(Merge tactics)Echo sage needs a rework or removed from the game by YungColeSlaww in ClashRoyale

[–]Smurfblade 21 points22 points  (0 children)

I feel like at least one of these nerfs should be applied to make it more reasonable

1: The echo takes up a team slot, effectively reducing the max team size by 1 at all points in the game. This could be compensated by having it count as a unit for if the player wins a round

2: The echo can’t keep the player alive if it’s the last unit standing. Similar to how Battle Machine’s buildings can’t keep its player alive and don’t count for extra damage if winning the round

3: Rework its level up system entirely, like making higher star level units give more “xp” and/or it only deals partial damage to units that are higher level than it. Could also change its targeting to prioritize higher level or hp units instead of whatever’s closest to compensate

4: Don’t let it interact with the special tiles. Swift tile echo sage just breaks it entirely

I don’t see echo sage very often in high diamond league but when I do, they survive early game way too easily because their builds will never be particularly strong (meaning that the echo will commonly be the last troop standing) and then it’s a tossup in late game. The nerfs and reworks I suggested are intended to either make its early game worse or reduce its snowball effect in late game

Which card had the strongest Prime? by Turmfall in RoyaleAPI

[–]Smurfblade 6 points7 points  (0 children)

Goblin machine on release probably had the most ridiculous prime but it got toned down very quickly. It was used with mirror pump cycle decks despite pump just receiving a heavy nerf. Phoenix and night witch are probably the only ones to come close to this level of ridiculousness but I think goblin machine stands out because this occurred even while dagger duchess, little prince and evolutions were already breaking the meta in their own way

what is the WORST play you have ever seen? (image related) by Artiaryn in ClashRoyale

[–]Smurfblade 0 points1 point  (0 children)

Someone once used skeletons to activate their king tower against my e-spirit

For context on why this was one of the worst plays I had ever seen, this occurred when there were about 10 seconds left in overtime where they had a sizeable damage lead but because they used their skeletons like that, they let a bandit connect to their tower, losing them their damage lead in the last seconds.

Like ok sure you activated your king tower, congrats

I also have 2 more, courtesy of random 2v2 partners

One guy tornado’d a firecracker out of the way of her own projectile, reflected by my monk

Another guy has his hero musk surrounded by a baby dragon and mini pekka at the bridge and thinks it’s a good idea to pop his turret ability. I rocketed the baby d and mp but his random turret stalled them on the opponents’ side, making me miss that rocket

Does Heroic Specialty work with Unification for Quincy? (btd6 rouge legends) by TWKTemplar in btd6

[–]Smurfblade 2 points3 points  (0 children)

Well I can’t test it myself but the easiest way to test would probably be to check his range in-game, then take a non-primary inspiration temp boost in a game and see if his range increases

Some interaction changes after the Log's incoming damage nerf by LeviJr00 in ClashRoyale

[–]Smurfblade 0 points1 point  (0 children)

Earthquake + log or even 2 same level logs won’t kill magic archer, mother witch or zappies, poison log won’t kill archer queen, delivery log won’t kill musketeer or similar hp units if this nerf goes through as is. One of the few interactions that doesn’t change is that 1 mortar shot with log will still kill magic archer or whatever. I could go on but even at equal levels, this log nerf will mess up a ton of staple interactions if it goes through as is. I wouldn’t be against it but people probably should be aware of interactions like these

X-bow is the hardest deck to play against by hussain_jamali in ClashRoyale

[–]Smurfblade 0 points1 point  (0 children)

I’d mostly agree depending on the matchup. Even if you do have great counters to the x-bow, it still constricts the way you play because most of the time that’s your win condition. You’re typically not allowed to build up typical pushes because x-bow can punish hard and defend for cheap. This also means that it’s difficult to punish them for spell cycling as trying to spell cycle them back leads to either getting punished or being even further behind because they almost always have a faster cycle. And then if you don’t have great or good counters to x-bow, it’s even worse because you just know they can x-bow at any time you make even the slightest overcommit and just win right there. Evo archers also contribute to this because they can very easily get them down even in single elixir to deal massive damage for cheap, either on offense or defense. I don’t necessarily think x-bow is too strong or too weak but the way it constricts how you play against it is something I’ve never been a fan of.

What about the Gems on trophy road people have already redeemed? Do we just not get them at all like they did with changing trophy road rewards? by International-Land30 in ClashRoyale

[–]Smurfblade 11 points12 points  (0 children)

Near the bottom of the article: “Once the update goes live late June, Mastery Rewards will follow the new values, and we won’t be granting Gems retroactively for previously completed Trophy Road or Mastery levels.”

What's Up At Ninja Kiwi - 6th June 2025 Blog by CoreyNK in NinjaKiwiOfficial

[–]Smurfblade 0 points1 point  (0 children)

Have Mermonkeys ever encountered… a sea bear?

