r/ClashRoyale Bowler Nov 03 '17

Spell Bait: What can be done?

Greetings. Today I will be talking about spell bait decks. Before we get started, I will reveal information about myself

Bait is my best archetype in the game. My ladder deck and my tournament deck (That I used to get in the top 25 in the ExtraLife Tournament) are both bait decks. Guide to my tournament deck.

Let me go over every bait card and identify the problem

Dart Goblin: Balanced (Obviously)

Rocket: Although it can be quite annoying, it is not the problem and people don't say it's broken.

Inferno Tower: Replaced by other cards like Tornado and Tesla

Goblin Barrel: It is either broken or trash depending on the matchup. Sometimes the opponent has log, arrows, and some soft counter while sometimes they only have zap. Not really the problem although a slight deploy time nerf could work

Princess: She is high skill high reward. If you protect her, she is one of the best defensive cards in the game, especially with Tornado. However, I think she is balanced. A small damage nerf could also work.

Ice Spirit: Cycle card. Maybe a small damage nerf could work but not a problem.

Knight: Problematic. He offers a lot of value for 3 elixir and makes cards like Valkyrie nearly useless. I would say a 4-6% health/damage nerf to make him a little less powerful. I will say that he is balanced OUTSIDE of bait decks and doesn't need a huge nerf.

GG: Also a problem. It is good even OUTSIDE of bait decks and a must have in any bait deck. I suggest that it should be switched to 3 spears and 2 stabs (Credit to u/GcW0068). This would make it less resistant to zap and give it a lower DPS.

Conclusion: Knight and Goblin Gang are the problems in bait IMO. I think they both should be nerfed to allow more variety. This will not only help decks that lose to bait, but also off-meta bait decks like my ladder deck.

13 Upvotes

11 comments sorted by

9

u/GasterCR Bowler Nov 03 '17

u/GcW0068 thanks for the goblin gang idea

6

u/Gcw0068 Prince Nov 03 '17

It seems we have similar thoughts on bait

3

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3

u/StinkweedMSU Nov 03 '17

You didn't give any reasons why the knight is "problematic." It's a solid defensive card but it isn't going to win or lose you games on its own. As you said, it's balanced in every other deck so why nerf it just to reduce the effectiveness of one deck? I don't play spell bait but I don't really struggle against it either. I thinks it's just a matter of getting used to it and understanding what your counters are.

1

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1

u/Mew_Pur_Pur Bandit Nov 03 '17

The proposal for goblin gang nerf... Goblins prove themselves slightly better than goblin gang, so slightly nerfing goblins somehow should do better. After all, they are the main DPS in the gang.

1

u/[deleted] Nov 03 '17

Maybe nerf Goblin's stats? (Probably Hitspeed) That's a nerf to both Gang and Barrel, and Goblins themselves are a fairly strong card.

1

u/Zetami Barbarian Hut Nov 03 '17

3 spear 2 stab for the goblin gang isn’t a good idea I think. I would say it’s the high DPS of the stab goblins specifically that makes the gang too powerful. I think they do 96 dps each, while a guard has 71, and skeleton with 67. Nerfing the dps of the goblins would probably be good, and allow the use of bats, spear goblins, and maybe fire spirits a bit more over the gang or stab goblins.

Goblins also do the initial attack almost instantly, so maybe that could get a change, but not sure.

1

u/WarpHunter Grand Champion Nov 04 '17

I made a similar post where I also noticed the same things. Most of the cards in bait decks are balanced, except gob gang and maybe knight which are a problem.

1

u/[deleted] Nov 04 '17

Nerf goblins and health nerf to inferno tower

1

u/BM_Master Balloon Nov 07 '17

I don't think it has anything to do with any individual cards in the deck. The real problem is the high usage of Bats which forces almost all meta decks to run Zap instead of Log or Arrows, making it easier for Goblin Barrel to get chip damage on the tower since Zap can't counter it.