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I sense Master Cal is trying to beat me in friend count. After I first passed him, we are brawling for the Number 1 spot.


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  • Problems with staggered Deploy Time

    Staggered deployment of Swarm cards was added back in June of 2018 with Minions and Minion Horde. I loved the change and since then, I wanted to see that with other cards (or rather all Swarm cards). Then on March of 2019, it got added to Barbarians, Bats, Rascals and Goblin Gang and two months later on Three Musketeers as well. However this produces a huge problem on the balancing of the game with True Red/True Blue being the biggest offender of it.

    So far, all of the staggering has been used as a tool to nerf cards. It has worked with varying succsss. Why? Because staggering isn't a nerf in all situations.

    Buff: More forgiving against prediction spells and when deployed on a spell

    Nerf: Don't instantly get their DPS value and can be reacted to more effectively

    Nerf/Buff: The focus always begins with the first unit, which sometimes cripples your DPS early (i.e. opponent's archers focus on killing one minion instead of targeting different two) and sometimes helps survive splash hits (i.e. if opponent's archers focus on one minion, but then he also casts a zap, there will be 5 remaining to be taken down instead of 4).

    These are not only minuscule, but pretty much add up to a zero.

    The main symmetries in the arena are two - horizontal through the river, vertical through the middle of the king. In a perfect world, these symmetries should work perfectly. Playing a card on the right lane should yield the same result as playing it on the left lane, as well as your opponent playing it on their side.

    Every single card in the game used to respect both symmetries:

    Your opponent's placements are flipped, i.e. why Rascal Boy always goes up front regardless of who plays it. Rounding errors were fixed, and the river symmetry is guaranteed.

    Cards are symmetrical on the vertical, which on its turn assures that the outcome is the same on both lanes

    Graveyard is an exception.

    Staggering isn't symmetrical. Let's take for example Goblin Gang. In the old gang, all of the goblins deployed at once. However, because of the staggering, each of them has a different "weight" and so one side is more "heavy" than the other.

    Generally 0.15sec delay doesn't make a huge difference in the long run, but it does change interactions with specific units on specific tiles. Also, unlike more severe errors in the past, it affects nearly every deck. More than half of the decks use at least one of the staggering cards. Let's explore these discrepancies: I'll show those with lone towers, not because all of them are relevant, but because they can be easily tested and don't depend on precise timing.

    Minions & Bats: Nothing significant

    Minion Horde: Gets 2 extra hits if approaching from the left, for both towers. Doesn't work on right or center

    Goblin Gang: Up front split formation, the side with the 2 goblins and 1 spear goblin is inconsistent: on the left side the spear goblin lands an extra spear. Left and right bridge placements also deal different damage

    Rascals: In normal split placements, the side with the boy deals more damage to the left tower

    Barbarians: The side with three barbarians deals more damage on the left than on the right. Also, when splitting behind the king, you can't decide which lane gets 3 barbarians (rounding bug).

    A possible solution to that is to make the weight dependent on which lane you place them. If you place them on the left lane or on the left splitting column, then the left units would start moving before the right ones. The opposite goes with the right lane where the right units will move earlier instead.

    So because of this, in the left lane the priority for each swarm is:

    Minions: Front, then bottom left, then bottom right
    Minion Horde: Front left, then front central, then front right, then bottom left, then bottom central, then bottom right
    Bats: Front, then central left, then central right, then bottom left, then bottom right
    Rascals: Rascal Boy, then left Rascal Girl, then right Rascal Girl
    Barbarians: Front, then central left, then central right, then bottom left, then bottom right
    Goblin Gang: Left Goblin, then central Goblin, then right Goblin, then left Spear Goblin, then right Spear Goblin
    Three Musketeers: Front, then bottom left, then bottom right

    And on the right lane, it would instead be

    Minions: Front, then bottom right, then bottom left
    Minion Horde: Front right, then front central, then front left, then bottom right, then bottom central, then bottom left
    Bats: Front, then central right, then central left, then bottom right, then bottom left
    Rascals: Rascal Boy, then right Rascal Girl, then left Rascal Girl
    Barbarians: Front, then central right, then central left, then bottom right, then bottom left
    Goblin Gang: Right Goblin, then central Goblin, then left Goblin, then right Spear Goblin, then left Spear Goblin
    Three Musketeers: Front, then bottom right, then bottom left
  • (Guide) How to use Heal

    Note: the discussion does not say exactly how to use Heal. It is more about what spell combinations can Heal deny.

