what is so likeable about this one is that it will save you time, the most precious resource. It will unlock 14 days worth of chests in a mere 7 days. Not bad for what would seem to cost dirt to the average player. A good strategy here would be to set alarms at chest unlock times , to reap maximum benefits from the boosts. Now I know it is not always possible to do so, and that is why you must turn on notifications for the app.


So that is it for this article guys. To wrap up, I would like to say that Supercell has done a good job, pulling one over it’s critics and honestly it is these small bits that goes a long way in the making of a great game. Good one guys. Feel free to comment, and share your thoughts. Cheers

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The Pekka Miner Hut Control Deck https://clashroyale.wiki/pekka-miner-hut-control-deck/ https://clashroyale.wiki/pekka-miner-hut-control-deck/#respond Mon, 20 Nov 2017 10:30:39 +0000 http://clashroyale.wiki/?p=2284 Hey guys, today we are going back to deck basics and archetypes, to discuss about a new deck which revolves around the pekka, miner and the goblin hut, among other cards like the Zap, Poison, Log, Electro wizard and the Mega Minion. It is actually the deck used by many players in the CCGS tournament […]

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Hey guys, today we are going back to deck basics and archetypes, to discuss about a new deck which revolves around the pekka, miner and the goblin hut, among other cards like the Zap, Poison, Log, Electro wizard and the Mega Minion. It is actually the deck used by many players in the CCGS tournament , with win rates over 70%, which clearly shows what a massive success this deck has been. It is an interesting deck ,because it is a Pekka deck, which obviously makes it a very risky deck that needs to be played carefully. It also has 3 spells, which is quite unusual. As for the counters, there really isn’t a proper counter to this deck. It might seem Graveyard will counter it, but then poison completely shuts down Graveyard.  Pekka is super strong against Giant, Hog rider and E-wiz Zap kills Minions. The only apparent “problem” with this deck is the slow cycle, being quite expensive, so you need to be patient. This is a great tournament deck, also useful in Grand Challenges.


Poison

I would like to highlight Poison due to the following qualities of poison:

Poison can be used effectively to damage both troops and buildings.
It can be used to cripple the infamous spawner strategy, as it damages the troops that spawn from the buildings, along with the buildings themselves, resulting in massive elixir advantage
Since the Poison’s damage is capable of killing a Musketeer, Wizard, or Electro Wizard but since the troops tends to walk out of the radius before it dies, a Knight/ Skeletons paired with the Poison to keep the troop inside the radius can also be used
Pairing Poison with the Miner is a good idea since the poison will take out the defences while the miner will chip the tower.
Poison is preferred to Fireball as it combines extremely well with and AGAINS Graveyard, crippling anything in a big radius. It can be an effective counter to the Graveyard, sharing a similar duration. It covers most of its radius. However, some Skeletons will still do damage to the Arena Tower.


The Idea:

The basic idea in this deck is to Build up strong pushes and punish the opponent with heavy pushes when they pump up, because your opponent would be out of elixir at that time. Like the deck name suggests, you need to “Control” the game, literally meaning deciding the tempo of the match. Go slow initially looking out for your enemy, constantly “learning” him as the battle unfolds. Control your elixir and his. When you see an opening, cheekily send a miner in with poison or E-wiz and watch the tower take some serious damage .

The deck includes cards like the Electro Wizard, the Miner, The Mega Minion , supported by the likes of The Poison, The Zap, The Log, and the Goblin Hut .

The deck might seem conventional at first but it extremely non conventional. It includes Bridge Spam, Push from the back, and even Miner Poison! Such is the versatility of this deck.


 

Weakness: There is no real widespread weakness of this deck, except for a skill-less player. No, really, other that a very skilled player with a very fast cycle deck this deck will stand firm against most decks.

 


 

Strengths: The Deck is strong against all kinds of decks, From Hog To Golem to Miner. Even against the 3 Musks it will perform very well ( Courtesy of The Pekka) if elixir is managed and the opponent is punished. The core strength of this deck lies in the ability to gain elixir advantages and punish the opponent by pushing with all force, or chipping away with Miner Poison.

 


 

Key Points: The key points in this deck are the Poison and Pekka, and even the miner . Both are extremely great cards. They both provide insane value. The Pekka combined with the Log  can prevent a Hog from getting even a single hit on your tower. Moreover, it is extremely effective against the 3 musketeers, killing one in a single shot. Also providing a base for counter pushes, which are more or less the essence of this deck.