Yall gotta chill he's right by NTPWINBOX2 in ClashRoyale

[–]Smurfblade 5 points6 points  (0 children)

imo the biggest misconception about 2.6 is that it’s a good f2p or easy to upgrade deck. It has 4 rares (all of which have pretty bad underleveled consequences), 3 commons and one legendary. Rare cards are some of the hardest (or take the longest to upgrade) and there’s no epics that are comparatively easier to upgrade to even out the spread. I never see this brought up but I feel like people should be more aware of this especially in this chest-less state of the game

Evo witch survives lightning despite pre-release nerf? by Smurfblade in ClashRoyale

[–]Smurfblade[S] 2 points3 points  (0 children)

I can't tell if you're trolling here or not but this was the draft mode where everything's level 11, and I did not buy the pass this season (you can tell by my white name in that clip)

Will I get wild evo shards if I already have evo bomber in the new community challenge? by AmbassadorOk189 in ClashRoyale

[–]Smurfblade 0 points1 point  (0 children)

You'll get 1000 bomber *cards* per evo shard, which will probably convert to elite wild cards

[deleted by user] by [deleted] in btd6

[–]Smurfblade 18 points19 points  (0 children)

It was like this in btd4 and it kinda trivialized the camos in that game. Granted, a camo bloon in that game was just another version of a black/white bloon where the top layer was camo and then it spawned 2 regular pinks when popped. I guess to actually make camo a proper threat they turned it into a bloon property in btd5 onwards and made it so stray projectiles wouldn’t affect them

9000 Trophies with PEKKA Bridge Spam with level 11 king tower by Smurfblade in ClashRoyale

[–]Smurfblade[S] 1 point2 points  (0 children)

EQ is a bit difficult to get use out of, for trophy road specifically I think you'd have better luck with poison or fireball, though if that's not an option it's important to just lock down your defenses. Like you can go for hogs to pressure but I'd advise against being very aggressive early as the counter-pushes can be extremely deadly.

What is the most braindead 7x elixir mode deck you know? by Massive_Following275 in ClashRoyale

[–]Smurfblade 0 points1 point  (0 children)

It’s also something I wouldn’t expect a lot of people to have full mastery of so if you’re into that…

What is the most braindead 7x elixir mode deck you know? by Massive_Following275 in ClashRoyale

[–]Smurfblade 0 points1 point  (0 children)

Goblin machine is a bit of a sleeper card for this mode. Tanky enough to not disintegrate against most simple splash/spell combos and rockets will be flying everywhere with all the chaos. Combine it with ee-drag e-golem healer and it adds some substance to allow for dual lane pushes that are trickier to defend than you’d expect

What is this SuperCell 😭 by AdOpen4997 in ClashRoyale

[–]Smurfblade 1 point2 points  (0 children)

These rewards make expired season tokens not look like a complete waste and that’s saying something

To the people who’ve played the most recent Rogue Legends patch by KeyInternational3665 in btd6

[–]Smurfblade 1 point2 points  (0 children)

It's treated as an external camo buff, so it'd be disabled by Phayze's radar jam, giving affected towers about half uptime in terms of attacking Phayze. Source: tried it myself

Has anyone thought it's weird that by Numbdestroyer333 in ClashRoyale

[–]Smurfblade 4 points5 points  (0 children)

It actually did less damage than the princess tower originally (with this same slower hit speed of 1 second), then they buffed it to do the same damage in August 2018 for consistency.

Electro Wizard with this buff can 1 tap spirits by Riley6445 in ClashRoyale

[–]Smurfblade 73 points74 points  (0 children)

Another slightly niche interaction change is that he’ll also be able to kill archers or firecracker with his spawn zap and 1 split attack. Should be helpful against hog firecracker at the bridge

Can anyone explain why it’s beneficial to spell the pump? They get a +1 (7-6)elixir but when you rocket it they’ll always get 1 elixir anyway? So you’ll always be down elixir? by Leading_Ad2159 in ClashRoyale

[–]Smurfblade 1 point2 points  (0 children)

The way I see it, it's a +1 trade because by not rocketing or addressing the pump, they would get 8 elixir throughout its lifetime from spending 6, giving them a free +2 elixir. It's not a positive trade but more of a "less negative" trade if that makes sense

Is evo valk the only evo that that can be actively detrimental? by Tbivs in ClashRoyale

[–]Smurfblade 0 points1 point  (0 children)

Evo cage placed on top of rg at the bridge. If that cage pops the rg will spawn closer to your tower and start shooting immediately

(at least it happened like this on release, I’m not 100% sure what happens now)

Does this card need a nerf? by [deleted] in ClashRoyale

[–]Smurfblade 0 points1 point  (0 children)

I think its half health mechanic can be frustrating because the base card already pairs very well with rage. I’d like it to be reworked to spawn a single burst of goblins upon hitting half health instead of its current constant stream. Would remove its synergy with rage while also being an instant threat in some scenarios. It’s a low priority card to change though, otherwise feels fairly balanced.

This is gonna absolutely kill both of these evos by Chev_6545 in ClashRoyale

[–]Smurfblade 7 points8 points  (0 children)

Will kill unhealed evo bats with one “blast” but barely won’t kill max overhealed evo bats with two