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  • -1 level zap

    +2 or +3 level minion horde (I don't remember which one) survives two tower hits after being zapped instead of being 1 shot. Fireball/Poison + zap may not kill certain glass cannons, but that depends on the fireball/poison level as well.
    Also Ice golem + zap doesn't kill minions if underleveled.
  • Does Supercell Care About Clash Royale? Their Answer

    Tbh I didn't espected that the SC team had the last word in game decissions, I though, just as the guy that made the post that encouraged this answer by SC, that all those """""greedy""""" decisions were made from Tencent superiors.

    About the TT thing, I agree with SC. Players are being egoists when complaining about the new system without caring of the black market/fast progresion problems of the old system. They just need to talk with clanmates to make an agreement of what card request and give, instead of "hey nobody gave me my favourite epic card even if I offered gorgeous rage spells worst trade system ever lol". And then we have those who complain about lacking of TT, which is VERY absurd in my opinion, I mean, they are the guys that share screenshots with 30+ open trades in clans, how's that a lack of TT? No sense. As SC said, let's just wait until players get mature…

    About the f2p experience, their response doesn't convince me. The guy that made the overupvoted rant post pointed out a good point that didn't get a clear answer: how's the prize for getting 20 wins a simple lightning chest? The problem is not the "bonus" reward, is the free rewards! Global tournaments are basically GCs with no reentry and 4 defeats instead f 3 (and no chest at the end), and your best prize for f2players is a por lightning chest? As I said, SC just justified the bonus reward, but those free rewards are a jke for 20 wins.

    Anyway, I'm not angry with SC or anything like that. I'm loving the update, and I know they are not perfect, they are humans as us, and we all commit failures. It's just so easy to go there and leave yor rant full of insults while feeling like a boss because your identity is hidden…
  • [MEGATHREAD][Suggestion] December Balance Changes

    Read 100% ;)

    Before commenting the changes, I'd like to mention certain cards that I think should be adressed:

    Battleram: this card is way too dominant in the current control meta, I supose you didn't include it because you already nerfed/weaken rework other popular control cards such as Miner, PEKKA or Bandit. Anyway, I still think Battleram needs a nerf, since the strategy of big counterpush + ram & small support on the other lane is becoming so repetitive that is almost always predictable. Not gonna specify what kind of nerf anyway, I have my own nerf idea kept to the future :crsmirk:

    Barbarian Hut: I think this card has a similar problem to Rocket, in terms of a good value expensive building but spawns sooo slow and remains sooo much time that more like a hut feels like a giant rock that ocasionally spawns two blond guys. I think in order to make it more versatile it should get some kind of positive rework such as decreasing cost or spawn time with other thing to compensate.

    Archers: anyone would espect that Archers rates in GC are TRASH. I don't think they need a huge buff, but something to make them reliable again as a ranged swarmy troop.

    Now let's jump into the thread balance suggestions:

    1. X-Bow
    - Deploy time decreased to 2.5 sec from 3.5 sec
    - Lifetime decreased to 30 sec from 40 sec

    This is the change I was thinking to make X-Bow great again. My idea was to decrease time slightly less, 0.5 sec, but I think 1 sec is more reliable for players to shift into it and give the ultimate tower taker a try.

    2. Bomb Tower
    - Hitspeed decreased to 1.1 sec from 1.6 sec; DPS increased by 46%
    - Added blind range: 1 tile (Mortar's mechanic)

    I'm indecisive with this one. I don't know the huge DPS increase interactions, but seems too much. It may be better to also change the projectile as Bomber.

    3. Rocket
    - Radius decreased to 1.5 from 2 tiles
    - Projectile speed increased to Fireball speed

    I have a problem with this change. You pretend Rocket to be more useful in other decks appart from cycle, but reducing radius encourage using it more like a tower taker rather than for taking out other stuff, since less radius = less troops in it. I'd better decrease damage, so tower receives less damage but troops are not too afected since most of them are still 1HKO'd.

    1. Night Witch
    - Spawn rate increased to 9 sec from 7 sec
    - Death spawn increased to 4 from 2 Bats

    Agree. Current Night Witch's death spawn is a joke on defense. With 4 bats instead of 2, at least 1 of them sure will get 1 hit before all being killed by support.

    2. Lavahound
    - Size increased to 3x3 from 1x1, ex: Recruits take 8x1 tiles to deploy
    - Lavapups: Hitpoints increased by 6%; Damage increased by 37%

    It's an intelligent change, since lava hound now won't ignore common building placements, but lava pups death spawned are more dangerous. Balanced rework.

    1. PEKKA
    - Sight range increased to 6.5 from 5.5 tiles

    I'd prefer a nerf to her defensive capabilities, but this nerf is not a bad idea, making her easier to kite away from that annoying support (I'M LOOKING AT YOU DAMN EWIZ AND YOUR STUPID STUNS THAT MAKES MY HANDSOME PRINCE LOOK LIKE A PARAPLEGIC).

