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  • [One and Only] Magic Archer Draft Challenge

    Watching my little brother play, he Cloned his lava hound with a Magic Archer defending and it killed the Cloned Hound and the Pups in one shot
    WubWub
  • The Community Royale Leaderboards! (Reactions, Posts, etc.)

    So, in order to provide an incentive to the community to provide quality posts, I will make a leaderboard for the top forumers in multiple categories!

    If there's anything I got wrong with these leaderboards, let me know!

    Updated as of: February 16, 2018

    Most Points:
    1st - JcttehTheWise (378 points)
    2nd - MasterCal (268 points)
    3rd - MathChamp (257 Points)
    4th - spicy (248 points)
    5th - OmgItsEthan (239 Points)
    6th - Ashzaeen (176 Points)
    7th - Micheallo (170 Points)
    8th - WubWub (166 Points)
    9th - PAZBoy (159 Points)
    10th - Carlson (158 Points)
    10th - Zygarde (158 Points)

    Most Posts:
    1st - JcttehTheWise (1,322 posts)
    2nd - Aqua (1,117 posts)
    3rd - MasterCal (1,039 posts)
    4th - Giorgakis (985 posts)
    5th - Carlson (901 posts)

    (this one is hard to get ahold of, if I missed anybody, please let me know!)
    Most Promotes:
    1st - MathChamp (3 Promotes)
    2nd - Bmille3 (2 Promotes)
    2nd - ferrell34 (2 Promotes)
    2nd - spicy (2 Promotes)
    2nd - WubWub (2 Promotes)
    2nd - Zygarde (2 Promotes)

    Most Insightfuls (only counting 25 and more):
    1st - MathChamp (48 insightfuls)
    2nd - MasterCal (41 insightfuls)
    3rd - JcttehTheWise (30 insightfuls)
    4th - Ashzaeen (27 insightfuls)

    Most Awesomes:
    1st - JcttehTheWise (100 awesomes)
    2nd - MathChamp (54 awesomes)
    3rd - spicy (53 awesomes)
    4th - OmgItsEthan (44 awesomes)
    5th - TheSpaghettimobile (40 awesomes)

    Most LOLs (only counting 25 or more):
    1st - OmgItsEthan (47 LOLs)
    2nd - JcttehTheWise (35 LOLs)
    3rd - Micheallo (32 LOLs)
    4th - spicy (25 LOLs)

    Most OMG NOs:
    1st - MasterCal (10 OMG NOs)
    2nd - OmgItsEthan (7 OMG NOs)
    3rd - JcttehTheWise (6 OMG NOs)
    4th - Danman5000 (5 OMG NOs)
    5th - PAZBoy (5 OMG NOs)

    Most Reactions In Total:
    1st: JcttehTheWise (172 reactions)
    2nd: MathChamp (124 reactions)
    3rd: OmgItsEthan (113 reactions)
    4th: MasterCal (106 reactions)
    5th: spicy (105 reactions)

    (This one is also hard to find. please let me know if I missed anything!)
    Most reactions to a single post:
    1st - JcttehTheWise (22 reactions)
    2nd - MathChamp (19 reactions)
    2nd - Shaggs (19 reactions)
    4th - Damien4794 (18 reactions)
    5th - PAZBoy (17 reactions)

    (another hard one to find. if there's anybody I missed, let me know!)
    Most Discussions:
    1st - PAZBoy (57 discussions)
    2nd - JcttehTheWise (56 discussions)
    3rd - OmgItsEthan (51 discussions)
    4th - spicy (39 discussions)
    5th - Giorgakis (28 discussions)

    Most Badges:
    1st: JcttehTheWise (20 badges)
    2nd: MasterCal (17 badges)
    3rd: Spicy (15 badges)
    4th: OmgItsEthan (15 badges)
    5th: MathChamp (14 badges)

    If there's any other categories I should add, let me know!
    Giorgakisferrell34spicyJcttehTheWiseCarlsonPAZBoydude2050
  • [Card Idea] Astral Rift

    Vengeance wrote: »
    The ultimate tower destroyer. It will send defensive troops defending against a loon on vacation and let it kill the tower. :(

    I hadn't thought of that yet. I can try arguing away your point by saying that freeze does the same thing for the same elixir and more time, but then I think of the utility with ebarbs. At least frozen troops distract. Troops on vacation don't. Should I make it like a log, and is restricted to being cast on only your side?