    With the recent Spell Combinations thread that I posted, all spell combinations are clear. But how does Heal act with them? I will take all troops that die to a spell combination and see if they can still be killed by the spell after being healed.

    The Heal spell can heal a total of 130 Hitpoints so that is quite a lot. So I will subtrack 130 from each spells's Damage.

    Freeze: 95-130= 35 Hitpoints get wasted
    Tornado: 140-130=10
    Zap: 159-130=29
    Giant Snowball:159-130=29
    Log: 240-130=110
    Arrows: 243-130=113
    Barbarian Barrel: 243-130=113
    Fireball: 572-130=442
    Poison: 600-130=470
    Lightning: 877-130=747
    Rocket: 1232-130=1102

    So now I will show which troops can survive these spell combos. I will also add each troop to a higher spell combination if the can survive the lower one. Also no buildings will be listed because the cannot be affected by Heal

    Freeze + Tornado
    - Goblins 167-10=157-95=62 Hitpoints left
    - Ice Spirit 190-10=180-95=85 Hitpoints left
    - Minions 190-10=180-95=85 Hitpoints left
    - Shield of Guards/Dark Prince/Royal Recruits 199-10=189-95=94 Hitpoints left
    - Dart Goblin 216-10=206-95=111 Hitpoints left
    - Princess 216-10=206-95=111 Hitpoints left

    Freeze + Zap
    Freeze + Giant Snowball
    - Goblins 167-29=138-95=43 Hitpoints left
    - Ice Spirit 190-29=161-95=66 Hitpoints left
    - Minions 190-29=161-95=66 Hitpoints left
    - Shield of Guards/Dark Prince/Royal Recruits 199-29=170-95=75 Hitpoints left
    - Dart Goblin 216-29=187-95=92 Hitpoints left
    - Princess 216-29=187-95=92 Hitpoints left
    - Archers 252-29=223-95=128 Hitpoints left

    Tornado + Zap
    Tornado + Giant Snowball
    - Goblins 167-29=138-140= Killed
    - Ice Spirit 190-29=161-140=21 Hitpoints left
    - Minions 190-29=161-95=21 Hitpoints left
    - Shield of Guards/Dark Prince/Royal Recruits 199-29=170-140=30 Hitpoints left
    - Dart Goblin 216-29=187-140=47 Hitpoints left
    - Princess 216-29=187-147=47 Hitpoints left
    - Archers 252-29=223-140=83 Hitpoints left
    - Wall Breakers 275-29=246-140=106 Hitpoints left

    Zap + Giant Snowball
    - Ice Spirit 190-29=161-159=2 Hitpoints left
    - Minions 190-29=161-159=2 Hitpoints left
    - Shield of Guards/Dark Prince/Royal Recruits 199-29=170-159=11 Hitpoints left
    - Dart Goblin 216-29=187-159=28 Hitpoints left
    - Princess 216-29=187-147=28 Hitpoints left
    - Archers 252-29=223-159=64 Hitpoints left
    - Wall Breakers 275-29=246-159=87 Hitpoints left
    - Bomber 311-29=282-159=123 Hitpoints left

    Freeze + Log
    - Ice Spirit Killed
    - Minions Killed
    - Shield of Guards/Dark Prince/Royal Recruits Killed
    - Dart Goblin Killed
    - Princess Killed
    - Archers 252-110=142-95=47 Hitpoints left
    - Wall Breakers 275-110=165-95=70 Hitpoints left
    - Bomber 311-110=201-95=106 Hitpoints left

