LegitAurthority LegitAurthority 13 days ago
2

3 Worst card in Clash Royale History

Do you guys have a card you hate with a passion? well I do and here's my top 3.

Number 3: mother witch, Now don't get me wrong, mother witch isn't that bad, it just sucks compared to other legendarys. I know it's now so it probably will get a buff but still. Why would anyone choose this over legendarys like night witch? My max fireball only does 832 dmg but the night witch at level 11 can withstand it. a level 12 fireball just barely kills a level 9 nightwitch with only 2 dmg to spare but motherwitch? with a level 9 fireball I can kill it. Sure that isn't a big problem but consider it, A rare card can kill a legendary with one hit. Also the mother witch doesn't spawn anything unless she herself kills it so if you fireball before that shes b…

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ChanFamBam9912 ChanFamBam9912 15 days ago
1

Clash Royale card ideas


Tsunami

  • It spawns at river across the whole map, pushes back troops but no air troops, medium-fast speed, medium-high damage, epic, spell

Mystery wheel

  • Arrow points toward the troop or spell it choose to do, spell

Rock dragon

  • Epic, chucks down rocks, medium damage with spikeys that do half of the damage with 1.5 reload speed, medium baby dragon speed

Kitchen

  • Spawns chefs that throw knives, as much as the barbarians, kind of fast, with medium damage at a time, air troops can be hit, 8 total, epic

Hospital

  • Spawns 12 heal spirits, rare

Cerebus

  • 3 headed dog, heads do little do little damage but all attack at once, medium moving, rare card

Phoenix

  • Legendary, medium health, high damage, shoots a flame, and small continuous damage

Wildfire

  • Wherever the line is …

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Umpa401 Umpa401 15 December 2020
2

Clash Royale: the state of the game.

A lot of people are wondering how long the game can keep up. So here I am shouting out my lazy ideas to make it better that most people probably don’t care about.


  • 1 Part 1: Clan Wars 2
  • 2 Part 2: Other Rewards.
  • 3 Part 3: Balance Changes.
  • 4 Conclusion

Obviously we all know that this update was a COMPLETE bust. So here is how I think it should be fixed.

Rewards: Of all the issues with clan wars, this is one of the biggest. Quests were removed. You can’t get trade tokens from war. It’s hard to even finish the race to get the rewards we do have. And even if you were one game point away from finishing when time runs out, you get the same amount of reward as someone who didn’t even battle. Why, just WHY!?!? Here’s how to fix that, in my opinion.

1: milestone …



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MalignantPootis MalignantPootis 11 November 2020
0

Top 10 Card Nerfs

WORK IN PROGRESS As someone who has been playing Clash Royale ever since global launch, I have been accustomed to experiencing plenty of major balance changes that warped the meta-game for the better or the worse. But I'm here primarily to talk about the negative side of the game's balancing. As I know from knowing this game through and through again as well as through tough times it's had or is currently having. There have been a lot of cards that were nerfed hard on the spot or those that were unchanged for months or even years only to get nerfed out of the blue. Also, I will not be going by emergency nerfs as those are entirely an separate category on how a card is monitored. But this is my personal list of the top ten card nerfs throug…

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Subwaycookieblast Subwaycookieblast 30 October 2020
0

Card Balances--subwaycookieblast

There are many cards in the game that needed a lot of buffs or nerfs. In this blog I would talk about the cards that really needed balances so that it feels more right. Feel free to comment whatever you think about this post, because it might not match your opinion! Enjoy! Starting with the cards that needed buffs, number one would be Elite Barbarians. I'm pretty sure buffing Elite Barbarians is a universally-agreed point as, for six elixir, ebarbs' healthpoints are way too low, their hit speed too slow, and their cost too high when there are so many replacements like Bandit, Lumberjack and heck even Goblin Brawler. Each ebarb might have super-high damage, 300+, but they could get countered by something as simple as Bats, which grants a 4-e…

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Subwaycookieblast Subwaycookieblast 14 October 2020
2

Worst Legendary to Best--subwaycookieblast

Worst To Best Legendaries--by subwaycookieblast

Graveyard

Even if you back it up with Freeze, Graveyard got so many counters that it’s gone too far for a Legendary. Skeleton Army’s better than Graveyard, and it costs less. Both gets countered similar. So yeah, plus Graveyard's harder to get because it's legendary.

To start with, basically any splash troop could wreck Graveyard. The worst part is that a King and Princess tower together could kill every Skeleton that spawns. So you don’t even need troops to attack it when a Graveyard comes, and both towers could just kill them.

I mean, yes, you could probably back it up with other forces, but it takes a heavy 5 elixir, which depletes half your full bar and makes it unlikely to help you deploy st…

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Iamunoriginalineveryway Iamunoriginalineveryway 8 October 2020
1

my ledgedary rank opion edit

 ---- ok so i dont have many legedarys on account of being ftp. so jugding by how ive seen gameplay im gonna say how good i think all the legedarys are.



