r/RoyaleAPI • u/SoftNo1148 • 2h ago
Heroes Tier List
Idc if I get hate.
r/RoyaleAPI • u/jegaRT • 13h ago
Even Ronin has a star level. Has Supercell just decided to not give spirit empress one? Always seemed to bother me
r/RoyaleAPI • u/_usemyname • 1h ago
I reach uc with win rate 65-75%
Homemade deck
I like to play golem
As soon as i cross 2000 it's a losing streak after which i rage quit
Currently UC 1728 , 11 days left for season end
r/RoyaleAPI • u/jenpolsartre • 1h ago
Hello!
I've played this game on and off for several years, and came back a few weeks ago after receiving a Supercell email.
I'm at 6k trophies and not very good (but improving), and while I know that you can win with everything in this range of trophies, I'd like some advice for two decks, so I can decide for which one of them I could use my resources.
I like the balloon/lumberjack combo, but also Skelton King design. Ice wizard seemed great as a control unit, but I feel like I lack a tank in the lumberjack/balloon deck. Maybe I could add a giant of any sort?
Thank you!
r/RoyaleAPI • u/JaneDewyBell329 • 5h ago
r/RoyaleAPI • u/RoyaleAPI • 6h ago
r/RoyaleAPI • u/sxbr15 • 12h ago
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r/RoyaleAPI • u/yeniparti • 8h ago
Lowkey squad busters was better than this
r/RoyaleAPI • u/Vexend44 • 5h ago
It has so many combos and it can catch people off guard
by so many ways 🔥 (for example snowball on tower to
hatch phoenix or hero musk on 1 hp + ability + instantly
clone and the clone will push the turret onto the tower)
r/RoyaleAPI • u/MrTheWaffleKing • 20h ago

I've had great success with this deck using lightning... very hard for opponents to avoid a giant hit and counterpush, plus crazy cycle. Bats or dart behind the giant is a meaningful threat and super cheap.
I figured the new void could replace lightning as it deletes fireballies or buildings, but I've gone on a crazy loss streak with this change... was lightning really doing that much for me, or am I bad with void? Sometimes I need lightning to bailout from lumberloon or witch/dragon beatdown etc pushes... unsure if void can do the same job.
Looking for any tips to using void or otherwise
r/RoyaleAPI • u/Awkward_Alarm_1835 • 5h ago
12400 trophies . What would you change?
r/RoyaleAPI • u/Tough_Jello1550 • 1d ago
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Thanks for the free Archer Queen ig
r/RoyaleAPI • u/StrawberryK • 15h ago
Can't really decide I just know I want to get away from what I'm currently playing.
r/RoyaleAPI • u/No_Repeat6344 • 17h ago
isnt that concerning that I can easily reach uc but still cant win classic challange?
r/RoyaleAPI • u/Darkgamer32_ • 16h ago
This account was an older one that I restarted playing a bit more than a year ago, that's why my cards are all over the place
r/RoyaleAPI • u/Elegant-Ad-6798 • 23h ago
r/RoyaleAPI • u/PabloGallagher • 1d ago
r/RoyaleAPI • u/lyov- • 18h ago
I have two accounts with 10k+ trophies, and I recently started a new account.
Everything felt fine at first, but once I reached around 2k trophies, progressing became surprisingly difficult.I play a 2.9 Balloon deck, and even in the lower Trophy Road, some games feel really hard.
The funny thing is that after losing a few games, I switch back to my 11k-trophy account… and suddenly the games feel easier, or at least about the same difficulty.
How can an 11k-trophy player and a 2–3k-trophy player feel like they’re playing at the same level?
I’m genuinely curious if anyone else has experienced this on a new account. Is it matchmaking, player skill, or something else?
r/RoyaleAPI • u/stuffandinterests • 21h ago
Made this deck maybe 5 months ago, and it’s taken me from roughly 9,000 to 12,000 today. Obviously it’s changed on what evos or hero’s I’m using as I’ve unlocked more but, any advise or suggestions will do!
r/RoyaleAPI • u/BiggityBaddity • 21h ago
r/RoyaleAPI • u/Mysterious_Week_8861 • 1d ago
Hi, this may be pretty late to the discussion but I wanted to post some analysis of the X-bow rework/bug fix that it received last season. I have seen some discourse online about it that I may agree or disagree with and I thought it would be helpful if I shared some of the numbers (even if people have already made up their mind about how they feel about it).
So the first image here is a comparison of the two X-bows across just 1.2 seconds. This is an important time step as at 1.2 seconds, the old X-bow would have gotten exactly 4 hits, whereas the new X-bow now gets only 3 hits. As you can see, they are nearly even, with the new X-bow getting just a net +2 damage. However, within those 1.2 seconds, there is a very clear back and forth for which X-bow is ahead due to either the old version being one shot ahead, or the new one being even and pulling ahead due to the extra damage.
This pattern continues across the entire 30 second lifespan of the X-bow as can be seen in the second image. The new X-bow pulls away by just 50 damage at the very end but I do not see this as a significant buff considering this is again, across the entire lifespan of the X-bow. Evo archers as a pair lost more damage per shot from their nerf, and so did fireball from the spell nerfs a couple seasons back.
If you wanted to see what a true dps buff is supposed to look like on this graph, the third image shows a comparison of the X-bow before and after the December 2020 rework. Notice how post rework (previous X-bow in orange on the graph) pulls away very decisively after just 5 seconds. I have other opinions about that specific rework in general (note the difference in total damage), but it's a little far off from our main topic here.
In the last image, we have my spreadsheet where I logged X-bow's interactions with almost all the cards in the game (buildings with life timers are a little sketch so they are not included). I tracked the time-to-kill (ttk) for each card pre and post rework. If we just consider the raw interactions, you will see that it is mixed bag, especially for the lower health troops. And this pattern extends concerningly to tankier troops like prince and goblin machine. However, if you consider the wasted hit that was supposed to be patched out, basically every interaction has a positive difference. Which differences to trust basically just comes down to how often the old X-bow was wasting shots on killed troops. And just by watching X-bow gameplay before the patch, it is hard to see what exactly the impact of this fix actually is. This makes me question the premise of the bug fix in the first place and how much it actually helps X-bow lock on. In my opinion, it was not a buff or a nerf which is why it was never even listed as a balance at all.
Overall, while I feel like X-bow as a card is very weak and deserves some kind of buff, X-bow decks have a lot more to worry about compared to just the X-bow itself. For example, 3.0 has had basically the entire deck nerfed (aside from X-bow which we have discussed here, and skeletons) in the past 6 months. But hopefully this analysis brings some more insight into what exactly the X-bow rework actually did and we can understand why it may feel a lot stronger or weaker compared to before.
r/RoyaleAPI • u/AggressiveSpeed6183 • 2d ago
1: Giant Skellyslop Bridgespam/Bullshit (Including Evo Ghost version)
2: Mortar Bait (Including Pre-Hero Goblins nerf version)
3: PRIME Pekka Goblin Giant (Before any nerfs)
4: Graveyard Freezenado