The goblin hut as well, is a really great card. At the mere cost of 5 elixir , it provides great value, tanking and attacking . Just like I always say, it is one of the most underrated card in the card, if not the most. Its ability to take down Huge tanks and mini tanks effectively is unmatched, be it air or ground.

 


The Tanks:

The tanks in this deck are the Pekka and The Goblin Hut. The Goblin Hut is one, as it constantly spawns Goblins that not only get chip damage on the opponents’ tower, making them either defend or leave it, losing either way, but  even provide great value on defence, taking down hordes and tanks alike when accumulated. Tanks can be used to distract enemy troops and allow the tower to take them down effectively, much like the ice golem. The Pekka in particular can easily take down tanks with a few hits at max. This allows for a counter push to build up and this is what wins matches in this era of Clash Royale. Skill wins matches. Well, 80% of them, excluding out the ones with max cards where you have practically no chance.


The Cyclers:

This deck has 2 cards that can be used to cycle or to start the game at the back. They are Log and the Zap, both costing a mere 2 elixir. Now the ice spirit is an extremely versatile card. Combined with the electro Wizard it can take down pretty much all kinds of swarms. Even the electro wizard combined with goblins ( Goblin Hut) can take down Elite barbs . there are infinite possibilities.


Remember, practice makes perfect. Rome wasn’t built in a day, neither will your experience with this deck. Constantly keep trying new ways of creating these strategies and you win surely achieve success in the meta.

I hope you guys liked this quick deck guide. I’ve decided to make these short and simple so that everyone can understand them . Till next time, cheers.

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Clash Royale-The Bigger Picture https://clashroyale.wiki/clash-royale-bigger-picture/ https://clashroyale.wiki/clash-royale-bigger-picture/#respond Thu, 09 Nov 2017 09:06:08 +0000 http://clashroyale.wiki/?p=2272 Hey folks, clashers, and gaming enthusiasts. As Clash Royale is approaching 2 years since it’s super hit launch, it’s time again for some “hard” but very real talk- About Clash Royale specifically and games in general. Enough of the decks. guides, or strategies for a while, I’m sure you guys have had a handful of […]

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Hey folks, clashers, and gaming enthusiasts. As Clash Royale is approaching 2 years since it’s super hit launch, it’s time again for some “hard” but very real talk- About Clash Royale specifically and games in general. Enough of the decks. guides, or strategies for a while, I’m sure you guys have had a handful of them already. Today I’m gonna discuss about the not so much talked about topics of Clash Royale or any game for that matter, or as you may call them -” The Bigger Picture”, because there is more to it than meets the eye. There always is.


We players and writers who are attached to this game socially or psychologically don’t think too much about it, about what goes behind the scenes, or what constitutes the decisions that are taken, or why were they taken. We don’t try to dig deeper. We have a very simple job, play the game, if we like it , continue playing it this we find something wrong and complain about it. If we don’t like it , immediately complain about it. See? it’s that simple for us. Even as writers, our job is to write about what’s going around in the community and frankly, we prefers faults over perfection as it gives us more to write about and do what we’re best at- Criticising the developers and people involved in the game financially. When we have to hide our anger or frustration, or not acknowledge the game’s impact , we simply use the phrase ” it’s just a game”.

But do we ever think about what is the reason behind every decision that is taken by the developers? Do we ever think about what goes behind the scenes, or what impact the game is having on the world, the positive and negative impacts?

That’s exactly what we are going to talk about today- how Clash Royale is more than just ” a game”.


Clash Royale has impacted millions of lives. Be it socially, financially, personally or just emotionally. It has connected lakhs of players who were in search of something competitive yet simple and relaxing. That is what a game typically is. But what we don’t realise is how much it is affecting us every day.

“Clash Royale is just a game” ?

Tell that to the couple that met online through playing this game.

The same couple that today have a child today and are living happily, even attending the global events and “Clash Nights”. The same couple that owe their everything to Clash Royale perceived by many as just a game.

Tell that to the Father who got to connect with his kids by playing this game.