17. miner

ok so i bet most people wouldnt agree but i say that in lower areas miner is just a single unit goblin barrel. i am easily able to eliminate miners by using swarm cards or heavy hitting units, which sometimes results in a push and even destroying a crown tower.

16. princess

remember how i said i have two legedarys, this is a situation where that goes into play. before reading the articals on this wiki i tended to use barb barrel becasue my only ledgedarys are fisherman and lava hound(both from guarenteed legedary chests) and the barb from the barrel would destroy princess.

15. magic a…



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Iamunoriginalineveryway Iamunoriginalineveryway 7 October 2020
2

my legendary rank opion

ok so i dont have many legedarys on account of being ftp. so jugding by how ive seen gameplay im gonna say how good i think all the legedarys are.



17. miner

ok so i bet most people wouldnt agree but i say that in lower areas miner is just a single unit goblin barrel. i am easily able to eliminate miners by using swarm cards or heavy hitting units, which sometimes results in a push and even destroying a crown tower.

16. princess

remember how i said i have two legedarys, this is a situation where that goes into play. before reading the articals on this wiki i tended to use barb barrel becasue my only ledgedarys are fisherman and lava hound(both from guarenteed legedary chests) and the barb from the barrel would destroy princess.

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Un legendary guy with a duck2 Un legendary guy with a duck2 1 October 2020
3

Wall Breakers: Good or Bad?

Low hp, Fast, Epic, Wall Breakers. Good, or Bad?


  • 1 Uses
  • 2 Elixr
  • 3 Decks
    • 3.1 Inferno Dragon
    • 3.2 Princess
    • 3.3 Royal Ghost
    • 3.4 Ram Rider
    • 3.5 Wall Breakers
    • 3.6 Minions
    • 3.7 Mini PEKKA
    • 3.8 Fireball
  • 4 Summary
    • 4.1 Summary

They can be used to chip quite a bit of the tower, and are usually left undefended. They’re easily countered but can pack a punch. They can easily deal lots of damage to everything around the building they’re targeting. Now I’m not only going to list pros, there are some cons too. They’re easily countered. There are only a FEW troops that cannot counter them.


They can be used to stop leaking, and to deal a good amount of damage.


Here’s my main ‘breakers decks:






There are many Pros, many Cons, but, here’s a quick summary about what they do and are.


Wall breakers…











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Un legendary guy with a duck2 Un legendary guy with a duck2 14 September 2020
2

legendaries ranked

The higher it is, the worse it is.


  • 1 Ram Rider
  • 2 Lava Hound
  • 3 Ice Wizard
  • 4 Night Witch
  • 5 Royal Ghost
  • 6 Princess
  • 7 Electro Wizard
  • 8 Magic Archer
  • 9 Miner
  • 10 Fisherman
  • 11 Log
  • 12 Graveyard
  • 13 Mega Knight
  • 14 Inferno Dragon
  • 15 Bandit

Low DPS, speed (when not running), and attack speed make it an ineffective legendary, usually only getting one hit.


High health, but low damage. Can chip towers quite a bit if not defended. Low DPS though.


Very low damage, only good for defense and accompanying. Very bad, cant even chip towers effectively.


Summons bats, but they get one-shotted. Decent damage, but can barely survive a fireball. Releases bats upon death.


Always guarantees one hit (unless killed by spell when invisible), but has a low attack speed. Relatively high damage though.


Very hi…








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Umpa401 Umpa401 7 September 2020
4

Top 10 strongest cards.

So now I will do the top 10 most powerful cards in the game. If you see something confusing, feel free to leave a comment!

  1. 10: inferno tower.

An annoying building, the inferno tower is certainly underrated and strong. It can kill any tank in its path, and the only real counter is lightning. Everything else just doesn’t work. The princess towers and/or supports will take care of everything else before they do much damage.

  1. 9: hunter.

Like seriously, all the top decks are running hunter. This cards synergy with the recently buffed fisherman has driven its use rates insane.

  1. 8: skeleton dragons.

This card DOMINATES the upper ladder and grand challenge meta. High DPS, splash damage, and SPELL BAIT make this card almost a must have in high leagues.

  1. 7: royal…
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DartingMonster DartingMonster 4 September 2020
4

Wizards

The Wiz vs Magic Archer:

The Wizard is a 5 elixir Rare card unlocked in Arena 5, Spell Valley. He has a range of 5.5 tiles, speed of medium, and a hit speed of 1.4 seconds. A level 9 Wizard has 598 hitpoints and deals 232 damage per shot. 

The Magic Archer is a 4 elixir Legendary card unlocked in Arena 5, Spell Valley. He has a range of 7 tiles, speed of medium, and a hit speed of 1.1 seconds. A level 9 Magic Archer has 440 hitpoints and deals 111 damage per shot. 

Differences:

1. Magic Archer's hit speed of 1.1 seconds makes it faster than the Wiz. 

2. Magic Archer has 440 hit points, making it over 100 hit points weaker than the Wiz. 

3. Magic Archer's insane range of 7 tiles outdistances the Wiz's 5.5 tiles. 

4. Magic Archer costs 4 elixir, wh…

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DartingMonster DartingMonster 1 September 2020
3

Unfair!

