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[MEGATHREAD] The "Noob" Archetype and why is it as it is

JcttehTheWiseJcttehTheWise Posts: 1,920Moderator
edited November 2018 in General Discussion
Note: I'm not saying that playing these cards makes you a noob, I mean that these cards are the most popular between bad players, so please don't get offended if I mention a card that you love here :)

TLDR: read the bold stuff

The thread is so big that is divided in this post and some reply post.

Table of contents

Sooooo... today we are taking a look to (what I call) the Noob Archetype!

1C9NuuQ.png

In this thread, I will analyse the most popular cards used by noob players and try to determine why are those cards prefered over the rest.

Note 2: in this thread, I’ll use the term “overleveling” referring to level 12/13 cards against level 9/10/11 cards matchups, so PLEASE avoid commenting “overleveling doesn’t exist because there are no level 15 cards duh”. Better comment something about the content itself right? ;)
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  • JcttehTheWiseJcttehTheWise Posts: 1,920Moderator
    edited November 2018
    What cards define the Noob Archetype?

    I considered these 8 cards as the most common cards in noob decks:

    1. Elite Barbarians.- the noob card par excellence. This is probably the only card that if you use in your deck then you are considered a noob, and how couldn't this be as it is; Ebarbs fight against Heal and Royal Recruits for the title of the worst card at TS level, and their high speed and high damage mechanic makes them very annoying to deal with when overleveled. This card is almost always noobs' win condition.

    2. Wizard.- one of the noobs' defensive pillars. His fast attack speed and high splash damage makes wizard a reliable counter to threatening cards played at the bridge, such as Ebarbs, and works well against other noob cards that we'll mention later.

    3. Witch.- the second defensive pillar, specially after the health and spawn rate buff. Witch can be really annoying to deal with when she constantly spits skeletons, even more when paired with Rage. She's the reason why noobs carry Wizard and the next card we'll talk about.

    4. Valkyrie.- and this is the third defensive pillar. Valkyrie is the key minitank for noobs. Her bulky HP and 360 degree splash damage counters both Wizard and Witch with positive elixir trades, and she also pairs really well with Ebarbs or other fast cards behind.

    5. Minion Horde.- the card that obligates noobs to carry Wizard. Their huge total DPS and the fact that they fly result in a card with really good defensive and ofensive value when there's no good counters against them.

    6. Zap.- for most of the noobs, this is the only damage spell viable in the game. Being the only damage spell instantly deployed, with the extra effect of stun, this is the one and only card to respond fast against enemy's swarmy defense.

    7. Rage.- a card that almost only noobs play. It's mostly paired with Ebarbs or Witch to exploit their fast movement and skeleton spawn respectively.

    8. Hog Rider.- (Note3: at first this card was in the honorable mentions list, but I considered adding him here later, so that's why there's no Hog Rider in the title art). From noobs' perspective, Hog Rider is kinda like a building targeting lighter Ebarb. The way noobs play this card are way too similar to how do they play Ebarbs, I mean, combos are basically the same: Rage, Valk, Fire Spirits, Minion Horde...

    Honorable mentions to:

    Skeleton Army.- I was about to include this card in the list above, but I finally kicked them because despite being the noob swarm par excellence, Goblin Gang has taken the place of these guys in a lot of decks. As a result, some decks contain skelearmy, others goblin gang, and others simply both cards, but neither of those two are dominant.

    Royal Giant.- back in 2017, this card was reaaally popular in noob decks, so popular that the RG-Ebarb combo became popular as the "noob combo", but since the deploy time nerf, RG became useless even for overleveled noobs, and after the recent rework, noobs cannot abuse of his old anoying strategy of outrange buildings.

    Fireball/Arrows.- some noob decks also carry these spells to deal against Wizard, Witch or Minion Horde, but most noobs just carry their zap and splashers to deal with these threats.

    Executioner.- some noobs already managed to overlevel this tanky Wizard, but the handsome magician is still way more popular than the head cutter.

    Balloon/Prince/MiniPEKKA/Lumberjack.- I mention these cards only because pairing them with rage at the bridge is still something relevant in some noob decks, but not too much.

    Barbarians/Bomber/Archers/furnace.- these cards used to be overused in RG decks, but as RG usage rates fell, these cards' usage rates fell as well.

    How does the Noob Archetype work?