The same father that could never get along and develop a bonding with his kids, because he was never there for them mostly because of his work commitments. The same father that now drops his kids to school every morning and has created a clan with them, and their friends, and their families, who get together often and even plan on going to a vacation together next summers. That is how Clash Royale has impacted his life.

Tell that to the E-sport company that has a net worth of over a million dollars, that started out through this game.

The same company that is receiving fresh investments from investors soon, is opening up new employment opportunities to gamers and otherwise, is ready to expand into various other games, and the same company that will one day be worth equal to a fortune 500 company.

Tell that to the Competitive players that got fame and money through this game.

Surgical Goblin, Yao Yao, Royal GG , just to name a few, who have received fame and money, contract offers from various E-sport companies, and who with the money they earned were able to pay off their Parents’ loan that they took to make life better for them. Clash Royale is REAL. It is doing some serious good to these peeps.

Tell that to the Hundreds of Youtubers who have literally quit their jobs and making videos about clash royale to earn a living, and quite successfully as well.

Chief Pat, Molt, Nickatnyte, Orange Juice ( Who was literally non existent and has made it big only thanks to Clash Royale) are among hundreds of content creators who quit their 10-5 job and instead now get to play the game they love and at the same time earn tons of bucks. I don’t think they will ever regard Clash Royale as just a game.

Tell that to the hundreds of people working at supercell and earning a fair lot.

Supercell has it’s properties in, of course, Helsinki( HQ) , Seoul to name a couple and has more coming up soon , which are constantly providing real jobs to real graduates who were looking for a job that involved creativity. Thanks to this job, they are earning a living, and starting families.

Heck, tell that to the average player who relaxes his mind everyday by playing this game everyday, and has developed a strong bond with people he has never met , but got in touch with through this game. To him who got the opportunity to express his thoughts and opinions online, at this wonderful platform, all of which would never have been possible if it hadn’t been for Clash Royale.

I can tell you this from personal experience, and i’m sure you all have faced something similar as well. The clan I started when this game started out is still there, and almost 20-30 people have been there since day 1 and continue to be, and we all have developed such strong bonds, that you would choose them over some people who you meet on a fairly regular basis. We share so much in common, and have expanded our friendships into wider areas like WhatsApp groups and social media platforms. About the article part, I still remember how I got this job off the forums and it has taught me a lot and continues to do.


The truth is, Clash Royale was neverjust a game” . We may say it all the time but subconsciously we all know what a deep impact it has had on millions of lives throughout it’s 2 year history. As a market, Clash Royale has grown proportionately over time. On Social media, there are pages sharing “memes” or funny content related to the game that has earned them recognition, which in turn adds to their values, and them earning money for “shout-outs” or advertising in simpler terms. I would like to add a special mention of Clash Nights, an initiative taken by supercell which is just casual nights at a nearby pub or lounge in the city where clashers hang out, organise tournaments, and chill. This has helped expand the notion of clash royale being more than just a game, because now people are meeting in real life through something that started out virtually- connected in many ways that they otherwise would never have imagined. It has added vibrancy to their life.


Lets go back to the featured image of this article– It says 2+2=5. Mathematically, it is wrong and makes no sense, but look deeper, and logically you will see that it makes more sense than anything ever will. It shows that there are so many things unaccounted for. It shows that we don’t take into consideration the various things that revolve around an object- an equation, a game, or life. This is true for all situations. Just like Clash Royale has impacted so many life “under the hood”  that are not visible when we look closely but only when we see the bigger picture- take a step back and think about how small things have such great impacts, for Clash Royale was nothing but an idea off the mind of the average artist at Supercell, but with the hand work and dedication of thousands of people what started out as a drop of water turned into an ocean that houses millions of beings.


This article is dedicated to the thousands of people at Supercell or connected to them via Clash Nights, Tournaments, and even the Shareholders, who have worked together , putting in blood and sweat, sacrificing bit by bit for the greater good, and creating this masterpiece that has connected millions around the Globe and still continues to do, providing employment and fame to thousands who otherwise were lost in life trying to figure out what they were best at, and even to the average player that opens Clash Royale every morning and greets his Clan-mates, and opens up to people online in the ways that he couldn’t in real life. No matter how much hatred and criticism you receive, it is no secret that millions of people know how much Clash Royale means to them, for you criticise those who you love, and the moment you stop criticising, is the moment you stop caring. Thank-you and Cheers.