Here starts my new life as a blog poster on Clash Royale Fandom. I've been very active in several different Fandoms over the past five years, but I decided to find my new home here. I'm a very big fan of Clash Royale, and I hope that I can share some of my enjoyment with you guys. 

First off, here's an issue that desperately needs addressing: the unfairness of Legendary Arena matchmaking. I'm a 4600 trophy player, so when I play matchmaking against players with 4700 trophies that have all maxed out cards, I have an issue. It's really difficult for me to battle against Level 13s all the time when my highest card is a Level 10 (my cards are severely underleveled). I really hope that this issue gets fixed. They should match you against players…

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Umpa401 Umpa401 31 August 2020
6

Ranking the legendaries.

Nobody has done this in a while, so I’m gonna go ahead.

  1. 17: inferno dragon.

In my previous blog post I ranked this card at number 8 worst in the game. It’s long charge up hinders it’s high damage ability, and 39 cards can prevent most or all tower damage. And on defense inferno tower has more health AND aggros all troops to it. Overall outclassed and ineffective.

  1. 16: ram rider.

Hog rider has more DPS, higher health, costs less elixir, and is always moving at a very fast speed (whereas the ram rider only moves at that speed while charging). So you want to slow down your opponents push? Just use freeze.

  1. 15: mega knight.

This card is countered by absolutely everything. Knight, bandit (if timed correctly), even fishermen can beat him. He can also ac…

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GrandWiz05 GrandWiz05 19 August 2020
1

Gameplay Series: P.E.K.K.A. Bridge Spam

  • 1 Introduction
  • 2 Game 1: Against 2.6 Hog Cycle
    • 2.1 Information
    • 2.2 Gameplay
    • 2.3 Reflection

Seeing as there is not much to do in the fandom recently, and I'm not motivated for another Battle Deck either, so I decided to write something about gameplay.

The deck I'm playing with is P.E.K.K.A. Bridge Spam, which is this deck below. I'm playing with the original variation, and if I swap anything out I'll mention it later on.

For building placement I'll use abbreviation because I'm lazy, so read this blog for that.

My King Tower level is 12.



Below is the deck my opponent is running and his Card level. His King Tower level is 13.


At the time this game commence, my trophy count is 5199 and his is 5193.


Starting off, I have Minions, Zap, Battle Ram and P.E.K.K.A. …






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Umpa401 Umpa401 6 August 2020
7

Top 10 worst Clash Royale cards.

I don’t think I have to explain much. Just counting down the most horrible cards in existence.

  1. 10: Zappies.

Even after their recent buffs, Zappies are still horrible. There slow, die easily, and the only card that there meant to defeat that they actually can is the rather useless inferno dragon, which has exactly 35 other counters (yes I counted them all). In addition, there the least used card right now.

As for inferno tower, they can only stop it if it’s placed near the river. Otherwise, the towers take them out.

As for sparky, it’s collision radius is so small that even if it’s surrounded, it will destroy two of them, and the supports take care of the rest.

  1. 9: furnace.

This card is just so damn lousy, and spells can deny most of its value. Wh…

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Fun Animator Fun Animator 6 August 2020
1

Jump


The Jump card is unlocked from the Jungle Arena (Arena 9). It is a spell that makes friendly troops in its area of effect target buildings only. A Jump card costs 2 Elixir to cast. The Jump is a bright green potion packed in a large bottle similar to its Clash of Clans counterpart.


  • The Jump can be used to make heavy hitters that get distracted easily like a Prince or a P.E.K.K.A. go directly to the Princess Tower and deal some heavy damage to it.
  • Not only does the Jump works with heavy hitting troops, but also with smaller swarms like Goblin Gang or Skeleton Army to prevent the opponent from stopping them with a tanky troop.
  • Thanks to its wide radius and long duration, the Jump can affect a massive amount of troops even if they are a bit scat…


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AesDragon AesDragon 6 August 2020
1

What makes a win condition

  • 1 Definition
    • 1.1 The difference between a win condition and a threat
    • 1.2 Secondary win conditions
  • 2 Types of win conditions
    • 2.1 Building only targeting
    • 2.2 Unrestricted placement
    • 2.3 Special cases
  • 3 Closing

The term win condition can refer to three things;

1: The end goal (Take more towers or deal more damage than your opponent)

2: The means to that end goal (i.e build up a massive push from the back to single handedly take down their tower)

3: The centerpiece to the means (using the example above, you can achieve the means using Golem + spell resistant support troops)

People usually mean the third definition when referring to win conditions. But what exactly does being the centerpiece to a deck mean?

The win condition's role in a deck is to... well, secure th…


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GrandWiz05 GrandWiz05 30 July 2020
4

Tornado Placement for King Tower Activation



  • 1 Introduction
    • 1.1 Hog Rider
    • 1.2 Elixir Golem
  • 2 Final Words

This blog is to visualise the placement of Tornado for King Tower activation.