    Now that we know what cards do noobs prefer, let's find their role in the noob archetype:

    Elite Barbarians.- the main win condition. They are played at the bridge and can be paired with rage to move faster, zap to kill swarm fast, or a splasher such as valkyrie in front of or wizard/witch behind to deal against swarm as well. Ebarbs can be also played sometimes on defense to kill tanks and glass cannons and counterpush fast (imo this is how Ebarbs should work, not mostly just place them on the bridge).
    Ebarbs mostly take down the tower when played at the begining of the match, as opponent has bad deck cycle or low level counters. Else, it is when opponent wastes too much elixir and cannot respond with the counter in time. Other common way to destroy towers with Ebarbs is when opponent tries to pull them with a minitank, but just one of them distracts while the other one attacks the tower, situation that mostly happens when the Ebarb player deploys Ebarbs on the same tile as Hog Rider's auto pig push.

    Wizard.- Wizard exists to kill Minion Horde fast, that's it. Well, he also kills witches and Ebarbs. He's mostly played at the back of the tower, so he's not reachable by any troop, while he demolish high elixir pushes with his fireballs. On counterattack, he can really be a pain to deal with; it's not easy to surround him with swarm without killing them all, so Wizard is an expert baiting Fireballs and Valkyries.

    Witch.- this is the main swarm card for noobs. She’s an expert baiting spells, either cheap zaps with the infinite skelespawn, either expensive fireballs to kill the Witch itself. This fact makes Witch the main heavy hitter defender and, at the same time, a good tank killer. On attack, she can be a really annoying card behind a tank such as Valk or Earbs, specially when paired with Rage. If you cannot get rid of all the skeletons she already spawned fast, then your tower is demolished at the same time your defense falls down, leaving you without the possibility of a counterpush.

    Valkyrie.- Witch’s hard counter. This is the ultimate minitank for noobs, because of the high HP and decent splash damage she offers. She’s the main card to counter of glass cannons and the most used card to defend Ebarbs. On attack, it’s very popular to place her in front of a fast movement troop such as Ebarbs or Hog Rider; these rapid guys push her to the tower in low time while she tanks and defeats swarm. It’s common that a Valkyrie that survived a defense with moderate HP is wrongly ignored by the opponent, resulting on massive tower damage or even taking it down.

    Minion Horde.- a very dangerous card when opponent lacks of counters. Their MASSIVE total DPS and fast speed makes this card good both on offense and defense. Noobs love to play this card behind a fast card such as Hog or Ebarbs. This card is the reason why noobs carry Wizard, specially to play him on the bridge so defensive Minion Horde is deleted as soon as possible; a few more seconds means wayyy more damage.

    Zap.- as the ultimate damage spell, Zap mostly exists to get rid of Skelearmy or GGang fast enough to leave Hog/Ebarbs free. It’s also used to counter Minion Horde when comes to the tower and to reset infernos and sparkies. Zap is so versatile for noobs that they even use them just to take advantage of that stun time to deal a bit more damage.

    Rage.- it’s curious how ALL noob cards (more or less) synergies well with this card: fast troops just move so fast that distracting them is way harder, Witch spawns so many skeletons with rage that even with only 1 HP is a true headache killing all the skellies, Valkyrie, Wizard and Minion Horde attack so fast that they end dealing massive damage before dying.
    It’s obvious that these statements are though in a ladder match scenario with level 12/13 level cards for the noob and 10/11 for the regular player.


    Hog Rider.- when Hog is in noob decks, he mostly takes the place of Ebarbs as the main win con, leaving Ebarbs as a secondary surprise card. Hog synergies are basically the same mentioned with Ebarbs, with the esception of auto pig push, that let's him jump over the river and bypass certain building placements that other building targeters would get distracted. This is an annoying factor that noobs will overexploit.

    Now that we have cleared how all these noob cards work for them, it’s time to answer the key question:
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  • JcttehTheWiseJcttehTheWise Posts: 1,920Moderator
    edited November 2018
    Why did noobs decided to overlevel these cards in front of others?