    Freeze + Arrows
    Freeze + Barbarian Barrel
    - Archers 252-113=139-95=44 Hitpoints left
    - Wall Breakers 275-113=162-95=67 Hitpoints left
    - Bomber 311-113=198-95=103 Hitpoints left

    Tornado + Log
    - Archers 252-110=142-140=2 Hitpoints left
    - Wall Breakers 275-110=165-140=25 Hitpoints left
    - Bomber 311-110=201-140=61 Hitpoints left

    Tornado + Arrows
    Tornado + Barbarian Barrel
    - Archers 252-113=139-140= Killed
    - Wall Breakers 275-113=162-140=22 Hitpoints left
    - Bomber 311-113=198-140=58 Hitpoints left

    Zap + Log
    Giant Snowball + Log
    - Wall Breakers 275-110=165-159=6 Hitpoints left
    - Bomber 311-110=201-159=42 Hitpoints left

    Zap + Arrows
    Giant Snowball + Arrows
    Zap + Barbarian Barrel
    Giant Snowball + Barbarian Barrel
    - Wall Breakers 275-113=162-159=3 Hitpoints left
    - Bomber 311-113=198-159=39 Hitpoints left

    Log + Arrows
    Log + Barbarian Barrel
    - Wall Breakers 275-113=162-240=Killed
    - Bomber 311-113=198-240=Killed
    - Zappies 440-113=327-240=87 Hitpoints left
    - Royal Recruits without shield 440-113=327-240=87 Hitpoints left

    Arrows + Barbarian Barrel
    - Zappies 440-113=327-243=84 Hitpoints left
    - Royal Recruits without shield 440-113=327-243=84 Hitpoints left

    Freeze + Fireball
    - Zappies Killed
    - Royal Recruits without shield Killed
    - Magic Archer Killed
    - Flying Machine Killed
    - Barbarians Killed
    - Ice Wizard 590-442=148-95=53 Hitpoints left
    - Electro Wizard 590-442=148-95=53 Hitpoints left
    - Musketeer 598-442=156-95=61 Hitpoints left
    - Wizard 598-442=156-95=61 Hitpoints left

    Freeze + Poison
    - Ice Wizard 590-470=120-95=25 Hitpoints left
    - Electro Wizard 590-470=120-95=25 Hitpoints left
    - Musketeer 598-470=128-95=33 Hitpoints left
    - Wizard 598-470=128-95=33 Hitpoints left
    - Skeleton Barrel 636-470=166-95=71 Hitpoints left
    - Mega Minion 695-470=225-95=130 Hitpoints left
    - Royal Hog 695-470=225-95=130 Hitpoints left

    Tornado + Fireball
    - Ice Wizard 590-442=148-140=8 Hitpoints left
    - Electro Wizard 590-442=148-140=8 Hitpoints left
    - Musketeer 598-442=156-140=16 Hitpoints left
    - Wizard 598-442=156-140=16 Hitpoints left
    - Skeleton Barrel 636-442=194-140=54 Hitpoints left
    - Mega Minion 695-442=253-140=113 Hitpoints left
    - Royal Hog 695-442=253-140=113 Hitpoints left
    - Hunter 696-442=254-140=114 Hitpoints left

    Zap + Fireball
    Giant Snowball + Fireball
    - Ice Wizard 590-442=148-159=Killed
    - Electro Wizard 590-442=148-159=Killed
    - Musketeer 598-442=156-159=Killed
    - Wizard 598-442=156-140=Killed
    - Skeleton Barrel 636-442=194-159=35 Hitpoints left
    - Mega Minion 695-442=253-159=94 Hitpoints left
    - Royal Hog 695-442=253-159=94 Hitpoints left
    - Hunter 696-442=254-159=95 Hitpoints left
    - Shield of Cannon Cart 731-442=289-159=130 Hitpoints left

    Tornado + Poison
    - Skeleton Barrel 636-470=166-140=26 Hitpoints left
    - Mega Minion 695-470=225-140=85 Hitpoints left
    - Royal Hog 695-470=225-140=85 Hitpoints left
    - Hunter 696-470=226-140=86 Hitpoints left
    - Shield of Cannon Cart 731-470=261-140=121 Hitpoints left

