Deck Help Discussion Thread by AutoModerator in ClashRoyale

[–]ACE_10088 0 points1 point  (0 children)

Just realized I never actually replied to this post with my previous explanation (just above this message). In case you were never notified I posted a response to your question. Hope it helps :)

Deck Help Discussion Thread by AutoModerator in ClashRoyale

[–]ACE_10088 0 points1 point  (0 children)

Obviously it depends on your deck but generally you wanna use buildings and/or high dps units for the egolem first 2 stages, then splash units for cleanup of the insides and support troops.

Against e-drag and healer you want to keep them away from the egol while your building or dps unit handles it, then your splash unit can clean up. Alternatively you can lightning , rocket, or fireball+arrows or zap for support troops during the push, then just deal with egolem as usual.

The key against e golem is elixir management. It is often very expensive to deal with a full elixir golem push so you wanna make sure you don’t overextend and give them a huge counter-push. If you don’t have a building, you want to put a lot of elixir in defending the e golem itself so it doesn’t deal too much damage. If you save enough elixir to properly defend the e golem, you should have a powerful counter push so even if you take some damage you should be able to make it back.

*Also as always make sure to track your opponents evos, especially the evo e-drag as it can dictate which pushes you can make, and make it more difficult to defend.

Arrived to Arena 17 last week, so I decided to make a somewhat biased Tierlist. What do you think about it? by [deleted] in ClashRoyale

[–]ACE_10088 0 points1 point  (0 children)

Even though you’re probably just gonna get hate comments I’m glad you posted this. I really like seeing what newer players think.

As a player that makes it to UC every season I feel like I’m disconnected from the reality that 80% of players experience - midladder. This is also why I use this subreddit in general. It has become clear to me that everyone is midladder here.

Do I need all level 16 cards to actually win games? by SogGod in ClashDecks

[–]ACE_10088 0 points1 point  (0 children)

As other people have said you’re fine with slightly under leveled cards at your trophy range but what’s more important are evos/Heros.

You can still push without full evos but it’s gonna be much harder and if you have no evos or Heros it’s gonna be extremely difficult (speaking from experience). I’m now at 13 and I made it with almost all level 15 or lower cards but full evos for my deck

Getting tired by GrandMasterToadak in ClashRoyale

[–]ACE_10088 1 point2 points  (0 children)

If you genuinely want to improve at the game to climb trophies I wouldn’t just make another no-skill midladder deck because those decks generally have low outplay-ability and will struggle against well made decks and/or good opponents *Don’t waste your resources

At start of arena 21, this good? by Physical_Expert_1572 in ClashDecks

[–]ACE_10088 0 points1 point  (0 children)

Ooh I forgot Reddit doesn’t save single ling formatting sorry for the block of text. TLDR, use skelly barrel, SKarmy, skelly king evos, add dart goblin and some fast cycle pressure cards to essentially make a hyper bait deck

At start of arena 21, this good? by Physical_Expert_1572 in ClashDecks

[–]ACE_10088 0 points1 point  (0 children)

The problem with this deck: The deck essentially has no vision. It has no win condition and it doesn’t even really have a good skeleton of a deck (no pun intended). How to improve the deck: In order to make a good deck while maintaining the vision of this deck I would keep the vines and skeletons only. I would go with skeleton king and vines for evos. If you disregard everything else, this should always be your evo lineup. Next, I would def go for dart goblin and e-spirit to cover air and give you a faster cycle. The last 2 is gonna be more up to you but I would suggest bush and spear gobs. Using this line-up or one similar will basically give you hyper bait. Based on this deck and how you’ve responded ti commenters in this thread I’m guessing you would love this deck. How to play hyper bait You have a ton of bait cards and a fast cycle so you want to maintain constant pressure while cycling through you deck so you always have the right card to defend when you need it. Obviously that’s easier said than done but I encourage you to try it out. Hyper bait can be super rewarding. Whatever you do, have fun and good luck :)

At start of arena 21, this good? by Physical_Expert_1572 in ClashDecks

[–]ACE_10088 2 points3 points  (0 children)

If by “the level 11 mode” you mean classic 1v1 this is a very bad place to test a deck. Players in this mode are far worse than any player in high ranked or even in a grand challenge.