    To answer this question, I imagined the situation of how a noob player grows in Clash Royale from trainer camp beginner to 3000-4000+ gatekeeper.
    To do this, first we need to know how cards were distributed before the update that changed it completely:

    Training Camp
    Troops: Bomber, Archers, Knight, MiniPEKKA, Musketeer, Giant, Prince, Baby Dragon, Skeleton Army, Witch
    Buildings: None
    Spells: Arrows, Fireball
    Goblin Stadium
    Troops: Spear Goblins, Goblins, Valkyrie
    Buildings: Goblin Hut
    Spells: Lightning, Goblin Barrel
    Bone Pit
    Troops: Skeletons, Minions, Giant Skeleton, Balloon
    Buildings: Tombstone, Bomb Tower
    Spells: None
    Barbarian Bowl
    Troops: Barbarians
    Buildings: Cannon, Barbarian Hut, X-Bow
    Spells: Rocket, Rage
    PEKKA's Playhouse
    Troops: Minion Horde, Hog Rider, PEKKA, Inferno Dragon, Lava Hound
    Buildings: Tesla, Inferno Tower
    Spells: Freeze
    Spell Valley
    Troops: Fire Spirits, Wizard
    Buildings: Furnace
    Spells: Zap, Poison, Mirror, Graveyard
    Builder's workshop
    Troops: Skeleton Barrel, Battle Ram, Golem, Sparky, Miner
    Buildings: Mortar, Elixir Collector
    Spells: Tornado, The Log
    Royal Arena
    Troops: Elite Barbarians, Royal Giant, Mega Minion, Three Musketeers, Dark Prince, Guards, Electro Wizard, Princess
    Buildings: None
    Spells: None
    Frozen Peak
    Troops: Bats, Ice Spirit, Ice Golem, Bowler, Lumberjack, Night Witch
    Buildings: None
    Spells: Clone
    Jungle Arena
    Troops: Goblin Gang, Dart Goblin, Flying Machine, Executioner, Hunter, Bandit
    Buildings: None
    Spells: None
    Hog Mountain
    Troops: Cannon Cart, Mega Knight, Royal Ghost
    Buildings: None
    Spells: Heal
    Electro Valley
    Troops: Zappies, Magic Archer
    Buildings: None
    Spells: None

    Don’t worry, we are not analysing every single card, this thread is already too long. We are just pointing out the important stuff of the first arenas, where the cards unlocked are “overleveleable”.

    Once we start the game we have only available the Giant as a win condition. This means that newbies start playing beatdown. This is really important because this defines how noobs mostly play their decks. Noob’s playstyle consists on constantly investing troops on the back until they reach the bridge and summon a 10 elixir fast push, and relying their defense to 4/5 elixir cards that can handle big elixir pushes better.
    The second key fact is the first unlocked epic. All starters have a guaranteed epic card on their last wooden chest, and that card can be Prince, Baby Dragon, Skeleton Army or Witch. Those who unlock Prince learn that placing him at the bridge is mostly a guaranteed tower, because his fast charge speed, bulky HP and high damage and hit speed is a nightmare for most first players. This can lead to this though: Placing bulky fast troops with good DPS at the bridge works. I subtract from this though two key factors for noobs: bulky fast and painful troops are strong, and winning playing only on the bridge is viable. This last one contradicts the first fact of the beatdown playstyle, but this way of playing is not too popular between noobs; not ignorable but unpopular. But the first one is some kind of a first hint of why noobs will decline to use Ebarbs.
    We haven’t talked yet about the two last epics: Skelearmy and Witch. These are the first swarm cards unlocked in the game, and since both are epics, they are hard to find unless you got one of them as your first epic card (reason behind Prince looking that strong for a lot of players). As swarm cards, newbies will eventually learn that splash damage is the best to counter them, and apart from spells, the only not epic splash card is Bomber. Swarm can be really dangerous defending every push if Bomber or Spells are not in rotation, and newbies cannot learn directly that spells are though to deal splash damage anywhere, they mostly learn to use them to damage towers. This leads us to a new key fact for noobs: The more splashers I bring, the easier is to reach the tower. Can you feel the Valkyrie/Witch/Wizard/Zap combo vibes?

    Then we reach Goblin Stadium (well, we basically already reach it after beating the 8 Training Camp matches against the CPU). Right here, from all the unlockable cards from both Training Camp and Goblin Stadium, the card that will take noobs attention is the Valkyrie. Why? Because she’s a tanky splasher. Noobs will find her very versatile because she’ll easily kill Witch and Skelearmy, and at the same time she’ll be the minitank that will receive glass cannons’ strikes on defense without being instakilled. The rest of the common/ rare cards are either weak swarm (elixir cost is not a problem right here), case of both Goblins, or they cannot deal with swarm, case of Muskie and MiniPEKKA, so it’s not a surprise that Valkyrie will be the main option to level up.
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  • JcttehTheWiseJcttehTheWise Posts: 1,920Moderator
    edited November 2018
    After reaching Bone Pit, the only new unlockable threatening card that is not an epic are Minions, since they compensate their low HP with decent HP and the fact that they fly, so the dangerous ground swarm won’t work. This will make Minions an attractive option, specially after facing a balloon the first time and, as a result, value cards that target Air&Ground. The rest of the cards may have less impact on noobs, maybe Giant Skeleton or spawners, but the first one is not too popular, and the second one will start shining when Barbarian Hut is available.

