User:Smarty Pants 264 Clash Royale

That's It I quit Clash Royale. Not permanently maybe for a few months because the Furnace has cause me too much stress. I might return but don't expect it.
Hello, Royal Clashers I am just a super smart Knight that is friendly. I also play Clash Of Clans. I decided to make this account because DarthDave99 inspire me so thank you DarthDave99. I also make blogs so check them out if you have the time or patience.

Here are some polls you can fill out if you want to

Do you agree that the Knight needs a 13.7% health buff and a 20% damage increase? Yes Yes but a slightly weaker buff no he is fine

Do you agree that the Furnace's lifetime should be reduced to 40sec (from 50sec)? Yes No but decrease its health by 8.2% No but decrease its health by 7.5% No but decrease its lifetime to 45sec (from 50sec) no but decrease the fire spirits health by 2% no but increase it's elixir cost to 5 elixir and increase its health by 8.4% no but increase it's elixir cost to 5 elixir It should be removed from the game

Do you agree that the Wizard needs a 6% health buff and a 4% damage increase? Yes Yes but his health should increase by 9% no he is fine

Do you agree that the Archers needs a 0.5 range increase and a 5% damage boost? (They can one shot fire spirits) Yes Yes and also increase their speed to fast no they are fine

Do you agree that the Hog Rider needs a 4% damage nerf? Yes Yes but decrease his damage by 8% no he is fine

Do you agree that the Lighting needs a 7.6% damage nerf but its cost will decrease to 5 elixir Yes no it's fine

Do you agree with this video about the Royal Giant http://www.youtube.com/watch?v=HZITEvmnB7w&t=1m51s (warning this has swears) The Royal Giant is not cancer but the BLACK DEATH of clash royale yes no

Do you agree that the Arrows needs 4.5% damage buff and a 60% faster travel speed? Yes Yes but traveling speed should increase by 30% no it's fine

Do you agree that the Fire Spirits needs a 2% health nerf? Yes Yes Yes

undefined

My Battle Decks
Deck Type: Defensive counterpush

Bowler: Destroy many ground swarms, spawners, and goblin barrel

Ice Golem: Distract enemies, kite and Ice golem + Zap

Guards: Defend against splash units and single target units then turned into a counter push

Hog Rider: Win condition card and Pig push with other ground troops

Tombstone: Distract and defend against single target units (can be subsitute with the Bomb Tower)

Mega Minion: Either use as a defensive unit turned into a counter push or build up a snowball push

Zap: Weaken minions, take care of low health swarms, stun sparky, and inferno tower

Archers: Defend against air troops, graveyard and support counter push

Strong Against: Spawners, Elite barbarian, Zap bait, Trifecta, Miner, Furnace, Hog Rider and cycle decks

Weaknesses: Royal Giant, Dark Prince

Note: This deck is heavily defensive which lack of offensive options so try to always counter push after you defended a push. You must also always have a card in your hand that can defend yout opponents main card for offense.

Battle Deck 2 Hog Cycle Remix

Deck Type: Damage buildup/Chip Damage

Hog Rider: Pig push with other ground troops

Goblins: Support Hog, damage zapped troops, defend against hard hitters, cycle

Spear Goblins: same with Goblins except can pull melee troops into the kill zone and target air

Fireball: Destroy medium health swarms and chips some health from a crown tower.

Arrows: destroy low health troops (Zap can be a substitute)

Inferno Tower: take down annoying tanks (can be substitute with a tombstone)

Minions: defeat mini tanks that cannot target air and balloons

Ice Golem: Distract enemies, kite and Ice golem + Zap

Strong Against: Heavy decks (if you pressure very often), Miner decks,

Weaknesses: Wizard, Fire Spirits, Witch, Lava Hound, Three Musketeers

Congratulations to anyone who manages to find the actual stats of a lv 666 inferno tower

P.E.K.K.A: Tank, Tank killer, kills support cards

Zap: destroy low health troops, reset Sparky's charge attack and stun Inferno Tower

Tornado: Pulls cards to stop them from reaching the arena tower, Pulls glass cannons towards the P.E.K.K.A, pulls melee units to activate the king's tower, clump all units so wizard can kill them

Archers: cheap ranged defense can survive zap or arrows and deal quick damage (fire spirits can be substitutes)

Valkyrie: take down annoying glass cannons, protects P.E.K.K.A from swarms (Knight can be a substitute )

Elixir collector: place it behind or between crown towes and keep them alive as this deck is pretty heavy

Skeleton army: RIP tanks, Hog riders, single target units, Three musketeers and Sparky

Wizard: take care of pesky minions or balloons

Strong Against: Giant decks, Medium health decks

Weaknesses: Rocket, Lighting and chip cycle decks

My Card Reviews

Inspired by SomeRandomGiantUser

Training Camp (My Best Friend the Knight)
Arrows: 7/10 Decent but travels way to slow

Bomber: 8/10 Yes now it can one shot archers yes but it needs a hit speed of 1.8 sec and a range of 5 tiles.

Archers: 8/10 They are also balanced and are better for defense comparing to spear goblins. But they should do as much damage as a tournament standard arena tower at lv 9

Knight: OVER 9000/10 THIS CARD IS AMAZING but he really needs a 20% damage boost and a 13.7% health boost

Fireball: 8/10 Great spell that can take out or wound pesky glass canons

Musketeer: 5/10 Really needs a 10% damage boost and a 2.9% health decrease I mean how can that gun not deal enough damage to one shot a minion ?!