    JcttehTheWise says, "There's something I don't understand about this card. How does it target? I guess it targets the troop with most HP, but that should be specified. Another alternative could be target the troop with most elixir cost, but I would personally prefer the 1st idea.

    Kinda funny, but as the rest of gimmick spells, it wouldn't be much used, which is a pitty..."

    I originally intended for it to target like the lightning, but now that you bring it up ... It could target the lowest health units to send on vacation. It gives a use to the witch, that her spawned skeletons will tank for the golem so he continues to beat up the tower, while the skeletons are watching the penguins.Is that a good idea?
    Vengeance
  • Trophy pushing and Tilt Avoiding Guide


    Here I’ll be explaining some of the most important tips you should know when trying to push or achieve a new Trophy best; when used with these techniques, will have amazing results for you!

    Best Tips Pushing Trophies in Clash Royale

    Index
    -Intro
    -Deck
    -Mastery Theory
    -Mindset & Psychology
    -Mini Push Tips
    -Gameplay Tips/Techniques

    Intro:

    So, we’ve all had those moments when we just go completely ballistic at this game. I’m really hoping this guide can push you through these times – save this guide for times when you are going crazy and my tips will help you cool down from that situation that (trust me) I myself have been in many times.

    First of all, I want to remind you to remember; it is just a game.

    Although this guide will go into tons of detail about how you can achieve success very simply, remember that if it takes some time, or if things don’t often work out for you, this game should not affect you or your outside life personally, as this is very negative. Don’t let it get you to, and enjoy it! Hazard has reminded me this before, and coming from even a seriously competitive player, he makes a very good point!

    Read on, and enjoy!

    Deck

    So, this is probably the least important part of pushing. And what I mean by this is that having a good deck will absolutely NOT guarantee easy Trophies (there are only 1-2 times I have seen this happen during my own experience in the game!).

    You should always know that skill is the primary cause of success in this game… to a certain point. Even if your Card levels are slightly lower than average, it can be easy to push!

    What you want to ensure is that your Deck does work, either using a good construction guide or by choosing one of many popular meta Decks. You can take a look at here for the best decks in the current meta.

    So, you want a solid Deck, but don’t do what I occasionally do when tilting; going into the mindset where every Deck seems crap and you end up changing Deck after every loss will simply be your downfall! Go slow, and read on to find out how to relax more and set up a good push routine for optimal results.

    Mastery Theory

    ‘The difference between the best players is not their technical skill, it’s their mentality after losing.’ SaintBelikin, Top UK Player

    So, this is one of the most important sections of the guide that I consider myself a professor in… – lol, no bragging intended. I’ve spent a long amount of time reading and exploring game mechanics, and particularly playing siege with low levels, so want to help you guys achieve the same kinda results with that ever archetype you are using!

    Although I’m a long way off being a proper Top 200 competitive player, I 100% honestly believe this is based heavily on my levels. I’m running a Mortar Cycle Deck. Now, let’s talk about Deck mastery, my most important guide topic to pushing:

    Deck mastery is a pretty basic technique to understand. There are several stages of learning a Deck, and with Mortar I’ve come close to completing mastery.

    Look below – this is my main theory of the guide, consisting of a detailed plan you can actually follow to achieve Deck or archetype mastery!

    Here’s my ‘scale’:



    Phase 1 – Someone who has literally just begun using a Deck fits in right here.

    They have no experience so are in that period where they’ve gotta play really slowly, conservatively and learn the Deck. You’re SURE to see some losses here and there, unless you are super lucky!

    Phase 2 – Now guys, this stage is early on but still takes dedication to reach.

    If a Deck is meta, do not assume it is bad when you lose a few battles; keep practicing and remember your mindset, as covered later on.

    This stage is where you can really start to understand basic defense and attack mechanics of your Deck, and start categorizing it.