    Barbarian Bowl comes, and as the arena that introduces more buildings, some players will choose spawners as an archetype and will pester players with the constant spawn of swarms, so splashers’ value will increase. Barbarians also appear as a tanky troop with good DPS, but they are slower than Prince and splashers can manage them well, so Barbarians will be chosen by bridge spammers and more splashers will be chosen by the rest. Anyway, here you can unlock Rage, and use it to compensate that low speed. This will encourage noobs to use it to “turn troops into princes”, and we already know how do they value cards with Prince model, so why wouldn’t they use the card? Just because it’s an epic card, popularity won’t be as high as others, but still high.

    We introduce PEKKA’s Playhouse, where a lot of key cards can be unlocked.
    Minion Horde is Minions but better (elixir cost still not a problem). They are a dangerous swarm card that Valkyrie cannot kill, so air splash is needed, and Arrows and Witch are the only cards that make that role and are attractive for noobs, but they are not instant as Valkyrie with Skelearmy, so they’ll feel that they need a quick air splasher. Of course, as a dangerous card with no instacounters in that moment, noobs will use Minion Horde as a strong card.
    Inferno Tower and PEKKA will stop Giants easily, unless Minion Horde is used to distract the first one, or freeze to reset it, or the second one is distracted with ground swarm. Slow tanks start loosing power as a result, and a new win condition will appear as an answer to this antibeatdown building.
    Enters the Hog rider, making Inferno a negative elixir trade (but still threatening since there’s no common/rare card to reset it), and, most importantly, he’s fast, tanky and has high DPS. The only difference is that he only targets buildings, and that mechanic is a double-edged sword: he reaches the tower easily, but he cannot get rid of the defense by itself, so support is needed to kill the possibility of a counterpush. He’s also a rare card, so most noobs will start using Hog as the main win condition, but since he’s a new card there, other win cons will be used with Hog until he’s levelled up.

    Entering Spell Valley is a revelation for noobs; some cards that counter quickly Minion Horde are introduced.
    When noobs unlock Zap, they’ll finally find the ideal spell: an instant splash spell. Inferno Tower finally can be reset, Skelearmy finally can be instantly deleted. It can leave Minion Horde useless on attack. Of course this card will be used.
    Furnace and Fire Spirits also counter Minion Horde quick, but since the spirits die after damaging, they are not the best option. But enters the Wizard, who appart from being the most handsome card, he’s the most effective card against Minion Horde. His good DPS also makes Wizard good against everything in general, so that’s enough to make him popular between noobs, and at the same time noobs will use Valkyrie again to counter Wizard. The other cards are not common or rare and not easy to use, Ice Wiz has low damage, and Graveyard can be easily defended if placed randomly.

    Reaching Builders’ Workshop is not too significant for noobs, the new common and rare cards are not easy to use (skelebarrel is too vulnerable, battleram has less HP than Hog, Mortar and Pump need specific placements).
    The epic cards aren’t too flashy as well, Tornado (too novel mechanic for noobs) and Golem (just another Giant that won’t be easily countered by Inferno because of Zap but it’s an epic card and too expensive, and at this point elixir cost is already a thing).
    But legendaries… they would be more used if they weren’t legendary. Sparky deals soooo much damage that those noobs who face her the first time will be scared of not having enough swarm to counter her, but when they zap her… every card can counter it. Zap will remain to make Sparky easy to counter. And The Log reaches so much range and makes predicts so easy that could be more popular than Zap if it could target air and its rarity was common

