Kamis, 16 Juni 2016
Top 5 Rare Cards in Clash Royale
07.16
Few days back I wrote about the Top 10 Common Cards in Clash Royale. Today I'll discuss about the Top 5 rare cards in Clash Cards which are very important to build a strong deck. Ranking in Rare cards is pretty hard because there are lots of great cards which are essential part of our decks. Now lets take a look at the top 5 rare cards ranked by iClashRoyale.in
From the bottom of the list -
5. Fireball -
"Annnnnd... Fireball. Incinerates a small area, dealing high damage. Reduced damage to Crown Towers."
Fireball is one of the best spell cards in Clash Royale. The instant clearance of the enemy push makes the card very useful only with 4 elixir cost, which is pretty good as the advantage it generally gives in most of the cases. The area of effect is pretty good too and it is also used to make the last minute victory.
Best Use -
- To steal a last minute victory
- To stop a enemy push
4. Valkyrie -
"Tough melee fighter, deals area damage around her. Swarm or horde, no problem! She can take them all out with a few spins."It is counted as one of the best cards in Clash Royale. The heavy hit point and the ability to deal splash damage around makes this card into the 4th place. Mostly used as a defensive card but sometime it makes good combo with other troops too.
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Best Use -
- To Clear out a bunch of troops to stop enemy push
3. Elixir Collector -
"You gotta spend Elixir to make Elixir."Elixir card is massively popular. As the name says, it is the only card that can help you to play with extra elixir. It can give you elixir advantage to do a better push to the enemy side.
Best Use -
- Using it to cycle your deck for a better push with more elixir than your opponent
2. Giant -
"Slow but durable, only attacks buildings. A real one-man wrecking crew!"Yeah, the real one man wrecking crew! With the heavy hit points, the Giant is very much durable as a shield. Packed with strong splash attackers on its back, the Giant can be disastrous to the opponent side. This made him to get his 2nd place!
Best Use -
- As a shield and backed up with the Splash attackers to deal heavy damage
1. Hog Rider -
"Fast melee troop that targets buildings and can jump over the river. He followed the echoing call of "Hog Riderrrrr" all the way through the arena doors."No doubt its Hog Rider at the top of the list. It is one of the best cards in Clash Royale. the direct hitting ability to the buildings and good amount of damage dealing ability makes this card unique. It is probably the most used card too.
Best Use -
- To deal a heavy damage to the opponent. Use it in Elixir advantage to maximize its use.
The Epic card and Legenmdary card ranking will be coming soon! If you find this article helpful, don't forget to subscribe to the mailing list to get all the updates!
Rabu, 01 Juni 2016
Incase You Have Missed It: Top Stories - May 2016
07.42
Have you missed any of our articles in this whole month? Or do you want to see what we have posted in this whole month? In this article you'll find all month's article into one! Lets take a look at the stories of the whole month.
- How to Counter Sparky: Best 4 Ways to Defeat It
- Clash Royale's First Level 6 Player to Reach Legendary Arena: Meet Pompeyo4.1
- Best Royal Giant Deck in Clash Royale: Push to Legendary Arena
- Reach Royal Arena with This Cheap Effective Deck
- Clash Royale Lava Hound: The Aerial Giant with Infinite Possibilities
- How to Push Trophies Effectively: Know the Simple Matchmaking System
- 6 Reasons Why You'll Choose Clash Royale over Clash of Clans
- How to Make a Successful Clan in Clash Royale: 12 Tips from the Successful Leaders
- Best Giant Skeleton and Goblin Barrel Deck: Reach 2900+ Trophies
- Reach Legendary Arena with This Cheap Miner Deck
- How to Counter Hogs
- Be Legendary With Sparky: Best Sparky Deck in Clash Royale
- From Arena 4 to Arena 8: Amazing Cheap Deck to Hit Legendary Arena
- Unstoppable Golem Deck in Clash Royale: Bring Destruction to the Enemy Side
- Clash Royale Got the Best Game of 2016 in Google Play Awards
- How to Win More in Clash Royale: 6 Simple Tactics to do Better
- Introducing Clash Royale Clan Wars Concept: Lets make it Happen
- Best Balloon Freeze Deck in Clash Royale: Reach 3400+ Trophies
- Poison or Fireball: How to Choose the Best Spell Card for Your Deck
- How Often Can You Receive Epic or Legendary Cards
- Top 10 Common Cards in Clash Royale: The Game Changers
Thats all for this month. More great contents are coming soon! If you like reading our contents, don't forget to subscribe! Let us know in the comments below if you like to see something anything in particular :)
Minggu, 29 Mei 2016
Top 10 Common Cards in Clash Royale
10.56
The common cards are very essential in Clash Royale deck building as common card is used most in the 8 card slot of the decks. Selecting them properly can make a great deck. So knowing the cards are very essential part. Lets take a look at the top 10 Common cards ranked by iClashRoyale.in -
1. Barbarians –
"A horde of swordsmen with mean mustaches and even meaner tempers."Barbarians unlocks at Arena 3 named Barbarian Bowl. The 5 elixir cost of this card is worthy. The 4 barbarians stands like the guard for your side and they can stop any ground push. Their High hit points and damage point makes them the bet defending common card in Clash Royale. This is a very regular card in most of the player decks as it can easily stop most of the ground pushes.