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The Halloween Draft Challenge https://clashroyale.wiki/halloween-draft-challenge/ https://clashroyale.wiki/halloween-draft-challenge/#respond Mon, 30 Oct 2017 11:16:40 +0000 http://clashroyale.wiki/?p=2253 Hey guys, it’s finally that time of the year when things get all spooky. After months of instability, controversial updates that made the Royale community protest together, in a bid to increase the “evenness” i.e, fair play,  and concern over Clash Royale’s future, things have finally settled down with the recent quests update and the […]

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Hey guys, it’s finally that time of the year when things get all spooky. After months of instability, controversial updates that made the Royale community protest together, in a bid to increase the “evenness” i.e, fair play,  and concern over Clash Royale’s future, things have finally settled down with the recent quests update and the extremely active participation of the creators into the community. All seems to be going well for the developers, but probably only until the next card is launched.

wait, isn’t the skeleton barrel releasing soon?

Well, It’s Halloween, and things are creeping around the clash universe. A special event has commenced, called the ” Halloween Draft challenge”. Take a look at the details of this event:

The description reads : ” Create your deck by picking 4 cards and receiving 4 from your opponent. One player gets to choose a SPOOKY new card: Skeleton Barrel! 3 Losses and you’re out.”

This event is basically a draft challenge, only with the cool Halloween twist of one player getting to use the unreleased card Skeleton Barrel, which is essentially like a balloon, but spawns skeletons when it bursts. It is a very neat move by supercell, releasing for trial a “skeleton” card on Halloween , making perfect sense. Probably not worth making players wait 3 months to execute it though. Anyway, going back to the topic.

The event is just like any other draft challenge, with the same tournament rules applying to everyone. 3 losses and you’re out, but for every win you get a reward. They are as follows:

At 1 win: x50 skeletons

At 2 wins: x1 skeleton army

At 3 wins: x1 Guards

At 4 wins: x10 bomb tower

At 5 wins: x1 witch

At 6 wins: x10 tombstone

At 7 wins: x1 Giant skeleton

At 8 wins: x1 Balloon

At 9 wins: x100 Skeleton Barrel.

As you might have noticed , another very neat trick by supercell in the rewards is that all the rewards are Halloween theme based, which just adds to the fun in the event.  You get one free entry after which every successive entry will cost you 10 gems.

There isn’t much tips to give you at this point, as it is a normal draft challenge. however, you should be sure to take a balanced 4 cards, and always take rocket, since the overtime is going to last 3 long minutes, having a direct tower damage spell really makes a huge difference in the outcome of the challenge. Moreover, since I have used the skeleton barrel in the private server, I know pretty much all about it. I would recommend choosing it if you have cards like the miner, graveyard, or princess, and these will compliment the skeleton barrel very well. Let the heavier units tank damage from the opponent and the skeleton barrel from the units, and it will eventually pop up into many skeletons that will cause havoc, and if combined with rage, from a lumberjack ( ideally) or otherwise, is the perfect situation. Don’t rush, there are 6 minutes, long enough to find a weakness in the enemy’s deck or to outplay him. Remember, its not about the numbers, but the intensity. Understand your opponent and try to find a weakness in his deck and when he does make a mistake, go full on. The winning reward for this challenge is 3000 gold and 140 cards, containing atleast 1 epic and 14 rares. Not bad for a free entry, is it?

Clash on! I hope you found this article informative. Peace.

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Mirror Challenge https://clashroyale.wiki/mirror-challenge/ https://clashroyale.wiki/mirror-challenge/#respond Sat, 21 Oct 2017 09:31:28 +0000 http://clashroyale.wiki/?p=2232 Hey everybody. Today we are gonna talk about a brand new challenge brought inside the game just recently by the developers, in a bid to “revive” the game, called the Mirror Challenge . This is gonna be a quick post to keep you up-to-date with what’s going on this week inside of Clash Royale. The […]

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Hey everybody. Today we are gonna talk about a brand new challenge brought inside the game just recently by the developers, in a bid to “revive” the game, called the Mirror Challenge .

This is gonna be a quick post to keep you up-to-date with what’s going on this week inside of Clash Royale.