    And we finally reach what I consider the point where I consider that the standar level is high enough to make new cards on next arenas not worth to take the time to level up, 2000 trophies AKA Royal Arena.
    The unlockable common cards are Elite Barbs and Royal Giant, both win conditions (despite Ebarbs should be a pseudowincon), but RG got so many nerfs that despite being annoying it was not worthy. But Ebarbs, they are literally the ideal card to place on the bridge: easy to level up, good HP, high DPS, super fast speed, and target anything, so most of the time there’s no counterpush. Some noobs will pair them with Hog since he’s already overleveled, but others will simply replace Hog. Ebarbs’ counters are not hard to deal with there. Swarm? Zap zap zap zap zap, more zap and I forgot to mention zap. Wizard? Either he dies and tower receives just a few (painful) hits, either he’s placed protected but tower receive too much damage and even Wizard can be spelled down. Valkyrie? Then you wasted your counter to Witch, Wizard and Skelearmy. Buildings simply are not tanky enough to tone down Ebarbs before being destroyed (escept Barb Hut, but no explanation needed). As we can see, Valkyrie seems to be the best counter, and Valkyrie is a tanky splasher with decent DPS. What other cards do we have here like that? Just Dark Prince. And he’s an epic card unlockable in the same arena, so levelling him up is a headache, and even levelled up cannot deal with Ebarbs that good. Hopefully Megaknight was unlockable there…

    At this point, talking about the rest of the arenas is almost pointless since levelling up to the noob average takes too much time and, unless the card is common/rare and works similar to a familiar card to a noob (Goblin Gang, MegaKnight), any noob will waste his time levelling them up.

    Ok, we answered the main question of the thread, that’s fine. But it’s obvious that this is not healthy to the game. It’s like a centralized meta on ladder.
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  • JcttehTheWiseJcttehTheWise Posts: 1,920Moderator
    edited November 2018
    How to get rid of the Noob Archetype?

    This is a reaaaaaaaaally hard question to answer. Almost imposible. But I’ll try my best anyway. ¯\_(ツ)_/¯

    First, a measure has already been applied this year. The card distribution per arena has changed to give newbies more possibilities appart from what I described in the previous point. Special mention to Ebarbs being moved to Hog Mountain, next to Royal Ghost and Megaknight and not "too early" to players. That's a good start.
    I discarded an Ebarb rework because despite Ebarbs is the most identifying card for a noob, turning them into something different from the noob ideal, apart from being too hard, that wouldn’t trash the full noob archetype.
    Maybe nerfing the stat increase per level could work toning down overleveling, but still doesn’t convince me as a measure that could tell noobs to change their deck and playstyle.
    Changing matchmaking so overleveled noobs only fight against other overleveled noobs doesn’t convince me for the same reasons as the previous suggestion, but it’s even worse because that would eliminate one of the key incentives to progress and buy in the game.
    Awww man, this is even harder than I though…

    Alright, seems like simple and medium solutions won’t work. Let’s get CRAZY. HARSH. LET’S MAKE NOOBS SUFFER (insert evil laugh with hell background and heavy metal here).
    My EXTREME measure to DESTROY the Noob archetype, is to NERF TO THE GROUND ALL the cards that form part of the Noob Archetype, SO HARD that all those cards will be LITERALLY LITERALLY UMPLAYABLE (not a typo) until noobs TRASH all their noob decks and are FORCED to use other archetypes!!!!!111!!!!
    Ok maybe that’s too ideal, but WOULDN’T IT BE FANTASTIC IF IT BECAME TRUE??!!

    Here’s where you should turn out that heavy metal btw…

    Soooo nothing much to say. I’d be really surprised if somebody has enough patience to read the FULL thread. I made my effort so the thread is understandable reading only the bold stuff, but if you still missed something, I won’t obligate you to go there and search more carefully your answer upon the massive sea of the thread, I’ll clear that short enough to respect your time. But seriously, comment something even if it’s stupid, feedback is appreciated.
    Have a nice day! :)
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  • micsfyuenmicsfyuen Posts: 646Member
    It would be nice if there is a poll to see how much visitors have read in this thread. I have read 50%+ of the bold text.

    I think the high cost of switching deck is one of the reasons that noobs remain noobs.

    The majority of my clanmates are noobs imo. I always see someone complaining that they do not know how to play certain card no matter what the clan war card collection is like. Even though there are many level 12 & 13, players just do not switch decks and try different strategies. Noobs remain noobs when they do the same noob-y things over and over again.
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  • killerkiller Posts: 1,116Member
    I skipped a lot of things like card descriptions but read the gist of it. Anyhoo, I think there is some stuff missing...