2. Royal Giant -
"Destroying enemy buildings with his massive cannon is his job; making a raggedy blond beard look good is his passion."
From the birth of Royal Giant, he was not very much used in the Clash Royale battle decks. But after the last update he is massively used. The Royal Giant unlocks at the Royal Arena. The power of outranging the defense buildings makes him unique. He is having a quite well hit points too. So even if the opponent tries to kill Royal Giant, it will give some damage unless it targets other buildings.
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3. Goblins –
"Three fast, unarmored melee attackers. Small, fast, green and mean!"
Goblins unlock at the Goblin Stadium. The tiny goblins are more ferocious than they actually look! They only costs 2 elixir but with a good combo they can be found very dangerous. These Goblins are also pretty well in taking out tank type troops like Giant, Golem. High damage in less time makes this card very useful. These tiny Goblins make a deadly combo with Hog Rider. The Goblins are also used as distraction sometimes.
4. Cannon –
"Defensive building. Shoots cannonballs with deadly effect, but cannot target flying troops."
This card unlocks at Arena 3. Canon is generally used as a distraction to the opponent’s attacking troop to kill it easily. As this card only costs 3 elixir so this is very useful and on its elixir cost. This is an essential part for most of the cheap Hog decks as well as it is highly used by the top Clash Royale players.
5. Minion Horde –
"Six fast, unarmored flying attackers. Three's a crowd, six is a horde!"
This card unlocks at Arena 4, named Pekka’s PlayHouse. The 6 minions is very deadly specially to the tank type troops. Though the horde is an easy kill with Arrows or Wizard but if this 2 are not around then the Minion Horde can almost stop anything, from the ground troops to air troops. 5 Elixir cost is pretty decent for these air attackers.
6. Arrows –
"Arrows pepper a large area damaging everyone hit. Reduced damage to crown towers."
Arrows unlocks at the very beginning of the game, in Training camp. It is one of the best spell cards in Clash Royale. The 3 elixir cost is pretty well. This card is generally used to take out the Minion horde and sometimes to finish the little health of the opponent troops. Taking out Minion Horde gives 2 positive elixir trade which can turn the tide for sure! The cheap elixir cost and the ability to clear out the cheap hp troops makes this card very useful.
7. Zap –
"Zaps enemies, briefly stunning them and dealing damage inside a small radius. Reduced damage to Crown Towers."
Zap is another most used spell cards in Clash Royale. This card unlocks at the spell valley. Zap stuns the enemy troops for a while and deals a little damage, which is pretty decent for 2 elixir. It almost kills a Minion Horde, though not completely. Zap easily clears out the goblins, skeletons like cheap elixir troops. It has the special ability to discharge the most OP Legendary card Sparky which makes the opportunity for other troops to kill it. The variety of usefulness on just 2 elixir makes it very unique spell.
8. Archers –
"A pair of unarmored ranged attackers. They'll help you with ground and air unit attacks, but you're on your own with coloring your hair."
A pair of archers are deadly as hell if they have protection infront. This card also unlocks at the very beginning but generally not very common in the decks of the players. They can deal a very high damage if they get protection. Archers are very useful to take out Air attackers as they have high damage. They can back up the tank type troops very well but due to low hp they are prone to death.
9. Spear Goblins –
"Three unarmored ranged attackers. Who the heck taught these guys to throw spears!?! Who thought that was a good idea?!"