    Phase 3 – The second stage of strategy understanding – here you will continue to develop knowledge of your Deck.

    This can include some basic push setups, how to morph from control or defense into a counter-push, and when exactly you should play certain Cards.

    By now you should also know a good starting hand, and what Cards you should begin a game with.

    Phase 4 – You are nearing Deck mastery now, which is all the basic understanding of a Deck and its key features.

    This is when players should have a plan of how to deal with certain archetypes – a good way to do this is to decide how many Crowns to aim for.

    For example, sometimes I even aim for just a draw, to continue slowly gaining Trophies overall, should I be matched against a heavy or overlevelled beatdown Deck!

    Phase 5 – We can soon give examples of players.

    The fifth stage is when you feel very comfortable playing your Deck, and the win rate (unless you hit some really unfair matchups as I often do) should be around 65-70%, allowing consistent Trophy gains.

    Now you should not feel too panicky when you have to deal with large pushes and can quickly strategize and make decisions during pressurized situations.

    Phase 6 – Near the final part of Deck mastery, where you can use your Deck in various formats and might even have modified versions, like me, to use in Challenges and Tournaments!

    This is where you could write a huge guide on the Deck and understand almost every mechanic. However, through this stage AND the next you will never stop learning tips and tricks, which sets top players apart.

    A player who has never switched Deck from Arena 1 until Arena 11 can defeat much stronger players due to the time they have spent picking up tiny little strategic moves they are able to make. This will refine your play, and will ensure you can push well.

    Phase 7 – Now here is where I really wanted to mention Pompeyo. A Top 200 Global player, he is an amazing example of Deck mastery.

    He has been using and learning the ways of the X-bow for about as long as I can remember! Pompeyo can now build Decks featuring this Card, understands all the mechanics and can probably even plan out his playstyle with an X-bow Deck he has never even seen before, and win.

    This is the best example, for me, in the game of mastery of a particular archetype or Card, and the same can be done for beatdown (YaoYao, looking at you!).

    This stage has rarely been achieved by players because the previous phases are extremely hard to grind through to get here, yet once you are here full comfortability will exist when using that style of Deck!

    So, to sum this all up, there are various stages of mastering a Deck but it will ultimately take your dedication to do!

    Mindset

    This is another really underrated part of the game.

    Your mindset is really gonna define how you as a person react to losses and bad situations.

    More examples coming your way; Surgical Goblin and players like him, although surrounded by controversy, have one thing for definite in common I respect – they do not react badly if, for example, a LavaLoon user takes one of their Towers!

    This is what we will delve into further, and as we know the opposite players who absolutely RAGE (me hehe) exist too, of course!

    Developing the Mindset

    So, understanding this kind of attitude is very important. Some tips from pros are to realize that no matter how seriously you do, or want to take it, it IS still a game. Always remember this when you get frustrated.

    MasterCal
  • The Push: An In-depth Look at This Clash Royale Mechanic

    In the game of Clash Royale, there is the mechanic of the push. The push is a maneuver that combines 2 or more cards into either a defense or an offense that can counter or overwhelm the opponent.

    When looking at many different pushes possible in the game, there are many that can be combined. There is offensive pushes of the giant and night witch, the golem and baby dragon, and the ice golem and graveyard along with many others. The defensive combos include the knight and archers, the ice spirit and musketeer, and the ice golem and mega minion along with many others

    When looking at the essence of offense and defense, there are two different kinds of pushes: The offensive push and the defensive push.


    The offensive type of push is meant to take down the opponent's tower. As the whole point of the game is to take down the opponent's tower, this push is extremely important. When making a push, some things must be considered to make the right push.
    How much elixir should I use?
    What cards should I use?
    What is my opponent's elixir?
    What is my opponent's card rotation?

    When considering these questions in the match, you can create a push based on these circumstances. Let's create a hypothetical scenario and show what we should do in the situation.

    It is double elixir time, and the opponent decides to rocket the tower, taking out your ice wizard, which costs three elixir. You have a giant, a night witch, minions, and a miner in your hand. What should you do?