One of the main purpose of Tornado is to activate King Tower, in order to gain an edge on defence with the extra source of damage.

Due to the rework of Tornado, many interaction regarding Tornado and troops have changed. This blog will show some of the placement and requirement for King Tower activation against different troops.


Once the Electro Wizard is near the red tile, cast Tornado. You will recieve 1.5 attack from him in return of a King Tower activation.


You should attemp King Tower activation in it's second phase, where it split into two Elixir Golemites. Since there are two of them, they will obstruct each …






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Cedricx98 Cedricx98 29 July 2020
0

CLASH ROYALE ARENA - WHERE THE ROYAL CLASHING HAPPENS














In all MOBA, the "A" letter stands for Arena. Clash Royale is a sort of MOBA game, adjusted and converted onto the mobile device. 

Knowing all the ins and out of every particular Arena in Clash Royale, can make a huge difference. Today we'll try to touch this topic. 


  • 1 WHAT IS ARENA IN CLASH ROYALE?
    • 1.1 TRAINING CAMP
    • 1.2 GOBLIN STADIUM ARENA 1
    • 1.3 BONE PIT ARENA 2
    • 1.4 BARBARIAN BOWL ARENA 3
    • 1.5 P.E.K.K.A.S PLAYHOUSE ARENA 4
    • 1.6 SPELL VALLEY ARENA 5
    • 1.7 BUILDER'S WORKSHOP ARENA 6
    • 1.8 ROYAL ARENA ARENA 7
    • 1.9 FROZEN PEAK ARENA 8
    • 1.10 JUNGLE ARENA ARENA 9
    • 1.11 HOG MOUNTAIN ARENA 10
    • 1.12 ELECTRO VALLEY ARENA 11
    • 1.13 SPOOKY TOWN ARENA 12
    • 1.14 LEGENDARY ARENA
  • 2 WHY ARE ARENAS IMPORTANT?
  • 3 SUMMARY
  • 4 FAQ
    • 4.1 HOW DO I GET TO A NEW ARENA IN CLASH ROYALE?
    • 4.2 CAN YOU GO BACK TO PREVIOUS AREN…














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GrandWiz05 GrandWiz05 17 July 2020
1

Building placement and abbreviation

This blog is to visualise the placement of buildings.

Generally, placement is referred to as X-Y.

X is the distance from the river, and Y is the distance from the Princess Tower under attack/being referred to,

To clear any confusion, a 4-1 placement in this lane is referred to as a 4-4 placement on the opposite lane.

All buildings are 3x3 with the only exception being Tesla and the Cannon Cart without it's shield, which are 2x2.

Spawners have a larger collision radius (size), so they will be attract building targeter sooner and further. See AesDragon's Blog on that for more information.

All building at 4-X placement can be attacked by an opposing Magic Archer at the river.

All spawner in the 4-X placement can be attacked by an opposing Dart Gobli…

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Umpa401 Umpa401 15 July 2020
2

What is “ladder”?

Hey there!

Most clashers are familiar with the term “ladder”. But new clashers may be like WTF are you talking about!?!?

Basically, ladder is another name for the reward road, but different parts of the ladder have different meta’s ( decks, playstyle, etc.).

There are three parts of ladder, each devided into different sections

Low ladder(0-2300 trophies)

Low ladder is a proving ground for new players, and is devided into 3 sections:

Low low ladder (0-1000 trophies).

This is the first 3 arenas, where you face things like Knight-archers combo, witch is hard to deal with if you don’t have fireball ( morale of the story, use fireball).

Mid-low ladder (1000-1600 trophies)

Getting to P.E.K.K.A.’s playhouse and beyond is a big milestone (1000 trophies!!!!…

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AesDragon AesDragon 14 July 2020
1

Hidden card stats: Pushback distance

  • 1 Introduction
  • 2 What is pushback distance?
    • 2.1 Pushback table
    • 2.2 Things of note/takeaways

Hello! This is a little info series detailing stats in Clash Royale that are not easily accessible to the player. Essentially, these are stats that aren't told to the player via the card info screens. Last week, we looked at the travel speeds of all projectile. In this blog post, we will be going over pushback distance. Previously, I also had info on flight height, but since it's purely visual, I removed it from the post to keep it focused on mechanics that have an actual effect on gameplay, even if it is miniscule. If you're still curious, you should be able to check the history of this blog post and find it. This'll be the last blog post on hidden stats f…


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GrandWiz05 GrandWiz05 9 July 2020
3

Identifying a deck with specific cards

In my previous guides, I mentioned how important it is to identify their decks during single elixir time. One way to do this, is by looking at some of the key cards.

Here is a list of win condition, and some cards commonly paired with them. The closer a card is to the front, the more likely it represent such win condition is in play. For example, a Battle Healer almost guaranteed an Elixir Golem deck.