Spear Goblins unlocks at the training camp too like their brother Goblins. These Spear goblins are very fast paced as well like the Goblins. But they have the ability to shoot air troops. Though the spear goblins are get killed easily, they are generally used to add some extra damage because of their very high speed in the arena. They are also used as distractions.
10. Bomber –
"Small, lightly protected skeleton that throws bombs. Deals damage that can wipe out a swarm of enemies."
Bomber unlocks at the training camp. The tiny skeleton carry a bomb which deals a heavy splash damage. The bomber behind a Giant/Golem/Pekka can make itself more worthy than actually it is. The 3 elixir cost is good as it can deal a massive splash damage. The Bomber can easily take out goblins, Spear Goblins and even Barbarians. This bomber is mainly used in offense, at the back of a tank to clear out the path.
11. Skeletons –
"Four fast, very weak melee fighters. Swarm your enemies with this pile of bones!"
The no 11 just for your info, as the title say top 10 common cards. Skeleton unlocks at Arena 2. This card is very useful just for only 1 elixir. Mostly used as distraction but it can be useful to take out troops like Giant, Golem, Hog Rider if those are not backed up by other troops. Skeletons are generally used to create cheap elixir deck and it is very essential in the cheap Hog decks. This card is much more for its only 1 elixir.
P.S. - These Card rankings may not match with your personal opinion.
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How Often Can You Receive Legendary or Epic Card in Clash Royale?
01.46
For many Clash Royale players, card dropping is still a mystery, specially the Epic and Legendary card drops. Though the card drops are totally random but there is a percentage which can tell you about the chances you have to get Epic or Legendary card. In this article I’ll explain you how the epic and legendary card drops and how much chances you have to grab those cards!
Supercell has stated that –
· Rare cards are 10 times rarer than Common Cards
· Epic cards are 20 times rarer than Rare cards
· Legendary cards are 20 times rarer than Epic cards
So if we convert this in percentage we will see like this –
- Common – 90.48%
- Rare – 9.05%
- Epic – 0.45%
- Legendary – 0.02%
It means that a player have a chance of receiving a legendary card once in every 5000 cards that the player receives.
Though there is no confirmation from Supercell about the Supermagical chest drop, but you have certainly better chances of getting a Legendary card in Supermagical chest than any other chests in Clash Royale because it guarantees high number of Epic cards.
It is still unknown to many of us that, many of the players has already got more than one Legendary cards already but some players don’t have any. Is this just badluck for those players? Or, maybe Supercell has different algorithm for the cards that is still a secret!
Jumat, 27 Mei 2016
Poison or Fireball: How to Choose The Best Spell Card For Your Deck
08.17
Both the Poison and Fireball are very popular spell cards in Clash Royale. Fireball unlocks at the very begining of the game where as Poison unlocks at the Spell Valley. There are many people who are confused which is the proper card for their deck, is it Fireball? or the Poison? In this article, I'm going to explain you the merits and demits of having Fireball or Poison in your deck and how that single card can affect your winning chances in multiplayer battles.
First lets take a look at the poison card -
Poison
Like the description says -
Covers the target area in a sticky toxin, damaging and slowing down troops and buildings. Yet somehow leaves the grass green and healthy. Go figurePoison does damage over time which makes the main difference from Fireball. We can look at this as a good and bad point too.
Merits -
- Deals damage over time which makes sure that your opponent will refrain from spawning small elixir troops. Not only that, the most annoying Horde wont be spawned by your opponent because he knows that his total 5 elixir will go in waste.
- Slows don your enemy troops which helps your troops to do better damage.
- Covers a larger area in comparison with Fireball, so batter protection ofcourse.
Demerits -
- The poison is only effective if you use the tank type of troops but if you use fast paced troops then fireball will be btter option there.
- Sometimes troops move out of your Poisoned area, in those cases the spell in go in waste.
- Poison is an epic card, so there is no way you can ask for this card for upgrading. You have to be happy with what you have.
Fireball
The description says -
Annnnnd... Fireball. Incinerates a small area, dealing high damage. Reduced damage to Crown Towers.
