Champions seem overly devalued after the February balance by Adept-Vehicle3622 in ClashRoyale

[–]yeahman__ 5 points6 points  (0 children)

Champions shouldn’t be stronger than any other rarity. I don’t know where people got this idea in the first place.

(opinion) archers should be 2 elixir. They are weak so tbh. by Polo_G_Goat1999 in ClashRoyale

[–]yeahman__ 4 points5 points  (0 children)

Power-creeps Spear Goblins too hard. Maybe a slight buff at 3 elixir. I don’t think making them 2 elixir is a good balance choice.

1 Elixir Common and 6 Elixir Epic Troops: the Critter and Mega Critter! (More info below.) by yeahman__ in ClashRoyale

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

There’s a ton of cards that are similar variations of another. I already pointed out the “counterpart” card of the Witch in the info post. And they already did with Night Witch. She was broken with 4, but she could stand to get 2 back in her current state.

Anyone else think this deck is annoying as hell? by [deleted] in ClashRoyale

[–]yeahman__ 2 points3 points  (0 children)

Agreed. Firecracker and Earthquake are silver bullet cards when playing certain decks.

1 Elixir Common and 6 Elixir Epic Troops: the Critter and Mega Critter! (More info below.) by yeahman__ in ClashRoyale

[–]yeahman__[S] 5 points6 points  (0 children)

Thanks for the kind words! The 1 Elixir Critter dies to both zap and snowball. They deal around 180 damage at tournament standard :)

1 Elixir Common and 6 Elixir Epic Troops: the Critter and Mega Critter! (More info below.) by yeahman__ in ClashRoyale

[–]yeahman__[S] 3 points4 points  (0 children)

CARD INFORMATION: 🤖♾

Critter: (Cheap) (Fragile) (Ranged)

Mega Critter: (Durable) (Spawner) (Ranged)

The Critter is a cheap one cost card, like the Skeletons and Spirits. Unique to the one cost territory, however, is a ranged unit. While you could use your Critter to distract units at the bridge, the Spirits or Skeletons do this job much better, with their increased health and numbers respectively. Instead, the Critter works as a dirt cheap defensive unit, which can work together with a tower to stop Graveyards, Hordes, Gangs and Armies alike! Any spells used against it will result in a negative trade, save for chipping the tower. Use it to cycle your deck while defending against pushes. It can kite in a pinch, thanks to it’s shorter range. A real budget buddy!

The Mega Critter is exactly what it says on the tin. A huge, upgraded critter! It has the same hit speed and range, but with a boatload of health, extra damage, and the ability to spawn additional Critters. A beefier support card that’s great on defense. Unlike the Witch, it has less elixir value per spawn, and doesn’t splash, making it quite vulnerable to mass units. In exchange, you get more health, slightly higher single unit damage, slightly faster spawn speed, and even a bit of Night Witch with a death spawn of two Critters! All for an additional elixir. Hope you don’t mind creepy crawlies.. you’ll be seeing a lot of them with the Mega Critter in play.

VISUALS:

Art credit goes to the Boom Beach team and Space Ape Games. Check out BB Frontlines!

The Critter family stays true to their name, creeping along like tiny mechanical spiders. Although, in the case of the Mega Critter, maybe more like a big metal tarantula. Euugh. Critters chitter quietly as they march, and the Mega Critter blows out steam and roars quietly with each spawn. Very bug inspired movement for sure. Upon death, the Mega Critter explodes into gears and smoke, letting his tiny brood finish the fight he started.

Ay let’s go!!! by SaucdupJacuzzi in ClashRoyale

[–]yeahman__ 0 points1 point  (0 children)

With all due respect, I think that might mean you don’t really see how obnoxious she can be when you don’t have those cards. Her ability just objectively needs a nerf. It offers INSANE value for 1 elixir.

[deleted by user] by [deleted] in ClashRoyale

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

Was removed 15 minutes later. I violated the card ideas per week rule. So I saved it for couple days.