    Zap + Poison
    Giant Snowball + Poison
    - Skeleton Barrel 636-470=166-159=7 Hitpoints left
    - Mega Minion 695-470=225-159=66 Hitpoints left
    - Royal Hog 695-470=225-159=66 Hitpoints left
    - Hunter 696-470=226-159=67 Hitpoints left
    - Shield of Cannon Cart 731-470=261-159=102 Hitpoints left
    - Night Witch 750-470=280-159=121 Hitpoints left
    - Bandit 750-470=280-159=121 Hitpoints left
    - Battle Ram 756-470=286-159=127 Hitpoints left

    Log + Fireball
    - Skeleton Barrel 636-442=194-240=Killed
    - Mega Minion 695-442=253-240=13 Hitpoints left
    - Royal Hog 695-442=253-240=13 Hitpoints left
    - Hunter 696-442=254-240=14 Hitpoints left
    - Shield of Cannon Cart 731-442=289-240=49 Hitpoints left
    - Night Witch 750-442=308-240=68 Hitpoints left
    - Bandit 750-442=308-240=68 Hitpoints left
    - Battle Ram 756-442=314-240=74 Hitpoints left
    - Witch 787-442=345-240=105 Hitpoints left
    - Electro Dragon 790-442=348-240=108 Hitpoints left

    Arrows + Fireball
    Barbarian Barrel + Fireball
    - Mega Minion 695-442=253-243=10 Hitpoints left
    - Royal Hog 695-442=253-243=10 Hitpoints left
    - Hunter 696-442=254-243=11 Hitpoints left
    - Shield of Cannon Cart 731-442=289-243=46 Hitpoints left
    - Night Witch 750-442=308-243=65 Hitpoints left
    - Bandit 750-442=308-243=65 Hitpoints left
    - Battle Ram 756-442=314-243=71 Hitpoints left
    - Witch 787-442=345-243=102 Hitpoints left
    - Electro Dragon 790-442=348-243=105 Hitpoints left

    Log + Poison
    - Mega Minion 695-470=225-240=Killed
    - Royal Hog 695-470=225-240=Killed
    - Hunter 696-470=226-240=Killed
    - Shield of Cannon Cart 731-470=261-240=21 Hitpoints left
    - Night Witch 750-470=280-240=40 Hitpoints left
    - Bandit 750-470=280-240=40 Hitpoints left
    - Battle Ram 756-470=286-240=46 Hitpoints left
    - Witch 787-470=317-240=77 Hitpoints left
    - Electro Dragon 790-470=320-240=80 Hitpoints left

    Arrows + Poison
    Barbarian Barrel + Poison
    - Shield of Cannon Cart 731-470=261-243=18 Hitpoints left
    - Night Witch 750-470=280-243=37 Hitpoints left
    - Bandit 750-470=280-243=43 Hitpoints left
    - Battle Ram 756-470=286-240=46 Hitpoints left
    - Witch 787-470=317-240=77 Hitpoints left
    - Electro Dragon 790-470=320-240=80 Hitpoints left

    Freeze + Lightning
    - Shield of Cannon Cart Killed
    - Night Witch Killed
    - Bandit Killed
    - Battle Ram Killed
    - Witch Killed
    - Electro Dragon Killed
    - Elite Barbarians 970-747=223-95=128 Hitpoints left

    Tornado + Lightning
    - Elite Barbarians 970-747=223-140=83 Hitpoints left
    - Ice Golem 994-747=247-140=107 Hitpoints left
    - Royal Ghost 1000-747=253-140=113 Hitpoints left
    - Miner 1000-747=253-140=113 Hitpoints left
    - Executioner 1010-747=263-140=123 Hitpoints left

    Zap + Lightning
    Giant Snowball + Lightning
    - Elite Barbarians 970-747=223-159=64 Hitpoints left
    - Ice Golem 994-747=247-159=88 Hitpoints left
    - Royal Ghost 1000-747=253-159=94 Hitpoints left
    - Miner 1000-747=253-159=94 Hitpoints left
    - Executioner 1010-747=263-159=104 Hitpoints left
    - Dark Prince without shield 1030-747=283-159=124 Hitpoints left