    Ebarb History- after ebarbs were initially overbuffed in dec 2016 use rate rose faster then probably any card in clash history. They had a minor nerf end of jan 2017 but they were still OP and as I recall at times 2 out 3 battles had ebarbs. I believe SC went on holiday and ebarbs weren’t touched again until mid April. In that time a lot of people had spent a lot maxxing their ebarbs. This is why, I believe, you have the highest concentration of ebarb players just above 4k. A lot of ebarb players were created in this period and many seemingly have never changed.

    A lot of the answer I feel is simpler... if you are a bad player and you want to climb ladder you realize you can only do so with a card lvl advantage. Only 2 common win cons... RG and Ebarbs. So if you aren’t any good your going to realize these are the only 2 you can lvl up quickly. A decent player doing well with any chosen deck doesn’t feel the need to focus his deck on the ability to overlevel.

    In terms of solutions I don’t believe there are any without either changing rarities or lvl caps to take away the overlevel incentive. Neither of which SC seems willing to do. So I believe overleveled ebarbs are here to stay.
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  • PiklashuPiklashu Posts: 575Member
    edited November 2018
    Hog Rider is the ultimate noob card

    It is here since arena 1, it is that ONLY card that demolish a tower by its own when at 13, that cost 4 elixir. It can push forward slower units because it is a very fast but still"heavy" card. Even giant skeleton can be pushed. It sometimes ignites defence and target the tower, even after visually acknowledging the legal defence placed, by momentary switching direction and returning to tower.

    And most of all, SC said in an interview with cwa that"hog is am easy to use little cost high rewards card that will not be nerfed because some players need such easy cards to be able to win. That's the reason they gave why, featureed the stupidly high usage since forever, they refuse to nerf it, while many card after a surge of use immediately gets the knife.

    So"hog is not a noob card" is false and biased.

    Also Knight. Cheap reliable defence. Ultimate noob deck

    Hog
    Zap
    Knight
    Valk
    Witch
    Ice spirit
    Zap trap
    arrows
    PI-CLASH-uuuu
  • FusionBoltFusionBolt Posts: 179Member
    edited November 2018
    Piklashu wrote: »
    Hog Rider is the ultimate noob card

    It is here since arena 1, it is that ONLY card that demolish a tower by its own when at 13, that cost 4 elixir. It can push forward slower units because it is a very fast but still"heavy" card. Even giant skeleton can be pushed. It sometimes ignites defence and target the tower, even after visually acknowledging the legal defence placed, by momentary switching direction and returning to tower.

    And most of all, SC said in an interview with cwa that"hog is am easy to use little cost high rewards card that will not be nerfed because some players need such easy cards to be able to win. That's the reason they gave why, featured the stupidly high usage since forever, they refuse to nerf it, while many card after a surge of use immediately gets the knife.

    So"hog is not a noob card" is false and biased.

    Also Knight. Cheap reliable defence. Ultimate noob deck

    Hog
    Zap
    Knight
    Valk
    Witch
    Ice spirit
    Zap trap
    arrows

    My self-esteem just shattered. As a Hog Rider user, I think the main reason people don't like Hog Rider is because lack of buildings in decks. Yes, you may use a Cannon or something else, but people don't use too many buildings anymore. Also, what about Inferno Dragon??? Can't they also take out towers alone?

    Also, Hog Rider has gotten nerfs before. "Can even push a Giant Skeleton", yeah, just 1 tile before it runs past it. I've seen funny moments clips where a Hog Rider blocked by troops. Its sight is huge too, probably the biggest in the game.

    Yes, sometimes things happen and it ignores a building, but I think it's a problem with its sight range. I feel like you're a bit biased, but before you come and hate on me and start a huge conversation, I want to also say most of your points are correct, but a bit exaggerated.
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  • PiklashuPiklashu Posts: 575Member
    edited November 2018
    Sight range? Golem can see buildings in your neighbors mobile.

    Inferno dragon yes, but it is a legendary. You won't get it high easily. You won't get it fast when you begin. it is slow, so gives time to counter. Bridge spam a inferno dragon and you'll accomplish nothing. Do a hog, you will almost always get 1-2 hits. 500+ damage or 20% of a of 12 tower
    PI-CLASH-uuuu
  • JcttehTheWiseJcttehTheWise Posts: 1,920Moderator
    edited November 2018
    Just reminding everyone that I'M NOT SAYING USING THESE CARDS MAKES YOU A NOOB (AKA ARE SKILLESS OR REQUIRES LOW SKILL) BUT THESE CARDS ARE THE CARDS THAT NOOBS MOSTLY USE.