    2. Golem
    - Deploy time decreased to 2 from 3 sec
    - Golemmites: Hitpoints increased by 5%; Death damage knockback removed

    I think this change could be perfectly posible without the hitpoints increase. As a nerfproof card, Golem can be really a threat alone, unless you have a 4+ elixir building, with that enormous death damage. The deploy time reduction is also an intelligent change to equalise it with new Xbow deploy time.

    1. Bomber
    - Hitpoints increased by 5%
    - Projectile changed to Homing Projectile

    Full agree. I think the current inaccurate projectile is what makes this card a bad card.

    2. Executioner
    - Initial attack speed decreased to 0.7 sec; Hitspeed decreased to 2.2 from 2.4 sec; DPS increased by 9%

    This one took me by surprise. I find Executioner in a good spot right now, but if I needed to buff him to encourage Wiz users to use him, I wouldn't buff him that much for a card that already is a treat with nado. Just one of those 3 changes should be applied IMO.

    3. Goblins
    - Hitspeed decreased to 1 from 1.1 sec*
    *Affects Goblin Gang and Goblin Barrel

    I'd agree, if GGang spawned two of each goblins. GGang shouldn't be buffed as the already veratile strong card it is.

    4. The Log
    - Projectile speed increased to Fireball speed
    5. Arrows
    - Projectile speed increased to Bullet speed

    Meh, maybe Arrows could receive well a speed buff, but Log is fine for me. Sure after the upcoming Barb Barrel nerf log will shine again. About Zap being the king of spells, that's true. So why not nerf Zap directly?

    6. Sparky
    - Added knockback effect to all units to Projectile: 1 tile

    In that case, the projectile mechanic should change so Sparky targets quite nearer to her the projectile. In that way, the knockback will always push troops away from her instead of randomly.

    1. Three Musketeers
    - Size increased to 3x3 from 1x1, as explained in Lavahound change above

    Despite I'll always think 3m should be different troops from muskies, this
    change is a good way to reduce 3m investment power. Even a deploy time increase could be applied correctly in this case.

    2. Elixir Collector
    - Deploy time increased to 3 from 1 sec

    Really good change. This hopefully nerf the annoying situations where opponent starts with pump and you have no counter in hand.

    3. Miner
    - Hitspeed increased to 1.4 sec; DPS decreased by 11%

    Increasing hit speed is already a total DPS nerf, so why 11% more? That % should be toned down, even if we are talking about the best legendary.

    4. Bandit
    - First attack speed removed when dashed on target

    Not sure if I understood this one. You mean she dashes and doesn't instahit the target, or simply you refer to the first attack after dashing?

    Who knows, maybe there's a new MEGATHREAD trend in these forums :crsmirk:
  • [REFLECTION] Card/Deck Guide threads are most of the time useless

    Not sure where to put this thread tbh…

    Soooo… I was thinking about doing an ultimate guide to GGiant double prince, you know, a long thread explaining detail by detail every concrete interaction with the deck cards, but after thinking about that for a while, I reached a conclusión: it's not worthy.

    The point of a guide thread, either about a card or a deck (abreviated as "cd" in this thread), is to incentive users to try a certain cd with a good mechanic knowledge base, right? Then there are two options:

    Either you write a Bible thread with all kind of details, so the reader meets all the mechanics of the deck.

    Or you sacrifice some details to write a shorter thread so the reader gets the cd idea fast.

    The first one fails at attracting the reader, since "casual" forumers don't like long threads; if they see a long thread they'll just ignore it or read it skipping a lot of key sentences, resulting most of the time on deck apalthy or a feeling of cd weakness due to the ignorance of how key interactions work.

    The second one fails at showing the deck's power too generally, so reader may interest on using the deck, but will be played bad, resulting again on a feeling of cd weakness, and will keep asking in the comments for concrete interactions, returning to the first case.

    Because of that, I think the only way to make a cd guide work well avoiding the problems of these two cases is by making a video, where you require less words to explain concrete interactions because you are supported by the video scene.

    What do you think guys? Are cd guide threads worthy? Is there an average point between the first and second case where cd guide threads work?
  • [ONE AND ONLY] Goblin Giant Discussion

    This opinion is based on a lot of tournament matches using a GGiant double prince deck.

    The few videos I've seen on YouTube with goblin giant show a bad image of the card because they try to use him as a Giant with two Spear Gobs at the back, but he isn't.

    To my experience, GGiant is completely balanced, but it's hard to use (for those who don't believe nothing unless stats are shown, despite GGiant has near 0% usage rate in GC, its winrate is quite higher tan 50%, so I think that proves my statement).

    If he's not that uses, appart from being harder to use, it's because of the PEKKA control meta, which makes GGiant umplayable unless he's paired with princes, but Edrag is also meta and nullifies princes' charge.

    It's not imposible to win against these matchups, but playing with a skill cap a bit higher tan average you can really extract value from hulk GGiant. Trust me, I even managed to reach 400+ trophies in a certain tournament by winning more than 16 matches in a row.


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