Fireball unlocks at the very beginning of the game which gives access to most of the players to use and learn about this spell from the start. Fireball is being used in most of the player decks as it is a last minute game changer, just like few Hp of a tower left and you can just fireball tower to bring the last minute victory.. Lets take a look at it's merits and demerits -
Merits -
- Unlike Poison, Fireball gives instant result which makes people use this card very much, specially to change the game at the last minute. For example, Your opponent has destroyed one of your towers, you have also damaged his tower almost but couldn't destroy it completely. In this cases, Fireball is used at its best. Just throw one fireball and make it equal and you'll have an opportunity to change the game!
- Fireball is very good to stop a push instantly. Sometimes, your enemy troops forcefully enters your side and you cant do anything. As Fireball deals a huge damage in a particular area, so you can stop the push instantly to bring peace on youir side.
- Fireball is useful to push back troops like Barbarians, Valkyrie which give your troops time to kill them easily.
- You can upgrade fireball as you want as you can request for this card.
- Fireball is useful to damage hutters instantly.
- The 3 Musketeer threat can only be destroyed instantly with few troops and Fireball is one of them.
- In some cases, fireball goes in waste. For example, you threw Fireball assuming enemy will spawn troops, but those actually showed up just after the fireball damage, so your 4 elixir went in waste.
Final Verdict, Both of the cards are very useful but yeah iut depends on the deck types for best use. If you are using tank type decks then I'll say Poison will be your best option as it can deal damage over time so poison will make sure your troops are protected. If you use High DPS instant hitting troops like Prince, Mini Pekka so here I'll say that Fireball will be a better option as these troops are easily distracted. So using the fireball to clear the path will be much better in comparison with Poison. If you are using a Hut spamming deck then Poison will be a better choice for you too as it deals damage over time.
Now its your turn to take a look on your deck to evaluate it yourself!
Kamis, 26 Mei 2016
Best Balloon Freeze Deck in Clash Royale: Reach 3400+ Trophies With This Deck
01.18
Reaching Legendary Arena without any Legendary card is pretty hard for now. But there are some good decks with those you can reach to Legendary arena. The combination of cards as well as card level matters. This deck is one of those kind of decks. You can reach to legendary arena using this deck even if you dont have any Legendary cards in Clash Royale. This deck is used by Pankaj,a top 50 player in Indian local leaderboard. Lets see whats inside the deck -
Freeze - Very useful spell if timing is proper. The freeze card is used with Ballon here but in need it can also be used with Hog Rider.
Goblins - The tiny goblins are very good in defending. They make a perfect combination with Hog Rider in pushing. But here the Goblins are used in defensive purpose
Wizard - One of the best splash attackers in Clash Royale. In this deck the wizard is used to give backup to the Balloon in ground.
Inferno Tower - Inferno can take down the biggest threats of Clash Royale. Golem, Pekka, Giant like heavy troops are easy kill for Inferno tower. The inferno tower is used here to shut down the heavy elixir troops.
Fireball - One of the most used spell cards in the game. Fireball can be used in both in offense and in defense. In this deck the Fireball is generally used to clear the path for the balloon, the ground troops targeting Balloon.
Barbarians - The four barbarians have the ability to stop any ground push. In this deck the barbarians are used only for defending purpose.
Arrows - Arrows are generally used to take out Minion Horde or Goblin push. Its important to clear out Minion horde if you use Balloon otherwise the minion horde will never let the balloon to reach opponent tower.
Balloon - Balloon is the key card of this deck. The main card to take out the opponent tower. Combine it with freeze to bring out the best result.
Deck Strategy - The deck is solely based on Balloon-Freeze combo. So you have to keep in mind that somehow you have to make your balloon reach to the opponent tower along with clearing the threats. At the very start of the game spawn your balloon at any side you want, try to place it as much close to the sidebar as possible, this helps in avoiding the distraction buildings sometimes. With balloon, spawn the goblins at the ground and also notice tour elixir flow cause once the balloon reaches the tower, you have to put the freeze spell over there. If you get successful in doing this properly, you'll be able to take out the tower in one push. Incase yopur opponent starts with heavy troops like Giant, Pekka, Golem, then place the inferno to clear out the threat and use the Wizard, Goblins for hard defense. If needed use the fireball to clear out everything in one shot. Always remember, Balloon is the key card in this deck so you have to cycle the cards to get it back again. If you face hutters then you might face trouble with this deck, other than that, this deck works pretty well with most of the decks.