(I'm not linking the all of the cards, it is too much effort)

Beatdown:

Golem: Night Witch, Mega Minions, Baby Dragon, Tornado, Lightning

Lava Hound: Tombstone, Guards, Balloon, Barbarians, Flying Machine, Minions

Elixir Golem: Battle Healer, Barbarian Hut, Electro Dragon, Heal Spirit

Royal Giant: Fisherman, Hunter, Furnace, Lightning

Giant: Sparky, …

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AesDragon AesDragon 7 July 2020
3

Hidden card stats: Projectile travel speeds

  • 1 Introduction
  • 2 What does speed mean?
    • 2.1 Projectile travel speed table
      • 2.1.1 Things of note/takeaways

Hello! This is a little info series detailing stats in Clash Royale that are not easily accessible to the player. Essentially, these are stats that aren't told to the player via the card info screens. Last week, we looked at the collision radius of all units. In this blog post, we will be going over projectile travel speeds. Thanks to GrandWiz05 for suggesting the initial topic of spell travel speeds.


I'm sure I don't have to define what speed is, so let's change the question for this week. If you don't understand what I'm talking about, here's an example. On the Ice Spirit page, the card stats table says that it has a Very Fast (120) speed. But …



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AesDragon AesDragon 1 July 2020
2

Hidden card stats: Collision radius

  • 1 Introduction
  • 2 What is collision radius?
    • 2.1 Collision radius table
      • 2.1.1 Things of note/takeaways

Hello! This is a little info series detailing stats in Clash Royale that are not easily accessible to the player. Essentially, these are stats that aren't told to the player via the card info screens. Last week, we looked at the mass of all troops. In this blog post, we will be going over the collision radius of all units.


This is talked about even less than last week's topic, mass, which isn't too unexpected as the effects of collision radius are fairly minute in a match. Collision radius is how large a unit's collision is. Basically, the size of a unit. Having a bigger collision radius means troops will target you slightly earlier, since you'll be…



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Magical Energy123 Magical Energy123 28 June 2020
5

Helping beginning clashers to improve.

  • 1 Introduction
  • 2 Splashers
  • 3 Single-Target
  • 4 Swarms
  • 5 TANKS TANKS TANKS
  • 6 Mini tanks
  • 7 Low health
  • 8 Spells
  • 9 Buildings
  • 10 Random
  • 11 Simple Interactions

Let's get one thing straight; I will explain all the basic interactions from arena one, to arena 3. After, that, you will not need any help understanding BASIC principles.


Splashers are troops that can hit more than one unit at a time. As an example, lets say a splasher is hitting one troop. Anyone touching the radius of splash ( identified by a little red circle that will dissapear after 0.8 seconds ) will also take damage. The Valkyrie will damage troops all around her.


Single-target troops are troops that can only target one at a time. Just to show you how many there are, I will list SOME. Knight, P.E.K.K.A. Ni…




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AesDragon AesDragon 23 June 2020
4

Hidden card stats: Mass

  • 1 Introduction
  • 2 What is mass?
    • 2.1 Mass table

Hello! This is a little info series detailing stats in Clash Royale that are not easily accessible to the player. Essentially, these are stats that aren't told to the player via the card info screens. Last week, we looked at the first attack speed of all units. In this blog post, we will be going over the mass of all troops.


Mass is not often talked about too much in Clash Royale, despite the fact that it can have large effects on the outcome of a match. Mass dictates how a troop's collision interacts when making contact with another troop. For example, lots of Hog Rider players will put a tank in front of it before pushing, such as an Ice Golem. If you put a Goblin behind that Ice Golem instead, it wo…



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AesDragon AesDragon 16 June 2020
3

Hidden card stats: First attack speed

  • 1 Introduction
  • 2 What is first attack speed?
  • 3 Load time
    • 3.1 Load time formula
    • 3.2 First attack speed vs. retargeting time
    • 3.3 First attack speed table
      • 3.3.1 Things of note/takeaways

Hello! This is a little info series detailing stats in Clash Royale that are not easily accessible to the player. Essentially, these are stats that aren't told to the player via the card info screens. Last week, we looked at the sight range of almost all cards. In this blog post, we will be going over the first attack speed of all units, and how first attack speed is achieved (load time).


Most players are actually aware of first attack speed intuitively. Here's an example. Balloon has an attack speed of 3 seconds. So... every 3 seconds, if it's targeted onto a unit, it'll dr…



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AesDragon AesDragon 9 June 2020
3

Hidden card stats: Sight range

  • 1 Introduction
  • 2 What is sight range/aggro range?
    • 2.1 Sight range table
      • 2.1.1 Things of note/takeaways

Hello! This is a little info series detailing stats in Clash Royale that are not easily accessible to the player. Essentially, these are stats that aren't told to the player via the card info screens. Last week, we looked at the area damage radius of all non-spell cards. In this blog post, we will be going over the sight range of (almost) all cards.


Sight range may just seem like a troop's attack range, but there's more to it than that. If sight range was identical to attack range, then technically, all Melee: Short cards would only be able to see troops less than a tile away from them, and wouldn't be able to be pulled by... well, almost anything…



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Laukachai Laukachai 3 June 2020
1

Part 2 for Maxing your account FAST!