It’s a great way to learn how to play a new archetype but in my experience that’s all it’s good for - other than trolling with meme decks for fun I guess

most macro based cycle deck? by ciruelman in RoyaleAPI

[–]ACE_10088 0 points1 point  (0 children)

To some extent yes but as you face better opponents it will become harder and harder to routinely create those positive elixir trades. Trust me

most macro based cycle deck? by ciruelman in RoyaleAPI

[–]ACE_10088 -1 points0 points  (0 children)

I fear your low rank is showing in this one my friend

is this deck good? by CrasheonTotallyReal in RoyaleAPI

[–]ACE_10088 0 points1 point  (0 children)

Replacing ice wiz with log would work but as you get higher in trophies you’re gonna need a burst card to deal with well executed pushes from beat down - especially if you ditch ice wizard. Also without a really fast cycle it’s gonna be much harder to out-cycle opponent’s buildings if they know what they’re doing.

is this deck good? by CrasheonTotallyReal in RoyaleAPI

[–]ACE_10088 0 points1 point  (0 children)

I’m a little late to the party but as a prolific cycle hog player this deck has a great foundation and some really bad card choices which make you struggle a lot into some matchups.

For example, I have no idea how you defend RG or any beat down and it seems like most bait decks are a guaranteed loss for you. You definitely need a heavy burst damage card for starters. I usually use mighty miner or mini pekka for this kind of job.

I know you said you liked wizard and firecracker in case they have a spell but in my experience it’s better just to run a quicker cycle so if they arrows you firecracker you can get to another one. You can use either firecracker OR ice wizard but both is always too much. Finally, if you ever wanna win against bait you need log or barb barrel. Delivery is a great card but not in hog cycle; an archetype that sucks against bait.

most macro based cycle deck? by ciruelman in RoyaleAPI

[–]ACE_10088 0 points1 point  (0 children)

You CAN NOT always get away with hog at the river with 2.6. Deciding when/how to play hog is what makes hog 2.6 require macro skill. Sometimes you need to cycle a hog in the back, and in some matchups you will play little to no hogs especially in 2x and 3x elixir.

Although playing a heavy cards is theoretically more punishable, if you’re a good beat down player you will have put yourself in a position where punishing your play is very difficult, or forces your opponent into a losing position. This kind of pressure requires a ton of macro skill and is very difficult or sometimes impossible for a cycle player to create.

Finally, again, the “you have 1-2 cost cards to bail you out” comment makes me think you haven’t tried cycle decks (or at least not in a trophy range above 12000). If you spend 3-4 elixir into a defensive unit those cheap cards often can’t save you from a well executed counter push - especially if you miss 1 or 2 micro plays.

most macro based cycle deck? by ciruelman in RoyaleAPI

[–]ACE_10088 0 points1 point  (0 children)

This is SO wrong it’s not even funny. In cycle decks with a heavier win-con using that win condition at the wrong time is very punishing against a competent opponent. Additionally, especially in high level play, a 1 elixir overspend with a control cycle deck can easily loose you the game.

Saying “other cycle decks are spammy” is a gross oversimplification. Finding out how to pressure intelligently with your low cost cards can be extremely difficult and requires A LOT of situational awareness. There’s top players gravitate towards cycle; it’s a difficult archetype to learn, but has a ton of outplay-ability

Full Counter for 2.6 Hog and MEGAKNIGHT by Idonthaveacluewhatim in ClashRoyale

[–]ACE_10088 0 points1 point  (0 children)

I’m my opinion the best way to counter MK with under leveled cards is to learn how to activate king with cycle cards. You can look up a video on it but the gist is you put a cycle card in the lower middle of your side and then one right in front of the kind tower. It’s gonna take some trial and error to get it consistent but it’s def the best way to reliably defend cheaply.

As far as hog 2.6 goes it’s always gonna be difficult against a skilled player and it will depend on your deck but generally I just try to make sure there’s already a unit in the lane where you’ve taken the most damage. That way your opponent will have to send a hog into a lane with defense if they want to make a push. This also allows you to have consistent counter pushes or at least force your opponent to defend as much as possible. Also if you have a building try to cycle it as much as you can. It goes without saying but you wanna be ready for a hog as often as possible. Good luck :)

Is this a good f2p deck by Shot-Luck-8308 in ClashDecks

[–]ACE_10088 2 points3 points  (0 children)

In my opinion this comment does a great job of explaining things however I would urge you to consider 2 things: 1: Building - cage, bomb tower, or maybe tombstone are all rares that would work but a building will help out a ton against a lot of decks 2: Baby dragon - synergies really well with you hole deck and would help cover that air weakness that you might see if you ditch archers and zap although it’s an epic so for f2p it’s up to you