    A possible way to play this out and win is to place a quick miner minions combo after he rockets your ice wiz. You can also punish extremely hard with a giant night witch combo, pouring on troop after troop because he took a -3 elixir trade trying to take down your tower.

    Basically, when looking on what to do in situations like these, you have to think fast and think quick when gauging the situation of the match. Try to take an advantage out of your opponent's mistakes, and you can win the match.

    Spells are an integral part of any offensive push. Any spell used right can help take out opposing troops and the tower. While damaging dealing spells can be more reliable in all situations, gimmick spells like the heal, clone, and rage can offer much more value at a higher risk. While the damaging dealing spells can be used by themselves, gimmick spells require troops in order to be effective. Overall, people use damage dealing spells in their game because they are much more reliable and are not forced to be used in combo unlike the gimmick spells.


    A defensive push is a combo of cards used to provide either two things for your game: A positive elixir trade or a big counterpush.

    For a positive elixir trade, you want to make sure that your cards are either cheap or can take out more than their elixir cost. For instance, if the opponent sends out a giant wizard combo on offense, you can place a knight to take out the wizard and place down minions to take out the giant. You gain +4 elixir with minimal damage on the tower with this scenario.

    When making a deck, make sure to keep cards that can allow you to make positive elixir trades. Cards that can do this include the aforementioned defensive combos as well as more beefy combos like the executioner and tornado, and the knight and electro wizard.

    There is usually three methods with positive elixir trade combos: A tank and spank, a melee and ranged combo, or a troop and spell/spirit combo.

    The tank and spank is just how it sounds. You counter a offensive push by tanking the troops with one troop and dealing heavy damage with another troop. The knight minion horde combo is an example, and this 8 elixir combo can take out many big pushes of higher elixir than itself.

    A melee and ranged combo is similar to a tank and spank, but it usually deals with single cards like the mega knight and elite barbarians. Melee and ranged combos include the knight and electro wizard, knight and archers, ice golem and musketeer, etc. This combo also usually provides a counterpush with the ranged troop as well.

    The troop and spell/spirit combo can cover many facets of defense, and there is a counterpush possibility with the troop. Combos with this type of defensive push include examples like the executioner and tornado, musketeer and ice spirit, and valkyrie and freeze. This push combines the power of spells/spirits that are in the meta along with high damage dealers/splashers to take out offensive threats.

    When looking at defensive pushes that are for a counter attack, we must consider that a card can be added to a push for a counterattack. For example, if your opponent plays a giant wizard combo, you can play a pekka for defense, and on the counterattack you can play an e-wiz, an executioner, or a zap for a counter-attack. So, when looking at a defensive push meant for a counterattack, it combines the defensive push and the offensive push into one nice package. Card combos can still be used for a counterattack though, like the aforementioned melee and ranged and troop and spell/spirit combos.

    Overall, this is the definition of the push in Clash Royale. I hope that you can take away some in-depth knowledge about this game you didn't know about before.

    Thanks for reading!
    TTtheTferrell34BlueSamirMishrameMEGAMINDVengeance
  • The Push: An In-depth Look at This Clash Royale Mechanic

    In the game of Clash Royale, there is the mechanic of the push. The push is a maneuver that combines 2 or more cards into either a defense or an offense that can counter or overwhelm the opponent.

    When looking at many different pushes possible in the game, there are many that can be combined. There is offensive pushes of the giant and night witch, the golem and baby dragon, and the ice golem and graveyard along with many others. The defensive combos include the knight and archers, the ice spirit and musketeer, and the ice golem and mega minion along with many others

    When looking at the essence of offense and defense, there are two different kinds of pushes: The offensive push and the defensive push.


    The offensive type of push is meant to take down the opponent's tower. As the whole point of the game is to take down the opponent's tower, this push is extremely important. When making a push, some things must be considered to make the right push.
    How much elixir should I use?
    What cards should I use?
    What is my opponent's elixir?
    What is my opponent's card rotation?

    When considering these questions in the match, you can create a push based on these circumstances. Let's create a hypothetical scenario and show what we should do in the situation.

    It is double elixir time, and the opponent decides to rocket the tower, taking out your ice wizard, which costs three elixir. You have a giant, a night witch, minions, and a miner in your hand. What should you do?