Hi, this is Laukachai again, and here's part 2 of how to max your account FAST!

5. Be Active and play ladder

Play ladder as you will get trophies and progress on the trophy road.

The last reward before you reach Arena 7 gives you a Legendary Chest, the last reward before you reach Arena 13 and Ultimate Champion gives you a Legendary King's Chest. Higher Arenas have better rewards!

6. Never waste gems

Don't buy emotes!!! These are cosmetics and there is no advantage in progression. You should buy Trade tokens+ coins+ chests special packs.

7. Pass Royale (optional)

Pass Royale includes 4 Trade Tokens, 40000 Gold, and many cards. This will make you progress faster.

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AesDragon AesDragon 2 June 2020
3

Hidden card stats: Area damage radius

  • 1 Introduction
  • 2 What is area damage/splash damage/AOE damage?
  • 3 What kinds of area damage are there?
    • 3.1 360° area damage
    • 3.2 Non-homing area damage
    • 3.3 Homing area damage
    • 3.4 Continuous area damage
    • 3.5 Collision area damage
    • 3.6 Area damage radius table

Hello! This is going to be a little info series detailing stats in Clash Royale that are not easily accessible to the player. Essentially, these are stats that aren't told to the player via the card info screens. This first part will talk about the area damage radius of all non-spell cards (a spell card's effect radius is also its splash radius, if it does damage). But first, we have to understand what area damage is.


All three terms are used interchangeably in the Clash Royale community, the most common ter…



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Laukachai Laukachai 27 May 2020
4

Tips for maxing your account

Hi, I am a Clash Royale player with 4955 trophies and I will talk about how to max your account quicker.

1. Use Gold and Gems wisely

You should focus on upgrading the cards that you use at your deck and not upgrade too many cards that you never use.

Use gems to buy fortune chest when the card is on the daily fortune because it will give you a higher chance of getting the cards that you actually want.

2. Join an active clan and donate cards

Donating cards give you experience and coins, which helps to increase your King Level and more coins to upgrade cards. You should also request a card that you want to max out every day. Trade Tokens help you max your cards by giving others cards that you do not need. Please note that the amount is equal to on…

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GhostRoboX5 GhostRoboX5 25 April 2020
3

Additional Card Stats

Here are the additional card stats that are not included:


  • 1 Sight Range
  • 2 Speed
  • 3 Mass
    • 3.1 Troop mass (least to greatest)

The sight range of a troop determines how “far” a troop can see, controlling their aggro range.

Troops with 5.0 tiles sight range:

Pekka, Giant Skeleton, Sparky

Troops with 5.5 tiles sight range:

Knight, Archer, Goblin, Minion, Witch, Skeleton, Valkyrie, Bomber, Baby Dragon, Mini Pekka, Wizard, Prince, Spear Goblin, Ice Wizard, Dark Prince, Guards, Lava Hound, Lava Pup, Lumberjack, Ice Spirit, Fire Spirit, Miner, Bowler

Troops with 6.0 tiles sight range:

Musketeer

Troops with 7.0 tiles sight range:

Golem, Golemite

Troops with 7.5 tiles sight range:

Royal Giant, Giant

Troops with 7.7 tiles sight range:

Balloon

Troops with 9.5 tiles sight rang…



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Silentwalker123 Silentwalker123 25 April 2020
9

Myth buster

  • 1 Possibilities/Summary
    • 1.1 Tiny Ice Spirit can freeze enemies
    • 1.2 You can stun Electro Wizard and reset Sparky's attack.
    • 1.3 Miner can dig faster than he walks
    • 1.4 High health Valkyrie and Hog Rider
    • 1.5 You can even freeze Ice Wizard and Ice Golem
    • 1.6 King and Princess on the tower can survive oncoming spells
    • 1.7 Princess having longer range than Princess on the Tower
    • 1.8 Giant Skeleton and Balloon's death bomb looks the same but has different damage
    • 1.9 Who is Mini P.E.K.K.A?
    • 1.10 Some troops have infinite ammunition.

This will explain most logic in the game, since there are magics in there clash universe I will use it to explain myths, although these are just my opinion but there are closer to the truth.


  • One tiny cute snowball can freeze an enemies
    • Explanation…


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Larry army Larry army 8 April 2020
6

Which other card could be hiding inside the P.E.K.K.A.?

Hello again! It’s been more than two years since I’ve written a blog post. This blog post is not a guide or anything official by Supercell, but just P.E.K.K.A. theories by me, a Clash Royale/Clash of Clans fan.




  • 1 Possibilities
    • 1.1 Mega Knight
    • 1.2 Electro Wizard
    • 1.3 Night Witch
    • 1.4 Miner
    • 1.5 Prince
    • 1.6 Dark Prince
    • 1.7 Ice Golem
    • 1.8 Valkyrie
    • 1.9 Mini P.E.K.K.A.
    • 1.10 Elite Barbarian
    • 1.11 Rascal Boy
    • 1.12 Knight
  • 2 Comment below!