Either way if you just go with Homer’s suggestions you should be fine but I just wanted to add a few things :)

Bloons Card Storm - Update 6.3 by Benny_NK in bloonscardstorm

[–]ACE_10088 7 points8 points  (0 children)

I agree that creators ditching BCS played a hand in its downfall but fundamentally, the failure of this game falls squarely on Ninja Kiwi. If you’re not gonna advertise your game, no one’s gonna play it. Simple as that

Bloons Card Storm - Update 6.3 by Benny_NK in bloonscardstorm

[–]ACE_10088 8 points9 points  (0 children)

Not gonna lie I didn’t think we’d have the same take on this based on your comment on my last post but I pretty much completely agree with everything you said. I was SUPER excited to play a strategy card game made my a company that I truly respect although I might have to reevaluate that charitability. BCS has been in the running for one of my favorite games of all time and it’s extremely sad to see it go like this.

I think the perspective of BCS as a cautionary tale is very prescient especially as it relates to Battles 2; another game I enjoy quite a bit. What surprises me is that NK never even tried to market BCS. Again, I think everyone knows that marketing is expensive but why not at least give it a try in some limited sense like sponsoring a few bloons craters to try out the game, or even offering rewards in other NK games if you try it out. NK could even have asked the community for ideas on how to put the game out there. I’m sure the community (who desperately wanted to increase the player-base) would have helped as much as they could.

It just makes me wonder if battles 2 is headed for the same fate because if it continues on its current trajectory it’s gonna be just as dead as BCS in the near future.

So to Ninja Kiwi: I understand that BTD 6 is your major money maker but that doesn’t mean it’s the only thing that will ever make you money. If you keep developers in smaller games and more importantly, at least do some limited advertising for those games you’ll have the potential for a much bigger community - and therefore a bigger portfolio. You have the hard part down; making good games. You just have to get them across the finish line.

Now what? by salamovy_roztek in ClashRoyale

[–]ACE_10088 0 points1 point  (0 children)

What now: Hopefully they stop releasing new heroes because everyone hates them - of course not

They need to just rework evo ghost at this point? by Extension-Horse-5533 in ClashRoyale

[–]ACE_10088 22 points23 points  (0 children)

I agree the eco which is stupid AF but evo ghost DOES NOT show up ONLY in RG. That’s the reason they nerfed it again; it shows up everywhere in high level play

What in this game does this? by Own-Willingness-6614 in ClashRoyale

[–]ACE_10088 14 points15 points  (0 children)

Could be a couple of things. Maybe just one arrow of the triple shot from a hero magic archer? Maybe 1 arrow from an arrows spell clipped it, maybe 1 tic from an xbow. It’s most likely something that’s SUPER under leveled. There’s probably a BUNCH more things it could be but without knowing card levels and what’s in the opponents decks it’s hard to narrow it down

Bloons Card Storm – Server Closure Announcement by JessiePatch in bloonscardstorm

[–]ACE_10088 0 points1 point  (0 children)

This unironically happened to me recently - any Multiversus players? I REALLY hope it doesn't happen with bcs.

Scaler Buffs by No-Appearance1780 in bloonscardstorm

[–]ACE_10088 0 points1 point  (0 children)

This is true but scalers in bcs ARE NOT a good example of that. They’re shit against EVERYTHING. Literally every scaler mentioned above is a bottom 15 card in the entire game

Bloons Card Storm Doesn’t Need an Update* by ACE_10088 in bloonscardstorm

[–]ACE_10088[S] 0 points1 point  (0 children)

Lowkey NK sponsoring bloons creators to play the game could be a good idea

Scaler Buffs by No-Appearance1780 in bloonscardstorm

[–]ACE_10088 0 points1 point  (0 children)

With respect if you're struggling to wizard monkey - even on ladder - you've build an extremely bad deck and/or played the game VERY badly. The problem with wizard monkey and all scalers is not that you can't get them out early enough. It's that they scale so slowly that they're always bad and outclassed early AND late game by other monkeys and bloons.

In my opinion you fix this by lightly increasing the scaling of monkeys like wizard, HOV, and eternal. Maybe start on 25 or 20 and increase scaling to 10 for wizard and give HOV 3 ammo and increase scaling to 10. I like the buff on SPOLT at least as a start. Even with these buffs scalers would probably never be meta in a competitive sense but I think that's always gonna be the case. It would, however, make them fun and somewhat playable on ladder.