Here's the proof that you might like to see. If you have got atleast level 3 Balloon then I guess it can make you reach to Legendary arena.
Selasa, 24 Mei 2016
Introducing Clash Royale Clan Wars Concept: Lets Make It Happen
08.50
Many of the Clash Royale gamers are looking forward to see the Clan Wars feature in Clash Royale. We can guess that it will be a good addition if Supercell works on it. This Clan wars feature can shake up the whole Clash Royale gaming concept. As for now, the Clash Royale game is limited to pvp and friendly battles only. Not much thing to do ingame. But the addition of Clan wars can fill the game with much more excitement. In this article I’ll explain you how the Clan Wars feature can be made in Clash Royale and how it will look like.
To talk about Clan wars in Clash Royale first we need to focus on certain points which are very important to do the match making and other than those points the matchmaking will not work. Lets take a look -
Player Selection for Clan war – The Leader and Co leader of a clan can start a war with the online members only. The participants number can be 5,10,15 or 20 maximum. The players have to be online at the time of starting war to get selected in the clan war.
Clan War Duration – There will be no preparation time here like Clash of Clans because the war will be instant. The Clan war will be of a very short period of time. 1 hour for a 5 members war, 1 hour 30mins for 10 members war, 2 hours for 15 members war, 2 hours 30 mins for a 20 members war. I’ll explain why this so short time is.
How the Matchmaking will Work – In matchmaking the player’s trophy will not matter because for getting easy opponents one team can lower their trophies. So, the matchmaking will work on the Card levels on the current deck of the players which they cant change in war battles only. So one player can select only one deck for the war. However, during the war period if they play pvp battles they can access to his other decks normally. Just like selecting and starting war in Clash of Clans he leader and Co leader will select and start the clan war and get matched with another clan.
The battle system in Clan war – There will be a different chat for that particular time period for that 2 clans where they will be able to challenge their opponents. But they cant write anything there, they can only challenge their opponents and that chat system will also be visible to the other members of that 2 clans so that they can enjoy the live battles and cheer them up! One player can do only 2 battles in the war. But they will get suggestions of 4 players out of his all the opponents among which he will have to choose his 2 opponents. For example, the 10 members war is happening but not everyone can challenge any of the other players. The challenger will get a suggestion of 4 players out of the 10 opponents, out of this 4 he will have to select any 2 for the war battles.
But there comes a question, lets say one clan is ahead in point and then they aren’t accepting the challenge of the opponents just in case they lose the battles and lose the war. But for these cases, for the last 10 mins of the clan war, the battles will be automated like in the training where the computer plays automatic against a player. This is just to have a fair play, no cheating.
The pointing System – The battle system will be based on total wins. One win will give 3 points, it doesn’t matter if it’s a 1 crown victory or a 3 crown victory. Draw will give 1 point to the each side. But if we see equal points at the last moment the the number of total crowns on each side will select the winner of the war.
Clan War Reward – There will be different kind chest for the Clan war rewards which will not take any time to open. We can open it instantly and it will not take any spaces in the 4 chest slot. If someone forgets to open the chest just after the war ends then the chest will pop up each time the player opens the game to make sure the player opens the game. But I guess none will stack up their chests. The bigger the clan war, the better the rewards will be. Here is my idea about rewards –
War participants | Chest Name | Approx. Gold | Approx. Cards | Number of Common Cards | Number of Rare Cards | Number of Epics | Number of Gems |
5 | Wooden War Chest | 200-250 | 30 | 25 | 5 | 0 | 3 |
10 | Silver War Chest | 250-300 | 40 | 30 | 9 | 1 | 5 |
15 | Golden War Chest | 300-400 | 45 | 30 | 13 | 2 | 10 |
20 | Platinum War Chest | 400-500 | 50 | 32 | 15 | 3 | 20 |
P.S. – The Legendary card drop will be same like the other chests and it will depend on Supercell on how they will make the card drop.
How the Clan War will affect the whole Clan - Supercell can add some kind of status to the clans according to the total wins, just like Clash of Clans. Maybe some clan levels and clan level bonus such as requesting time cut off, ability to ask more cards etc.
This is my total concept about the Clan wars in Clash Royale. What do you think about it? Have I missed something or something needs to be improved? Let us know in the comments below! Lets hope that we will see the Clan wars feature in Clash Royale very soon!
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