The size fits perfectly(without the original armour). In this case we will ignore the fact that PEKKA is a female. Both the PEKKA and the Mega Knight are tanks and cost the same. Their difference in damage, hitpoints and hit speed might be caused by the different suit of armour. The inability to jump in the PEKKA suit might also be due to the weigh…






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GREAT BEAST 99 GREAT BEAST 99 6 April 2020
6

Legendary rankings

Guess who's back and making blogs!

Anyways, there hasn't been a legendary ranking in forever, so I decided to provide an update on legendary rankings.

I don't play CR anymore but I do watch plenty of videos 

Let's start!

17. Fisherman

The worst legendary in my opinion. He can bait but his stats are horrible and he can't target air which makes him outclassed by princess and magic archer. He can pull troops but his average health makes him quick to die. His deploy time is a huge disadvantage and his attack speed is pretty disappointing considering his low damage and low health. Some buffs need to be made as on offense and defense this card is easy to counter. It is safe to say that its usage rate of 0.7% has to deal with these incompetent stats.





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JreenGohn JreenGohn 9 March 2020
3

Meta or not?

I'm probably not the best player on this wiki (4655 cups), but I would still share my personal experience with meta decks or not.

Personally, I use a half meta deck, and I make the halfmeta deck even more off meta, however it works fine for me.

I see many players playing meta decks, and most of them I beat them.

Some meta decks is weird and I don't quite support it like PEKKA Ram, I don't understand how it works and dealt with different decks. My own design deck (You can check it at battle decks page : Lumberjack loon) is designed to dealt with every deck, or at least most. (Even though some aren't so successful). 

If you use meta decks, no offense but I think you should make some changes to it so that you can dealt with every deck, then you w…

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SirKing Henry SirKing Henry 29 January 2020
6

Understanding Card Combinations

As far as card types go, it's more than troops spells and buildings. I am going to talk about different kinds of card types (Strength, Splash, Fast, Slow, Damage, Shock, Inferno/Damage Acc, Grouped, Target Types, Ranged/Melee) and most importantly, how to use them. Obviously, they overlap. For example, the P.E.K.K.A. is Damage and Slow and Strength. Often, different types are paired up such as Slow and Damage. The following text generally applies to troop cards and occasionally building cards. For your strategy to be successful you need to understand different cards' strengths and weaknesses. For example... Distraction. That is of course very basic, but it is still very important.


This is when you use a strong card (such as a Giant or Valky…


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Nerffan101101 Nerffan101101 21 October 2019
4

New Card Idea (Crazed Wizard)

Hello and welcome to

PhatGuys card workshop!

Today we will be making the card the crazed wizard!

Let's start with the stats

Rarity: Legendary

Elixir Cost: 4-5

HP: 361

Base Damage: 35

Area Damage: 6%

Chance of Electro: 20%

Chance of Snow: 20%

Movement speed: Fast

Attack speed: 1.2 sec

Range: 5.5 tiles

Poison Spell level: 9

Description: "The 3 wizards crazed cousin! He deals very low base damage, but when fighting a higher health unit, he damages by percent! He has a chance of throwing an electrified or frozen shot! But be careful when using him, since he has low health!"

The first thing you might notice is that he has very low health. He can die in 5 shots from the tower, but he is very unique in that his ability is that he damages in percent. On lower hea…

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Nerffan101101 Nerffan101101 20 October 2019
3

Zap REWORK Idea

Hello and welcome to:

Phatguy's card workshop! Today we will be exploring an idea I had for quite some time and it is the 1 elixir zap rework!

Here is how it works:

Elixir goes from 2-->1

Damage will get a 30% nerf from 159 to 111 at tournament standards

Stun will go from 0.5 sec-->0.4 sec

Zap will go from Common to Rare and will be changed from arena 4-11

Card will get a brighter glow on the card picture 

To compensate for the common loss of arena 4, bats will be put there instead.

To compensate for the common loss of arena 5, we will mage a new card, the Enraging spell!

Here is the Description.

"Alchemists were trying to make a rage spell, but they accidentally dropped in a poison spell. The card poisons enemy units but also increases their attack …

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Nerffan101101 Nerffan101101 12 September 2019
2

New card idea

Hello everyone and welcome to

PhatGuys Card Workshop!

Today I will be explaining a card idea I have. It is the Gunship/Airship! It is an epic 7 elixir 1600hp tornament standard unit that spawns 2 royal recruits of the same level upon death. It has range of 4 tiles and deals damage at tornament standards of double the same level skeleton barrel. It is unlocked in builders workshop and deals damage equal to the flying machine of the same level. It has 2 cannons on either sides of th ship and both cannons can rotate 225 degrees each. Ill explain. The card in some ways resembles the goblin giant as the actual airship travels towards the tower and the cannnons attack anything within there range and rotation. The reason I chose exactly 225 degrees…

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Eno b 194 Eno b 194 17 July 2019
2

Alphas pain

Alphas pain is looking for active members and members to donate 300+donations a week we take part in back to back wars looking for active over level 8 or level 8 members to join come join and let's us destroy our opponents in war 

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Musajawad2003 Musajawad2003 7 May 2019
7

More cards and coins in chests

I think the clash royale developers should make the normal chests (silver and gold chests) should include way more rewards than they do.