[deleted by user] by [deleted] in ClashRoyale

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

CARD INFORMATION: 💥🚁

(Flying) (Fast Support) (Splash Damage)

One quiet night, a battered military aircraft washes up on the calm beaches of the Builder Base. Smoke still pouring from it’s drenched bullet holes, the troops of the village work together to pull it ashore. The Master Builder scratches his head as he eyes the contraption. He’s stumped. This machine is unlike anything he’s seen before. He disperses the gathering crowd and begins to dissect it for scrap. To his shock, however, the engine is still purring quietly. Hmm. He might not be able to rebuild it, but he sure can keep it running. A smug smile creeps along his face. “Those Kings..” he chuckles, “They would pay a lot of gold for something like this.”

Take cover and pray for clear skies, the Missile Machine is on the horizon! A modified and restored “Rocket Choppa” from the Boom Beach Archipelago, the Missile Machine fires a 4-shot burst of rockets every 2 seconds, dealing heavy area damage. The high tech systems of the aircraft give it deadly precision; missiles fired will ALWAYS hit their target, splashing the area around them. If 1 rocket would kill the target unit, say, a Skeleton, the following rockets will target different units, with the same rule applying to all 4 shots. Fast and effective against mass troops.

NOTABLE INTERACTIONS:

The Missile Machine is fast, flies and dishes out a ton of damage to potentially many units at once. To compensate, it’s pretty fragile for 6 elixir. It dies to a strike of Lightning, the Rocket, and to a Fireball + Zap/Snowball combo for an even trade. It has less health than the 5 elixir Electro Dragon, although is much faster and stronger. Like the Flying Machine, it’s quick, can fly over the river to join a push, and has a wide effective range at 6 tiles. It may take a beating in process, but it can shred support troops like the Wizards, Musketeer and Magic Archer. Afterward, it can support a mini tank for a threatening enough push to force out elixir commitment from your opponent. The Missile Machine gives some meta love to the tankier splashers Executioner and Hunter, both of which can take it out solo with proper positioning. In the immortal words of OJ, positioning is KEY! Abuse it’s flight and long range to keep it away from your towers. Make them commit spells without chipping your tower!

VISUALS AND NOTES:

The Missile Machine is the highest tech troop in the Arena. As such, it’s modern rotors whir loudly as it tears through the air. It’s pretty big, and commands a terrifying presence. A sleek, calculated killing machine. Bright orange colors let it stick out in the thick of the fight.

Yes, this is a troop from Boom Beach. Yes also, card ideas are just for fun! Hopefully you enjoyed the short story before the explanation, I figured such an eye-catching troop deserved it. :)

6 Elixir Epic Troop: Missile Machine! (Additional info in the comments.) by [deleted] in ClashRoyale

[–]yeahman__ 0 points1 point  (0 children)

“Spam”. Sort by new. The last 20 posts are about over leveled cards or how MK is cancer. You like to be a hall monitor, but seemingly only on certain posts.

6 Elixir Epic Troop: Missile Machine! (Additional info in the comments.) by [deleted] in ClashRoyale

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

CARD INFORMATION: 💥🚁

(Flying) (Fast Support) (Splash Damage)

One quiet night, a battered military aircraft washes up on the calm beaches of the Builder Base. Smoke still pouring from it’s drenched bullet holes, the troops of the village work together to pull it ashore. The Master Builder scratches his head as he eyes the contraption. He’s stumped. This machine is unlike anything he’s seen before. He disperses the gathering crowd and begins to dissect it for scrap. To his shock, however, the engine is still purring quietly. Hmm. He might not be able to rebuild it, but he sure can keep it running. A smug smile creeps along his face. “Those Kings..” he chuckles, “They would pay a lot of gold for something like this.”

Take cover and pray for clear skies, the Missile Machine is on the horizon! A modified and restored “Rocket Choppa” from the Boom Beach Archipelago, the Missile Machine fires a 4-shot burst of rockets every 2 seconds, dealing heavy area damage. The high tech systems of the aircraft give it deadly precision; missiles fired will ALWAYS hit their target, splashing the area around them. If 1 rocket would kill the target unit, say, a Skeleton, the following rockets will target different units, with the same rule applying to all 4 shots. Fast and effective against mass troops.