    A possible way to play this out and win is to place a quick miner minions combo after he rockets your ice wiz. You can also punish extremely hard with a giant night witch combo, pouring on troop after troop because he took a -3 elixir trade trying to take down your tower.

    Basically, when looking on what to do in situations like these, you have to think fast and think quick when gauging the situation of the match. Try to take an advantage out of your opponent's mistakes, and you can win the match.

    Spells are an integral part of any offensive push. Any spell used right can help take out opposing troops and the tower. While damaging dealing spells can be more reliable in all situations, gimmick spells like the heal, clone, and rage can offer much more value at a higher risk. While the damaging dealing spells can be used by themselves, gimmick spells require troops in order to be effective. Overall, people use damage dealing spells in their game because they are much more reliable and are not forced to be used in combo unlike the gimmick spells.


    A defensive push is a combo of cards used to provide either two things for your game: A positive elixir trade or a big counterpush.

    For a positive elixir trade, you want to make sure that your cards are either cheap or can take out more than their elixir cost. For instance, if the opponent sends out a giant wizard combo on offense, you can place a knight to take out the wizard and place down minions to take out the giant. You gain +4 elixir with minimal damage on the tower with this scenario.

    When making a deck, make sure to keep cards that can allow you to make positive elixir trades. Cards that can do this include the aforementioned defensive combos as well as more beefy combos like the executioner and tornado, and the knight and electro wizard.

    There is usually three methods with positive elixir trade combos: A tank and spank, a melee and ranged combo, or a troop and spell/spirit combo.

    The tank and spank is just how it sounds. You counter a offensive push by tanking the troops with one troop and dealing heavy damage with another troop. The knight minion horde combo is an example, and this 8 elixir combo can take out many big pushes of higher elixir than itself.

    A melee and ranged combo is similar to a tank and spank, but it usually deals with single cards like the mega knight and elite barbarians. Melee and ranged combos include the knight and electro wizard, knight and archers, ice golem and musketeer, etc. This combo also usually provides a counterpush with the ranged troop as well.

    The troop and spell/spirit combo can cover many facets of defense, and there is a counterpush possibility with the troop. Combos with this type of defensive push include examples like the executioner and tornado, musketeer and ice spirit, and valkyrie and freeze. This push combines the power of spells/spirits that are in the meta along with high damage dealers/splashers to take out offensive threats.

    When looking at defensive pushes that are for a counter attack, we must consider that a card can be added to a push for a counterattack. For example, if your opponent plays a giant wizard combo, you can play a pekka for defense, and on the counterattack you can play an e-wiz, an executioner, or a zap for a counter-attack. So, when looking at a defensive push meant for a counterattack, it combines the defensive push and the offensive push into one nice package. Card combos can still be used for a counterattack though, like the aforementioned melee and ranged and troop and spell/spirit combos.

    Overall, this is the definition of the push in Clash Royale. I hope that you can take away some in-depth knowledge about this game you didn't know about before.

    Thanks for reading!
    TTtheTferrell34BlueSamirMishrameMEGAMINDVengeance
  • The Push: An In-depth Look at This Clash Royale Mechanic

    In the game of Clash Royale, there is the mechanic of the push. The push is a maneuver that combines 2 or more cards into either a defense or an offense that can counter or overwhelm the opponent.

    When looking at many different pushes possible in the game, there are many that can be combined. There is offensive pushes of the giant and night witch, the golem and baby dragon, and the ice golem and graveyard along with many others. The defensive combos include the knight and archers, the ice spirit and musketeer, and the ice golem and mega minion along with many others

    When looking at the essence of offense and defense, there are two different kinds of pushes: The offensive push and the defensive push.


    The offensive type of push is meant to take down the opponent's tower. As the whole point of the game is to take down the opponent's tower, this push is extremely important. When making a push, some things must be considered to make the right push.
    How much elixir should I use?
    What cards should I use?
    What is my opponent's elixir?
    What is my opponent's card rotation?

    When considering these questions in the match, you can create a push based on these circumstances. Let's create a hypothetical scenario and show what we should do in the situation.