The game now has so many cards, its really hard to upgrade all your cards up to max level. I think a normal gold chest should atleast have like 2000 gold and like 20-30 rares and should have about 100 cards in them. 

Having more cards and coins in chests will benefit all f2p players as they will be able to upgrade cards way quicker and versing over-leveled players wont be a problem anymore because everyone will have the same leveled cards.

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Invader Tom Invader Tom 16 April 2019
6

New Cards (April 2019)

Recently ever since I came back to Clash Royale, I have noticed somethings; there have been many new cards added, which is great. The problem is that a lot of these cards are lacking in creativity, and seem to be just... armored or altered versions of currently existing cards. (Barbarians = Elite Barbarians, Electro Wizard = Ice Wizard/Wizard, Battle Ram = Hog Rider x Barbarians, etc). So it is my goal here to provide unique, and fresh cards that are balanced and creative. I will attempt to create new cards daily, so check back once a day!


Ballista:

                                     



  • The Ballista is an 10 Elixir Legendary Card that can be unlocked in Arena 10 (Hog Mountain).
     
  • Its starting health is 700 HP at Level 9, and 1,400 HP at Level 1…



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Alpha Obelisk Alpha Obelisk 12 April 2019
1

Cards that need to be buffed

Hi, today I am going to tell my thoughts of  3 cards that are underpowered and need a buff.


  • 1 Card 1: Royal Recruits
  • 2 Buff/Rework Idea:
  • 3 'Card 2: Giant Snowball
  • 4 Buff/Rework Idea:
  • 5 Card 3: Goblin Giant
  • 6 Buff/Rework Idea:

Personally I really like Royal Recruits. They were too strong at 6 Elixir but 8 Elixir is too much. Why would I pay 8 Elixir when I could play Golem or P.E.K.K.A. Royal Recruits are very easily countered and you're basically playing Barbarians with shields for 8 Elixir. It's a good defensive troop, but expensive.

1. Reduce cost to 7 and damage reduced by 12% (Supercell's Twitter Poll Buff) why did ice wizard get chosen instead of Royal Recruits??

Buff idea 2: Increase Royal Recruits count from 6 to 8. Now it would be the same value …


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Alpha Obelisk Alpha Obelisk 12 April 2019
0

My Balance Change Ideas

Hi guys. This is my first Blog Post so don't judge me.

Today I will share my ideas for Balance Changes. (It's all spells for some reason)

1. Give the Lightning some love

I think the Lightning should stun for 2 seconds, because the 0.5 stun is not really noticable.

Or, the cost should be reduced to 5 and reduce damage by 10% and remove stun? Because 6 is kind of expensive.


2. Freeze Spell reworks

The Freeze Spell would be much cooler and more useful if it could slow down troops after thawing or freeze for an additonal second, because the Freeze is a dead card.


3. Heal Spell reworks

The Heal Spell is pretty useless right now. Maybe the duration should be increased to 5 seconds and a 0.5 radius buff and the cost to 4 Elixir so it's more like the Clash …



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Parkour2906 Parkour2906 3 April 2019
2

Clash Royale Counters (WIP)

  • Hunter
  • With less than 1/3rds health, no need to defend against him. 
  • Unsupported: Fireball, Ice Spirits, Skeletons (surround), Bats (surround), Bandit (4.5 tiles away), Skarmy (surround), Barbarian Barrel, Tornado, Tombstone
  • Basically, if he's unsupported, use cheap cards to distract him but if he's in a combo, a giant skeleton or a tank card will get the job done. Choose your cards wisely depending on the situation.


'

  • Royal Recurits
  • Use something to distract them to the middle and use a swarm card or something depending on the situation.


'

  • Magic Archer
  • If he's unsupported, use a high-damage card diagonally to avoid him hitting the tower behind it. You can also use ranged cards like musketeers while distracting him with something like an ice golem.


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Docta Clash Docta Clash 24 March 2019
2

No Legendary Decks

Hi! I play clash royale and have 4600 trophies. I have seen a lot of people on this website looking for decks with no legendaries. So I have decided to post one. I will probably do this often so check out my profile every once and a while to see if I posted another one. Royale Giant Deck

1. Royale Giant

2. Lightning

3. Barbarian Barrel

4. Wizard

5. Zap

6. Skeleton Army

7. Furnace

8. Mega Minion


A good opening move is to place a funace in the center. It can get a lot of value and can force the opponent to make a move. Another good opening move is to place a mega minion in the back just to get things started. In single elixer, If you have some left over cards from defence, you can create a royale giant push. Basically everything in this deck can supp…


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Type: Sparky Type: Sparky 6 February 2019
1

Ignore this

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