User:Murabito

Hi everyone! My name is Murabito. I've started playing Clash Royale since late March, and I've had a blast! Its mechanics are creative, I love its art style and cheerful descriptions.

I use Ash's Hog Cycle Deck.

Have fun reading through my userpage.

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History
Here you'll find major events that happened during the time I played the game! 3/23/16 - Started playing the game. 3/30/16 - Advanced to Bone Pit. 4/1/16 - First Magical Chest! 4/12/16 - Advanced to Barbarian Bowl. 4/15/16 - Advanced to P.E.K.K.A.'s Playhouse. 4/16/16 - First Giant Chest! 4/20/16 - Let's celebrate 420 by buying my first Epic (Freeze) from the shop! 4/30/16 - Advanced to Spell Valley. It was at that same day that I got my Ice Wizard from a Crown Chest! 5/1/16 - Advanced to Builder's Workshop. 5/1/16 - My first Epic (Goblin Barrel) in a Free Chest. 5/4/16 - Advanced to Royal Arena. Also, my second Epic (Baby Dragon) from a Free Chest... 5/5/16 - I...got...the almighty Princess! Spent $15 on Magical Chests in the process.

Card Rating
Here you'll find myself rating (and ranting) cards. Keep in mind that it's all my opinion.

Training Camp

 * Arrows: 10/10. Super useful in almost every situations! Counters Minion Horde and Princess.
 * Bomber: 3/10. Nobody uses this once they have the Wizard.
 * Archers: 8/10. Underrated card. They can do quite some damage and is surprisingly durable.
 * Knight: 4/10. I don't use it.
 * Fireball: 9/10. Hard counters Three Musketeers, a 9-Elixir card, for 4 Elixir! Has great value overall.
 * Musketeer: 8/10. I've always had a soft spot for this card. Even though she's outclassed by the Wizard, her crazy DPS and lower cost is what keeps her a viable option. Counters any air tanks solidly.
 * Mini P.E.K.K.A.: 7/10. Could use a bit more HP, but has great defensive capability thanks to its high damage and cheapness.
 * Giant: 9/10. Another underrated (and underplayed) card. Ever since Jason prevailed by winning against *cough* a Mortar user, the Giant has gained increasing attention. It offers a lot for 5 Elixir.
 * Prince: 10/10. P.E.K.K.A. Double Prince. End of story.
 * Baby Dragon: 9/10. Super versatile and can fit into many decks.
 * Skeleton Army: 1/10. Just use Minion Horde.
 * Witch: 3/10. Ew.

Goblin Stadium

 * Goblins: 10/10. Amazing for pork pushes!
 * Spear Goblins: 10/10. They do a lot of chip damage for their cost. Great for defending and supporting tanks, too.
 * Valkyrie: 7/10. Outclassed by the Dark Prince, but it can halt anything and everything when dropped in the middle of a firefight.
 * Goblin Hut: 6/10. Can slowly chip away a tower, but it costs 5 Elixir. Also this may be biased, but I hate spawners.
 * Lightning: 7/10. A good alternative to Rocket. Helps my Hog Rider pushes by destroying Cannons and Bomb Towers, because it doesn't take long to reach its target.
 * Goblin Barrel: 5/10. Zap and Arrows exist. Princess can also counter this card.

Bone Pit

 * Skeletons: 9/10. Another underrated card. It has so much value and versatility for 1 Elixir. Stops hog pushes coupled with Cannon and also acts as a distraction. Also helps cycling through your deck.
 * Minions: 7/10. A decent counter card.
 * Tombstone: 6/10. It's okay for countering Hog and Prince, but I'd rather use Cannon, because area damage units wreck the Tombstone.
 * Bomb Tower: 8/10. WHY THE HECK DOES THIS THING HAVE THAT MUCH HP LIKE SUPERCELL WHAT ARE YOU THINKING
 * Giant Skeleton: 8/10. Stops a push. Though once it manages to somehow reach the opposing Tower...well, it won't be pretty.
 * Balloon: 6/10: Upside: it does a lot of damage and can somewhat tank for your units. Downsides: it can be Musketeered and Minion Horde'd quickly.