    It is double elixir time, and the opponent decides to rocket the tower, taking out your ice wizard, which costs three elixir. You have a giant, a night witch, minions, and a miner in your hand. What should you do?

    A possible way to play this out and win is to place a quick miner minions combo after he rockets your ice wiz. You can also punish extremely hard with a giant night witch combo, pouring on troop after troop because he took a -3 elixir trade trying to take down your tower.

    Basically, when looking on what to do in situations like these, you have to think fast and think quick when gauging the situation of the match. Try to take an advantage out of your opponent's mistakes, and you can win the match.

    Spells are an integral part of any offensive push. Any spell used right can help take out opposing troops and the tower. While damaging dealing spells can be more reliable in all situations, gimmick spells like the heal, clone, and rage can offer much more value at a higher risk. While the damaging dealing spells can be used by themselves, gimmick spells require troops in order to be effective. Overall, people use damage dealing spells in their game because they are much more reliable and are not forced to be used in combo unlike the gimmick spells.


    A defensive push is a combo of cards used to provide either two things for your game: A positive elixir trade or a big counterpush.

    For a positive elixir trade, you want to make sure that your cards are either cheap or can take out more than their elixir cost. For instance, if the opponent sends out a giant wizard combo on offense, you can place a knight to take out the wizard and place down minions to take out the giant. You gain +4 elixir with minimal damage on the tower with this scenario.

    When making a deck, make sure to keep cards that can allow you to make positive elixir trades. Cards that can do this include the aforementioned defensive combos as well as more beefy combos like the executioner and tornado, and the knight and electro wizard.

    There is usually three methods with positive elixir trade combos: A tank and spank, a melee and ranged combo, or a troop and spell/spirit combo.

    The tank and spank is just how it sounds. You counter a offensive push by tanking the troops with one troop and dealing heavy damage with another troop. The knight minion horde combo is an example, and this 8 elixir combo can take out many big pushes of higher elixir than itself.

    A melee and ranged combo is similar to a tank and spank, but it usually deals with single cards like the mega knight and elite barbarians. Melee and ranged combos include the knight and electro wizard, knight and archers, ice golem and musketeer, etc. This combo also usually provides a counterpush with the ranged troop as well.

    The troop and spell/spirit combo can cover many facets of defense, and there is a counterpush possibility with the troop. Combos with this type of defensive push include examples like the executioner and tornado, musketeer and ice spirit, and valkyrie and freeze. This push combines the power of spells/spirits that are in the meta along with high damage dealers/splashers to take out offensive threats.

    When looking at defensive pushes that are for a counter attack, we must consider that a card can be added to a push for a counterattack. For example, if your opponent plays a giant wizard combo, you can play a pekka for defense, and on the counterattack you can play an e-wiz, an executioner, or a zap for a counter-attack. So, when looking at a defensive push meant for a counterattack, it combines the defensive push and the offensive push into one nice package. Card combos can still be used for a counterattack though, like the aforementioned melee and ranged and troop and spell/spirit combos.

    Overall, this is the definition of the push in Clash Royale. I hope that you can take away some in-depth knowledge about this game you didn't know about before.

    Thanks for reading!
    TTtheTferrell34BlueSamirMishrameMEGAMINDVengeance
  • The Push: An In-depth Look at This Clash Royale Mechanic

    In the game of Clash Royale, there is the mechanic of the push. The push is a maneuver that combines 2 or more cards into either a defense or an offense that can counter or overwhelm the opponent.

    When looking at many different pushes possible in the game, there are many that can be combined. There is offensive pushes of the giant and night witch, the golem and baby dragon, and the ice golem and graveyard along with many others. The defensive combos include the knight and archers, the ice spirit and musketeer, and the ice golem and mega minion along with many others

    When looking at the essence of offense and defense, there are two different kinds of pushes: The offensive push and the defensive push.


    The offensive type of push is meant to take down the opponent's tower. As the whole point of the game is to take down the opponent's tower, this push is extremely important. When making a push, some things must be considered to make the right push.
    How much elixir should I use?
    What cards should I use?
    What is my opponent's elixir?
    What is my opponent's card rotation?