The basics

The basics of this challenge are pretty simple and straight, both you and your opponent will be given a deck at random, and here’s the catch, both of the decks will be the same. It will be the true test of gameplay. Both players will have an equal chance at winning, and no such card advantage. Tournament rules will apply , of course, to make the field level. Hopefully now there wont be people complaining of unfair matchups or “overpowered decks”. Even the starting cards are the same! You literally cannot complain. Also, just like the name justifies, there will be a “mirror” card in every deck.

 

Moreover, since it is the mirror week, for the time being there is a casual challenge, where losses don’t matter. All you have to do is get the wins and complete the challenge. Right now a “daily mirror challenge ” is going on where you can play the challenge everyday and win the same rewards again. So these are the basics of the challenge.

 The practice will go on till 19th October, after which the actual mirror battle will start, running through the weekend , the rewards of which are undisclosed as of now, but given the hype, they will surely be massive.


Challenge Tips

No excuses here. The winner is the better player. Both players will have the same cards and opening hand, and it entirely depends on how you play. It is better to go slow here, and see what your opponent does, and react to it, as it will give you a better understanding of him/her. Personally, I would spend the first minute of the match just reacting to what the opponent does, cancelling out plays, and if I see an opening committing to it with the full force I have. Otherwise, understanding his play is very important. Never underestimate your opponent. You can also behave very lazily in the first 1-2 minutes and then when you see him/her sleeping, catch him/her off guard and push with full force. Good luck.

That’s it for this short summary of the mirror week. Clash on!

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Epic Quests Update: The Biggest Update Ever? https://clashroyale.wiki/epic-quests-update-biggest-update-ever/ https://clashroyale.wiki/epic-quests-update-biggest-update-ever/#respond Thu, 19 Oct 2017 16:21:47 +0000 http://clashroyale.wiki/?p=2209 Hey guys. Clash Royale is ready to move to the next era of gaming, and as the developers promised, a lot has been going inside the Clash Royale development team over the past few months. They promised to bring revolutionary changes to the game in October, and so far, they seem to be holding it […]

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Hey guys.

Clash Royale is ready to move to the next era of gaming, and as the developers promised, a lot has been going inside the Clash Royale development team over the past few months. They promised to bring revolutionary changes to the game in October, and so far, they seem to be holding it up pretty well.


Dubbed as the biggest update ever since the game released globally back in march 2017, the update includes TONS of new stuff, in a bid to capture a wider player base than ever before, including  balance tweaks to card decks, and chat and rematch options with 2v2 teammates too. Don’t believe me? Check out the reveal trailer that was uploaded a few days ago:

Epic Quests Update Trailer

In a recent radio royale interview, the developers explained how they came up with the idea of a new mode called touchdown, gold rush, and quests. They said that they wanted to make something interesting and capturing, where you simply could not come back, just like in the touchdown mode. They also thought about adding occasional events such as gold rush where you could get gold and gems every time you took down a tower and quests to keep the balance in the game.


Gold Rush

 

Gold Rush events occur at random every few weeks inside of the game, lasting less than a week, usually 3-4 days. Players can collect upto 5000 gold. The concept is going to be in ladder mode so no easy 2v2! The towers will have gold skins , indicating gold ready to be looted.

When you destroy an arena tower, you get +100 gold.

When you destroy the second arena tower, you get +200 gold.

And finally, destroying the king tower will yield +300 gold, taking the total earning per match upto 600 gold. Pretty neat, right? Moreover, you will still get the =+20 gold from winning the battle.

Gem Rush

Gem rush is also pretty similar to gold rush, where instead of gold, you will get gems for destroying tower. The exact values aren’t known yet, but watch this space for updates. I’m personally very excited for the gem rush events as there is finally a way to earn gems in game, similar to obstacles in Clash of Clans.

Miscellaneous Updates

  1. Remember that time when in 2v2 you destroyed the enemy and had no way of ever contacting them again, or even ask for a rematch with your own pair? Well, long gone are those days, because with this new update right after you finish a match you can ask the opponent pair for a rematch, moreover with new emotes!  There are about 50 emotes, out of which about 15 are selected at random for a chat, including “Join my clan” A good substitute for global chat, I guess.
  2. Casual Challenges: Level 5 and higher can join casual challenges that occur occasionally , where you don’t lose! Wait, what? That’s right, you could just play endless times and lose endless times, all you have to do is win 6 times and still it will always take you to the max reward. It can be entered only once, and is a sort of a warm-up before the real challenges. Moreover, the rewards are pretty nice, including giant chests at 6 wins.
  3. You can finally play challenges with your friends! No more losing because of matching up with random people that still use cards like sparky. Just kidding. This feature is confirmed for casual challenges but might not be there for the real challenges. Watch this space for updates.