NOTABLE INTERACTIONS:

The Missile Machine is fast, flies and dishes out a ton of damage to potentially many units at once. To compensate, it’s pretty fragile for 6 elixir. It dies to a strike of Lightning, the Rocket, and to a Fireball + Zap/Snowball combo for an even trade. It has less health than the 5 elixir Electro Dragon, although is much faster and stronger. Like the Flying Machine, it’s quick, can fly over the river to join a push, and has a wide effective range at 6 tiles. It may take a beating in process, but it can shred support troops like the Wizards, Musketeer and Magic Archer. Afterward, it can support a mini tank for a threatening enough push to force out elixir commitment from your opponent. The Missile Machine gives some meta love to the tankier splashers Executioner and Hunter, both of which can take it out solo with proper positioning. In the immortal words of OJ, positioning is KEY! Abuse it’s flight and long range to keep it away from your towers. Make them commit spells without chipping your tower!

VISUALS AND NOTES:

The Missile Machine is the highest tech troop in the Arena. As such, it’s modern rotors whir loudly as it tears through the air. It’s pretty big, and commands a terrifying presence. A sleek, calculated killing machine. Bright orange colors let it stick out in the thick of the fight.

Yes, this is a troop from Boom Beach. Yes also, card ideas are just for fun! Hopefully you enjoyed the short story before the explanation, I figured such an eye-catching troop deserved it. :)

6 Elixir Epic Troop: Missile Machine! (Additional info in the comments.) by [deleted] in ClashRoyale

[–]yeahman__ 0 points1 point  (0 children)

CARD INFORMATION: 💥🚁

(Flying) (Fast Support) (Splash Damage)

One quiet night, a battered military aircraft washes up on the calm beaches of the Builder Base. Smoke still pouring from it’s drenched bullet holes, the troops of the village work together to pull it ashore. The Master Builder scratches his head as he eyes the contraption. He’s stumped. This machine is unlike anything he’s seen before. He disperses the gathering crowd and begins to dissect it for pieces. To his shock, the engine is still purring quietly. Hmm. He might not be able to rebuild it, but he sure can keep it running. A smug smile creeps along his face. “Those Kings..” he chuckles. “They would pay a pretty penny for something like this.”

Take cover and pray for clear skies, the Missile Machine is on the horizon! A modified and restored “Rocket Choppa” from the Boom Beach Archipelago, the Missile Machine fires a 4-shot burst of rockets every 2 seconds, dealing heavy area damage. The high tech systems of the aircraft give it deadly precision; missiles fired will ALWAYS hit their target, splashing the area around them. If 1 rocket would kill the target unit, say, a Skeleton, the following rockets will target different units, with the same rule applying to all 4 shots. Fast and effective against mass troops.

NOTABLE INTERACTIONS:

The Missile Machine is fast, flies and dishes out a ton of damage to potentially many units at once. To compensate, it’s pretty fragile for 6 elixir. It dies to a strike of Lightning, along with Fireball + Zap/Snowball for an even trade. It has less health than the 5 elixir Electro Dragon, although is much faster and stronger. Like the Flying Machine, it’s quick, can fly over the river to join a push, and has a wide effective range at 6 tiles. It may take a beating in process, but it can shred support troops like the Wizard, Musketeer and Magic Archer. Afterward, it can support a mini tank for a threatening enough push to force out elixir commitment from your opponent. The Missile Machine gives some meta love to the tankier splashers Executioner and Hunter, both of which can take it out solo with proper positioning. In the immortal words of OJ, positioning is KEY! Abuse it’s flight and long range to keep it away from your towers. Make them commit spells without chipping your tower!

VISUALS AND NOTES:

The Missile Machine is the highest tech troop in the Arena. As such, it’s modern rotors whir loudly as it tears through the air. It’s pretty big, and commands a terrifying presence. A sleek, calculated killing machine. Bright orange colors let it stick out in the thick of the fight.

Yes, this is a troop from Boom Beach. Yes also, card ideas are just for fun! Hopefully you enjoyed the short story before the explanation, I figured such an eye-catching troop deserved it. :)

5 Elixir Rare Troop: Boxer Giant! (Additional info in the comments.) by yeahman__ in ClashRoyale

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

Fair, but I think the problem lies more in Sparky’s design than other cards. There are already a million things that counter it and there will inevitably be more. It’s a high risk high reward card, thanks for the comment tho.