    When considering these questions in the match, you can create a push based on these circumstances. Let's create a hypothetical scenario and show what we should do in the situation.

    It is double elixir time, and the opponent decides to rocket the tower, taking out your ice wizard, which costs three elixir. You have a giant, a night witch, minions, and a miner in your hand. What should you do?

    A possible way to play this out and win is to place a quick miner minions combo after he rockets your ice wiz. You can also punish extremely hard with a giant night witch combo, pouring on troop after troop because he took a -3 elixir trade trying to take down your tower.

    Basically, when looking on what to do in situations like these, you have to think fast and think quick when gauging the situation of the match. Try to take an advantage out of your opponent's mistakes, and you can win the match.

    Spells are an integral part of any offensive push. Any spell used right can help take out opposing troops and the tower. While damaging dealing spells can be more reliable in all situations, gimmick spells like the heal, clone, and rage can offer much more value at a higher risk. While the damaging dealing spells can be used by themselves, gimmick spells require troops in order to be effective. Overall, people use damage dealing spells in their game because they are much more reliable and are not forced to be used in combo unlike the gimmick spells.


    A defensive push is a combo of cards used to provide either two things for your game: A positive elixir trade or a big counterpush.

    For a positive elixir trade, you want to make sure that your cards are either cheap or can take out more than their elixir cost. For instance, if the opponent sends out a giant wizard combo on offense, you can place a knight to take out the wizard and place down minions to take out the giant. You gain +4 elixir with minimal damage on the tower with this scenario.

    When making a deck, make sure to keep cards that can allow you to make positive elixir trades. Cards that can do this include the aforementioned defensive combos as well as more beefy combos like the executioner and tornado, and the knight and electro wizard.

    There is usually three methods with positive elixir trade combos: A tank and spank, a melee and ranged combo, or a troop and spell/spirit combo.

    The tank and spank is just how it sounds. You counter a offensive push by tanking the troops with one troop and dealing heavy damage with another troop. The knight minion horde combo is an example, and this 8 elixir combo can take out many big pushes of higher elixir than itself.

    A melee and ranged combo is similar to a tank and spank, but it usually deals with single cards like the mega knight and elite barbarians. Melee and ranged combos include the knight and electro wizard, knight and archers, ice golem and musketeer, etc. This combo also usually provides a counterpush with the ranged troop as well.

    The troop and spell/spirit combo can cover many facets of defense, and there is a counterpush possibility with the troop. Combos with this type of defensive push include examples like the executioner and tornado, musketeer and ice spirit, and valkyrie and freeze. This push combines the power of spells/spirits that are in the meta along with high damage dealers/splashers to take out offensive threats.

    When looking at defensive pushes that are for a counter attack, we must consider that a card can be added to a push for a counterattack. For example, if your opponent plays a giant wizard combo, you can play a pekka for defense, and on the counterattack you can play an e-wiz, an executioner, or a zap for a counter-attack. So, when looking at a defensive push meant for a counterattack, it combines the defensive push and the offensive push into one nice package. Card combos can still be used for a counterattack though, like the aforementioned melee and ranged and troop and spell/spirit combos.

    Overall, this is the definition of the push in Clash Royale. I hope that you can take away some in-depth knowledge about this game you didn't know about before.

    Thanks for reading!
    TTtheTferrell34BlueSamirMishrameMEGAMINDVengeance
  • wrong spell prediction

    How hard is it to get the spell prediction right?
    In a arena 12 battle,I deployed IT and bomber in the central part of the arena to defend a hog and other units behind it.The opponent used rocket to destroy my IT and tornado to pull my bomber to the other side of the arena.
    He got the prediction right for another two times.
    The fourth time,I didn't deploy IT.I just deploy a bomber close to the edge of the arena.However,a rocket hit the central part of my arena and a tornado were also deployed there.Soon the opponent use the angry emote for several times. Unluckily the time was ended before I could beat him.
    ferrell34Vengeance
  • [Art] Valentine's day fanart by me

    did you give it to anyone special :crsmirk:
    ferrell34
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