    Log + Lightning
    - Elite Barbarians 970-747=223-240=Killed
    - Ice Golem 994-747=247-240=7 Hitpoints left
    - Royal Ghost 1000-747=253-240=13 Hitpoints left
    - Miner 1000-747=253-240=13 Hitpoints left
    - Executioner 1010-747=263-240=23 Hitpoints left
    - Dark Prince without shield 1030-747=283-240=43 Hitpoints left
    - Lumberjack 1060-747=313-240=73 Hitpoints left
    - Baby Dragon 1064-747=317-240=77 Hitpoints left
    - Inferno Dragon 1070-747=323-240=83 Hitpoints left

    Arrows + Lightning
    Barbarian Barrel + Lightning
    - Ice Golem 994-747=247-243=4 Hitpoints left
    - Royal Ghost 1000-747=253-243=10 Hitpoints left
    - Miner 1000-747=253-243=10 Hitpoints left
    - Executioner 1010-747=263-243=20 Hitpoints left
    - Dark Prince without shield 1030-747=283-243=40 Hitpoints left
    - Lumberjack 1060-747=313-243=70 Hitpoints left
    - Baby Dragon 1064-747=317-243=74 Hitpoints left
    - Inferno Dragon 1070-747=323-243=80 Hitpoints left

    Fireball + Poison
    - Ice Golem 994-470=524-572=Killed
    - Royal Ghost 1000-470=530-572=Killed
    - Miner 1000-470=530-572=Killed
    - Executioner 1010-747=540-572=Killed
    - Dark Prince without shield 1030-470=560-572=Killed
    - Lumberjack 1060-470=590-572=18 Hitpoints left
    - Baby Dragon 1064-470=594-572=22 Hitpoints left
    - Inferno Dragon 1070-470=600-572=28 Hitpoints left
    - Mini PEKKA 1129-470=659-572=87 Hitpoints

    Freeze + Rocket
    Tornado + Rocket
    - Lumberjack Killed
    - Baby Dragon Killed
    - Inferno Dragon Killed
    - Mini PEKKA Killed
    - Sparky Killed

    Zap + Rocket
    Giant Snowball + Rocket
    - Knight 1382-1102=280-159=121 Hitpoints left

    Fireball + Lightning
    - Knight 1382-747=635-572=63 Hitpoints left
    - Balloon 1396-747=649-572=77 Hitpoints left
    - Hog Rider 1408-747=661-572=89 Hitpoints left

    Log + Rocket
    - Knight 1382-1102=280-240=40 Hitpoints left
    - Balloon 1396-1102=294-240=54 Hitpoints left
    - Hog Rider 1408-1102=306-240=66 Hitpoints left
    - Ram Rider 1461-1102=359-240=119 Hitpoints left

    Arrows + Rocket
    Barbarian Barrel + Rocket
    - Knight 1382-1102=280-243=37 Hitpoints left
    - Balloon 1396-1102=294-243=51 Hitpoints left
    - Hog Rider 1408-1102=306-243=63 Hitpoints left
    - Ram Rider 1461-1102=359-243=116 Hitpoints left

    Poison + Lightning
    - Knight 1382-747=635-600=35 Hitpoints left
    - Balloon 1396-747=649-600=49 Hitpoints left
    - Hog Rider 1408-747=661-600=61 Hitpoints left
    - Ram Rider 1461-747=714-600=114 Hitpoints left

    Fireball + Rocket
    - Knight 1382-1102=280-572=Killed
    - Balloon 1396-1102=294-572=Killed
    - Hog Rider 1408-1102=306-572=Killed
    - Ram Rider 1461-1102=359-572=Killed
    - Bowler 1596-1102=494-572=Killed
    - Prince 1615-1102=513-572=Killed
    - Valkyrie 1657-1102=555-572=Killed

    So that is it. I hope that the use rates of the Heal spell increase a bit after this post.
  • [New Card Idea] A goblin that is interested in machines....