Mini P.E.K.K.A.: 7/10 Good for taking out tanks or glass canons but I would use the knight over this

Giant: 8/10 Very tough and not even the multiple nerfs can take it down

Prince: 7/10. My first epic but I haven't found a use for him yet :(

Baby Dragon: 2/10. Flying pushover you need a damage and health buff >:(

Skeleton Army: 8/10. The new update really gave the skeleton army the buff it needs to be a good card

Witch: 6/10. My Witch is under leveled but wow this thing is so tough to fight against

Goblin Stadium (my favourite Arena)
Goblins: 10/10 These pesky fighters are amazing they do a lot of damage and they can take out glass canons and mini tanks very quickly

Spear Goblins: 7/10 Chip Damage and synergise well with Zap

Valkyrie: 6/10 She was good but Knight all the way

Goblin Hut: 7/10 Goblin party

Lightning: 6/10 Powerful but it is so expensive reduce the cost from 6 to 5 but reduce it's damage

Goblin Barrel: 5/10 Might not be a goblin barrel user but hey this is a really fun card to use

Bone Pit (Wait how many people died in that arena??)
Skeletons: 5/10 Poor man's version of the goblins but with a cheaper cost

Minions: 8/10 They are pretty useful for taking out mini tanks and bomb towers

Tombstone: 9/10 This Tombstone can somehow contain 18 skeletons but they are better than the cannon

Bomb Tower: 4/10 Not very useful for me

Giant Skeleton: 6/10 needs a 20% health buff and a 17% damage buff to make it better

Balloon: 7/10 This game really wants me to use balloons since I have enough cards for tournament standard balloons

Barbarian Bowl (where spawners are born)
Cannon: 6/10 Still Prefer the Tombstone over this

Barbarians: 7/10 they are good for defence but I always seem to fail using barbarians

Rocket: 5/10 Rocket users don't stand a chance against me

Barbarian hut: 3/10 Still better then Furnace

Rage: 6/10 the rage is now more versatile with this balance

X-Bow: 4/10 The X-bow is too weak for damage

P.E.K.K.A's play house (Hog Riderrrr)
Tesla: 8/10 Pretty much pay 1 extra elixir to be better than the cannon in everything but make it one shot goblins

Minion Horde: 4/10 They are too risky for me to use and mine are underleved

Hog Rider: 9/10 the most balanced offensive card

Inferno tower: 5/10 Without zap or freeze this thing is very annoying

P.E.K.K.A: 6/10 To make a P.E.K.K.A a true brute how about increase her damage to 585 and health at 2700 at lv 1

Freeze: 8/10 Hog+Freeze never gets old even with the nerfs

Inferno Dragon: 6/10 Weak by itself but strong with a lava hound but its stats should resemble a lv 1 inferno tower

Spell Valley (The bane of my clash royale existence)
Zap: 10/10 As long the Zap has a stun mechanic it will always be one of my favourite spells

Fire Spirits: 6/10 They have starting to become more annoying I hate Furnace Zap Bait

Wizard: 7/10 The Wizard is now a lot stronger but increase his damage by 4% and his health by 6% or 9%

Flaming F****r that came from hell: -99999999/10 I hate this spawner it is the bane to all of my decks and it does more chip damage to an arena tower at tournament standards than a goblin hut for a cheaper cost.

Poison: 5/10 Useful when you are using it but annoying when it is used against you

Mirror: 4/10 if you want to make the mirror useful how about plays the same card you use for the same elixir cost

Graveyard: 6/10 It may be expensive but if used in the correct time you can easily deal over 1000+ damage

Ice Wizard: 5/10 This card has still too much health how about 575 hp at lv 1 it will still survive a lv 7 fireball and increase it's damage by 11.5% to balance out the huge health nerf

Builder's Workshop (Heavy decks are born)
Mortar: 4/10 This card is too weak how about increase it's damage by 2% it's health by 10% and it's lifetime to 40 sec

Elixir Collector: 3/10 very annoying to face against since I don't use high damage spells in my deck

Golem: 6/10 really needs a damage buff how about lv 1 golem has 240 damage and golemites have 48 damage

Tornado: 5/10 Increase the damage so it can kill minions in 3 seconds

The Log: 6/10 Let it one shot archers

Sparky: 7/10 Increase her splash radius so it is as big as the Giant Skeleton's bomb

Miner: 6/10 he is pretty balanced except decrease his damage by 6% and increase his health by 8%

Royal Arena (The Royal Scumbag)
Royal Giant: 4/10: He is easier to manage after the nerf but still annoying

Elite Barbarians: 8/10: If those Meta barbarians ever manage to reach your tower they will fus ro dah that thing to shreds

Mega Minion: 6/10: He is alright but I prefer regular minions since they can take down musketeers

The Three Musketeers: 5/10: This card can easily 3 crown many players if used correctly but it is also so expensive

Dark Prince: 6/10: He needs a slight damage buff so he can knock off the guard's shield in one regular hit

Guards: 7/10: Defensive goblins

Princess: 7/10: Decrease her damage to 130 so she will take 3 shots to kill archers

Frozen Peak (Nice Ice Spirit)
Ice Spirit: 8/10: Fine

Ice Golem: 5/10: Great for kiting and distracting but Increase it's health to 700 at lv 1

Bowler: 6/10: Decent but give it some buffs so it can compete with the other epic the executioner

Lumberjack: 7/10: Increase the damage by 5%

Jungle Arena
Dart Goblin: 10/10: Very effective at chip cycle decks and has huge range and the best part is this card can counter Furnace yes I love this card :) Just increase his damage slighty so he can 2 shot minions

Executioner: ??/10: Don't know for now but since his attack mechanic is like a Bowler I like this card because more counters to the Furnace.