Barbarian Bowl

 * Barbarians: 9/10. Awesome defensive card! Vulnerable to area damage however.
 * Cannon: 9/10. As the Hog Rider gains popularity, more people started using Cannon over Tesla, or any defensive buildings in general. In a lot of cases it offers great value for 3 Elixir.
 * Rocket: 2/10. The damage is unsatisfactory for its cost.
 * Barbarian Hut: 1/10. Once used, you become vulnerable to pushes, as the hut costs 7 Elixir. Not to mention Princess wrecks this thing. Also filthy spawner.
 * Rage: 6/10. Can be devastating if used in the right time and place, otherwise you've just thrown away 3 Elixir. +1 for speeding up troop voices.
 * X-Bow: 4/10. Oh how ironic we have a building that shoots Crown Towers from the opposite side of the arena in a game that touts offense over defense. Damage is too low for it to be used as an actual defense.

P.E.K.K.A.'s Playhouse

 * Tesla: 7/10. Cannon becomes the superior choice after the Tesla nerfs.
 * Minion Horde: 10/10. Destroys everything, no matter the toughness.
 * Hog Rider: 1000/10. Hog Freeze, Hog Zap, pork pushes and awesome synergy with Goblins, just to name a few cards that work well with this dude. Attacking card that does a ton of damage and has great HP for 4 Elixir. Hard countered by the Cannon, however. +5 for voice.
 * Inferno Tower: 9/10. Shreds P.E.K.K.A.s and Golems like they're Goblins.
 * Freeze: 100/10. Im my opinion it's VERY busted. Enemy coming with a push? Freeze them and drop a Valkyrie in the middle of glass cannons. Pushing for the three-crown victory? Freeze got you covered. It's way too versatile for an Epic, and for its cost of 4 Elixir.
 * P.E.K.K.A.: 10/10. P.E.K.K.A. Double Prince. Again.
 * Lava Hound: 9/10. Great tank! Lava Pups also does a crap ton of damage.

Spell Valley

 * Zap: 10/10. Stuns, eliminates annoying Goblins, and costs 2 Elixir!
 * Fire Spirits: 6.5/10. While they're too fragile, though when paired with a tank to clear itty bitty troops, that's when this card shines.
 * Wizard: 8/10. Great DPS, has splash damage, and attacks air troops. The go-to choice to back up a tank. Pretty costly, however, at 5 Elixir.
 * Furnace: 2/10. COME ON SUPERCELL WHY ARE YOU ADDING MORE SPAWNERS TO THE GAME
 * Poison: 10/10. Destroys every attempts your opponent makes to stop your push. Also wreck spawners.
 * Mirror: 6/10. More often than not, my mirrored commons and rares' level are usually lower than my actual cards.
 * Ice Wizard: 9/10. Master of control. Can choose to play the battle at his pace.

Builder's Workshop

 * Mortar: 2/10. Nobody uses this after the nerf. -1 for steroidi69.
 * Elixir Collector: 1000/10. Everyone use this for a reason.
 * Golem: 8/10. Pretty good.
 * Sparky: 8/10. PREVENT THIS THING FROM GETTING TO YOUR TOWER AT ALL COSTS. Unstoppable when paired with a tank and some small troops.
 * Miner: 9/10. Can act as a tank for incoming troops. Amazing for sneak attacks.

Royal Arena

 * Royal Giant: 9/10. After the range buff, it outranges almost everything, except for X-Bows and Mortars, which nobody uses anyway. I keep making myself mental notes to use this guy.
 * Three Musketeers: 0/10. Aaand...Fireball. Also, just drop a Valkyrie in the middle when they're frozen.
 * Dark Prince: 10/10. SUPERCELL PLEASE NERF P.E.K.K.A. DOUBLE PRINCE. Jokes aside, he offers a lot for 4 Elixir. The shield is pretty unique, as it allows him to survive a Rocket and a P.E.K.K.A. swing.
 * Guards: 8/10. Hard counters P.E.K.K.A. and Sparky.
 * Princess: Infinity/10. Oh my, the Princess has immense utility that it's insane. Where should I begin...she forces you to kill her, or else you'll take tower damage. It's borderline impossible to evenly trade elixir with her. Once they Arrow'd her, Minion Horde rules until you cycle through 7 more cards. She wrecks spawners. She can defend from the other crown tower when your opponent is pushing the other side's crown tower. She can act as a clutch finisher to a weakened tower (when it's about <200 HP.) She does fairly high damage AND area damage. She can support troops by shooting down squishy enemy troops. All for 3 Elixir. I think she's currently the best card in the game, but maybe that's why she's also the hardest card to obtain. Plus points for the voice and for being pretty.