    I really hope it is not too tanky. Maybe Hitpoints could be around 350.
  • Stop demonising the overupgraders at 4k

    All the overupgraders that are demonised that are at between 4000 and 5000 trophies are all innocent and pure. The guilty players are those in the 6k range or higher. They commit a huge crime which is ACCOUNT SHARING. They share the accoount with somebody else around the world who can hunt for trophies when they can. And recently mass bans have happened to those players. Because of this, the 6k range is by far the worst.
  • An Ananlysis of Movement Speed

    There are quite a lot of speeds in the game. Today I will list the Movement speed of each card.

    There are 3 types of Movement Speed that we are going to analyse. Those are:

    Troop Speed
    Launched Spell Speed
    Projectile Speed

    The first one is significantly slower than the other two, so those will appear at the start since I will start with the lowest.

    Each card have their speed in meters per minute (or m/min), but I prefer them in meters per second (or m/s) because they can be applied in more situations, plus the math to calculate time that it takes to travel to multiple times is way easier. Also for simplicity the letter 'u' that I will use refers to the speed itself. So let's begin.

    The first one are the troops that are part of the 'Slow' speed tier. This includes the Golemite. They have a speed of 0.75 meters per second.

    Next we have the 'Medium' speed tier. This tier also includes Rascal Boy, Rascal Girl and Lava Pup. All of these troops have a speed of 1 m/s. A pretty standart number.

    The third tier, the 'Fast' tier has a u of 1.5 m/s. Quite a high increase from the last one.

    This is last tier of troop speed, the 'Very Fast' tier. Those troops have a u of 2 m/s. They are twice as fast as the 'Medium' tier.

    Now we start with spell and projectile speed. This entry is actually owned by a projectile, the slowest to be exact. This is the Bowler's projectile with a u of 2.8(3) m/s.

    The first spell entry come here with that being a tie between Log and Barbarian Barrel with a 3.(3) m/s speed.

    Then the Mortar's projectile comes into play with a u of 5 m/s.

    In this entry we have none other than the one and only Rocket, clocking with a u of 5.8(3) m/s

    Then this entry belongs to a three way tie between a spell and two projectiles. That spell is the Goblin Barrel and the two projectiles belong to the Bomber and the Lava Hound. Those three all have the same speed, which is 6.(6) which are double of that of Log.

    The Princess' projectile is then the only one with a speed of 7.5 m/s

    And now this tier has a four way tie between the projectiles of Spear Goblin, Baby Dragon, Bomb Tower and Lava Pup with their u being 8.(3) m/s

    And then this tier has the projectile speed of two cards that are pretty indentical those being Hunter and Executioner. Their projectiles have a u of 9.1(6) m/s

    And this is the iconic 10 m/s speed tier which belongs to 5 projectiles and 1 spell. The spell is Fireball and the projectiles belong to Princess Tower, Archer, Wizard, Witch and Ram Rider (her Snare ability counts as a projectile). Those are 5 times as fast as the Very Fast troops.

    And now this tier is pretty interesting. The Miner digs faster than he walks. And apparently that u is 10.8(3) which is over 7 times faster than his walking speed.

    Fastforwarding here, the Ice Wizard's projectile has a u of 11.(6) m/s.

    And this is the last time we see spells here. Those spells are Giant Snowball and Arrows. Also surprisingly, the Rascal Girl's and the Dart Goblin's projectiles has the same speed as those two spells. And that speed is 13.(3) m/s

    And oh man, this tier is huge. There are a total of 8 projectiles that qualify to this tier. And those projectiles belong to King Tower, Musketeer, Royal Giant, Cannon, Cannon Cart, Minion, Mega Minion and Magic Archer. All of them have the same u of 16.(6) m/s.

    And finally, the time has come for the fastest projectiles out there. The X-Bow and the Sparky have the fastest projectiles with the amazing speed of 23.(3) meters per second. Congratulations to their slow owners

    And that finishes the analysis. Leave some posts below.

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