    So please I don't want this to be a hog discussion thread. I want this to be a thread to discuss about noobs' playstyle and how to fix it.

    Thanks :)

    EDIT: Also I'll update the thread later, correcting some errors and contradictions. One of the changes will be moving hog rider from the honorable mentions list to the main list because my explanation of why isn't him in the list contradicts with Zap.
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  • PuzoPuzo Posts: 471Member
    Just reminding everyone that I'M NOT SAYING USING THESE CARDS MAKES YOU A NOOB (AKA ARE SKILLESS OR REQUIRES LOW SKILL) BUT THESE CARDS ARE THE CARDS THAT NOOBS MOSTLY USE.

    So please I don't want this to be a hog discussion thread. I want this to be a thread to discuss about noobs' playstyle and how to fix it.

    Thanks :)

    EDIT: Also I'll update the thread later, correcting some errors and contradictions. One of the changes will be moving hog rider from the honorable mentions list to the main list because my explanation of why isn't him in the list contradicts with Zap.

    Why would you want to fix their playing style? The game is already hard enough. We dont need more advanced players. Let the noobs be noobs.

    Anyway, I really enjoyed your writing. I read every word.
    JcttehTheWise
  • killerkiller Posts: 1,116Member
    FusionBolt wrote: »
    My self-esteem just shattered. As a Hog Rider user, I think the main reason people don't like Hog Rider is because lack of buildings in decks. Yes, you may use a Cannon or something else, but people don't use too many buildings anymore. Also, what about Inferno Dragon??? Can't they also take out towers alone?

    Also, Hog Rider has gotten nerfs before. "Can even push a Giant Skeleton", yeah, just 1 tile before it runs past it. I've seen funny moments clips where a Hog Rider blocked by troops. Its sight is huge too, probably the biggest in the game.

    Yes, sometimes things happen and it ignores a building, but I think it's a problem with its sight range. I feel like you're a bit biased, but before you come and hate on me and start a huge conversation, I want to also say most of your points are correct, but a bit exaggerated.

    Not meaning to continue the hog sub-thread but I disagree that the reason people hate hog is lack of buildings. I think its two things... overuse (just plain sick and tired of all the hog decks) and how fast it cycles.
    vouz81kqd95y.png
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  • killerkiller Posts: 1,116Member
    Puzo wrote: »

    Why would you want to fix their playing style? The game is already hard enough. We dont need more advanced players. Let the noobs be noobs.

    Anyway, I really enjoyed your writing. I read every word.

    I don’t think at your level you would have reason to be bothered by the noobs. But if you play much lower its frustrating.., (1) very repetitive (2) much more unequal card leveling (this doesn’t exist obviously where everyone is maxxed or nearly so). When you face ebarbs 2-3 lvls higher then some of your commons imo it detracts from the game.
    vouz81kqd95y.png
    Two decks:
    Ram/exe/miner/tornado/ggang/poison/log/goblins
    Rhogs/tesla/valk/musk/fireball/zap/ggang/bats
    Signature art by JcttehTheWise
  • JcttehTheWiseJcttehTheWise Posts: 1,920Moderator
    Puzo wrote: »
    Just reminding everyone that I'M NOT SAYING USING THESE CARDS MAKES YOU A NOOB (AKA ARE SKILLESS OR REQUIRES LOW SKILL) BUT THESE CARDS ARE THE CARDS THAT NOOBS MOSTLY USE.

    So please I don't want this to be a hog discussion thread. I want this to be a thread to discuss about noobs' playstyle and how to fix it.

    Thanks :)

    EDIT: Also I'll update the thread later, correcting some errors and contradictions. One of the changes will be moving hog rider from the honorable mentions list to the main list because my explanation of why isn't him in the list contradicts with Zap.

    Why would you want to fix their playing style? The game is already hard enough. We dont need more advanced players. Let the noobs be noobs.

    Anyway, I really enjoyed your writing. I read every word.

    I prefer a hard enjoyable game over an easier boring one. Playing against the same archetype again and again may be easier but also repetitive
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  • ferrell34ferrell34 Posts: 1,369Moderator
    edited November 2018
    Basically, the Noob Archetype were only built by "competitive" players that doesn't think a few steps ahead.

    Tower killer? Ebarbs. Swarm? Wizard. Push killer? Valk. Push don't work? Rage. Etc. Just screw card rotations, elixir counting, elixir investment, placing and timing, and game plans!
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