Touchdown

Now, let’s discuss about the game mode.

To add to the spice and competiveness of the gaming industry, Supercell have launched a completely new mode inside of the game, called ” Touchdown”.  The basics of this mode are pretty complicated, but it just makes the concept more fun to play.

As you can see from the picture, this mode has no arena or king towers, its just a level playing field, much like American football where you have to get the “ball” , in this case, any troop across the field over to the other side .

Each play can drop his/her troop only at the area circled. exceptions are spells and troops like miner, graveyard which can be dropped at the halfway line.  The winning condition is simple; whoever gets his/her troop first towards the opponent’s “base” wins. There are 3-5 rounds and whoever wins the most rounds wins the match. Pretty simple, huh? Not really. The catch here becomes that even a single troops if it reaches the end will win the match for your opponent, so you need to constantly have something on each lane to protect it and at the same time you need to focus on getting your own troops across. This makes for some really cool strategies and plays. A good job done by Supercell here.

 


Quests

Note: Some achievements were absolutely ridiculous and thus supercell has removed achievements with the release of this update. Quests moreover are pretty much the same as achievements, only more yielding and exciting.

Quests have been the cry of the majority of the players in the game, including me. The game felt pretty boring without having an incentive to play, or something more competitive that would  make the players put in the extra hours of hard work and grinding. Well, quests have finally come to the game, and the concept too is pretty feisty.

Concept:

 

As you can see, there will be a quest tab on your screen where you can see what all quests you have. Each player will get 2-3 daily quests , and if he doesn’t like one of them he can exchange it for some other quest ( limit of one per day).  Completing each quest will give you some “quest points” which fill up a bar which once filled will reap rewards like golden chest, magical chest, super magical chest, etc. Keep in in mind though, that reaching the super magical threshold will require some real grinding. Its not gonna be cakewalk, so don’t whine about it.

What’s more, is that there will be daily rewards, which increase in intensity after every successive day you log in.

For example, as you can see from the picture, on day 1, you get 11 free common cards, followed by 110 gold on day 2, followed by 5 gems on day 3, and so on.

Wait, where are the free chests gone?

Don’t worry, the free chests are not being removed. Instead, they have been moved to the quest tab on the top left of the screen, and will give you+5 quest points when opened .The response from the gaming community however, has been pretty mixed, with people liking the concept a lot but feel like supercell have added that “unfairness” to the quests concept. Here are a couple of reviews by redditors:

Andrew says: “The quest system was what made me quit hearthstone. I have limited time to play, and I can only really play a couple times a week. This kind of change hits players like me the most. You take away my free chests and you take away most of my progression, since that’s how I get a lot of cards and gold. Then, in the limited time I do get to play, I have to make a choice: play the deck I want to play or put together some deck that’s designed to throw away rating to pump out the quests as fast as I can so I can get a bit of my card income back and then go back to the decks I want to do. And that’s just a sucky, un-fun choice to make.
Please don’t take away my free chest. I already have plenty of trouble with crown chests because my favourite deck (x-bow) is terrible for getting crowns. Don’t throw casual players like me under the bus.”

Midnight light says: Crown chests.
What this really does is stop those people who log on twice a day to request and open free chests. It promotes activity- if you don’t play Ladder, 2v2 or Challenges your progress will be 120 common cards a day. It might not be the best solution but the point of removing free chests was certainly to promote more activity and playing competitive matches if players want to progress further.

Luckily for the gaming community, the developers have said that this is only version 1.0 for quests and thus they are very open to all kinds of feedback, so one can surely expect the quests system to be revamped here and there from time to time during these initial days.


One thing is for sure though. This update has been one of the biggest, if not THE  biggest ever since Clash Royale was released back in 2016. This also signals that the developers are very serious about clash royale and we can expect many more exciting thing to come over the winters. Hope you guys enjoyed this article covering the epic update. For any suggestions/ queries, feel free to comment. Peace out.

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