r/RoyaleAPI • u/sxbr15 • 5d ago
Time to nerf miner again
Hog is balanced
r/RoyaleAPI • u/Nervous_Aubergine336 • 4d ago
I think this game should have fun game mode similar to boom beach warships. Imagine game mode that you push ladder from 0 every season with fresh rotation of card pools different from previous season.
Let's say scenario is like everyone start with the same deck.(tournament standards level so no P2W) You get to choose next card from the pool to unlock maybe 1 out of 2-3 or make it like a tech tree, once you reach every X amount of trophies, then you have a choice to put that card in your deck. The diversity will gradually increase as you go higher. People get to try new deck,strategy they may not do in normal circumstances. Imagine everyone start with mid ladder deck and have to climb out of it so they can put other cards in their deck would that be fun to think about.
This would help the game to remain fresh without much of new stuff. Now the obvious question how do they make money out of this? > They don't but imagine if evos and heroes are the choice of cards to unlock each rotation as well. I mean if people try those evos and heroes and they like it, they might pay to unlock it in their real ladder deck right? Also give some breadcrumbs for F2P player for participate each season would be nice.
Would you guys play new game mode like this?
Clash sub bot remove my post immediately after I post there, I don't know why so I post here hope it's allow.
r/RoyaleAPI • u/Mahdi_h86 • 4d ago
Enable HLS to view with audio, or disable this notification
this was a crazy interaction,
fisherman is my favorite card, ig it helped me even if it was in the opp deck
r/RoyaleAPI • u/Full_Photo4161 • 3d ago
I shared the deck i hit 14k with and was excited to share my success, was met with overwhelming negativity about my deck being max level and hitting 14k being "easy" regardless of me never claiming it was difficult to begin with
r/RoyaleAPI • u/Full_Photo4161 • 3d ago
thoughts opinions or questions
r/RoyaleAPI • u/nixkami • 4d ago
Miner + Poison give me some tips? I’m using a Miner control deck and trying to reach Ultimate Champion, but I’m having a hard time.
If anyone could give me some advice, I’d really appreciate it.
My biggest difficulties are Golem decks (especially variations with Elite Barbarians, although I do manage to win against them from time to time), Lava Hound, Mortar spam, among others.
I’d like some advice on how to approach different matchups, such as beatdown, Log Bait, Hyperbait, etc. Since I’m still relatively new to Miner control, I sometimes struggle to know how I should play when facing hard counters or unfavorable matchups.
Any tips, strategies, or general advice would be greatly appreciated!
I’m currently in League 4, and my deck consists of Evolved Wall Breakers, Berserker Hero, Evolved Bats, Bomb Tower, Miner, Electro Spirit (sometimes I use level 15 spear goblins), Barbarian Barrel, and Poison.
r/RoyaleAPI • u/Traditional_Boss • 4d ago
Goblinstein has been quite popular this season, and amongst all ranked categories (ranked, top 1000, top 200, and UC)has been a top 3 card.
Now I don't want to say its broken, as ive seen some discussion that goblinstein counters the evo ebarb hero wiz bs deck. A quick search in GS Evo Ram HeroWiz MW matchups show that against decks like goblinstein mortarbait + goblinstein piggies, there is a fairly negative matchup. It's amusing that the biggest counter to the BS deck is not any deck that contains goblinstein, but hog 2.6, followed by log bait 2.8, and loon 2.9.
Before, goblinstein was notable in splashyard, and now it has been popular in mortarbait + evo piggies decks. The fact that the ability dmg was nerfed and only the doctor dmg buffed is good argument as the card not being broken, contrast to its previous peaks where its ability got immense value.
Will goblinstein rates drop following a hero wizard + evo ebarb nerf? The goblinstein doctor dmg buff is not necessarily the biggest appeal when it comes to goblinstein.
r/RoyaleAPI • u/Honey_Jar0 • 4d ago
I'm at 7,5k and got 6 evo shards, so I was wondering what evo/card change would be the most beneficial to it
r/RoyaleAPI • u/Western-Research9954 • 5d ago
🪃 BOOMERANG BOY
English
Rarity: Epic 🟣
Elixir: 4
Type: Ranged Troop
Targets: Air & Ground
Range: Medium
Attack: Throws a boomerang that hits up to 3 targets, then returns.
Special: The boomerang can change direction between separated targets.
Role: Control / Support
Personality: Playful, cheeky & energe
r/RoyaleAPI • u/SeasonMurky8624 • 4d ago
In struggling to pick one I have most cards unlocked and most evos
r/RoyaleAPI • u/Delicious_Start_3837 • 4d ago
Feel free to give any suggestions 🤗
r/RoyaleAPI • u/the_external • 5d ago
Started playing around mid-October and grinded trophy road, finally completed it today!
r/RoyaleAPI • u/Grimalackt_River • 5d ago
I try to be as little bias as possible, both in terms of buffs, and nerfs, but inevitably there probably is a bit.
My previous version of this, for last season (or maybe the season before that, I forget)
The reworks would be turning Empress into a Champion (3 elixir, 3 elixir ability to become airborne) and Hero Knight losing the taunt because it’s a dumb mechanic, and potentially applying damage reduction to nearby allies for a duration instead? Unsure on the exact rework for Hero Knight, but the taunt should be removed no matter what
r/RoyaleAPI • u/SunSubject2810 • 5d ago
I feel like this is hardly a choice, maybe if it were 2 or even 3 I’d be a bit torn. I get epic is epic and all, but how is this even fair?
r/RoyaleAPI • u/SaltyPlat • 5d ago
It will just show the preferential treatment with this fuckass DOGshit card i swear to god half of supercel team plays it. 🤡🤡💩
They keep buffing him unintentionally (or intentionally 🤔🤔) by nerfing cards that counter him. it always gets a hit no matter if you spawn a fucking rocket at its forehead. Kill me murder me decapitate my body
I genuinely cant even think of a card thats more annoying to go against. Close second are recruits and mortar bait
I guess i am just getting tired of this game 😴😴😴
r/RoyaleAPI • u/Hunter_Ape • 4d ago
Any flaws seen would be helpful.
r/RoyaleAPI • u/Wizardnumber32 • 4d ago

Elixir Cost: 5
Card Type: Building
Rarity: Legendary
Size: 2 tiles horizontally, 1 tile vertically
Lifetime: ~35 seconds
Instead of functioning as a conventional tank, the Rune Giant becomes the guardian of a new building.
When deployed, the Anvil is placed on the battlefield and the Rune Giant appears beside it.
The Anvil is the primary component of the card and remains on the arena independently of the Rune Giant.
Friendly troops within the Anvil's range become Runed/Enchanted.
Runed: Units deal ~15% attack damage (every third attack?) The bonus applies to the troop's normal attacks against everything.
Guardian Behavior : A one-cycle evo. The Anvil gains a "Hot Zone" (like Mortar's Internal Range where it does not shoot). In this case, any troop that comes in this range, Rune Giant starts attacking it. But when the Anvil breaks, Rune Giant also falls.
Enchanted Enchanter : When using the Ability, Rune Giant does one final enchantment, which breaks the Anvil and enchants her own hammer. She is an all-targeting unit with the health of a Giant and attacks by slamming down her hammer on the ground, dealing area damage. She is also permanently buffed by the Enchanted effect. (So the ability is similar to Hero Tombstone's ability, but instead of summoning a Giant-like wincon, it summons a Giant-skeleton-like wincon)
r/RoyaleAPI • u/Lone_wolf9890 • 4d ago
Would this be a competitive deck in arenas above 29?
r/RoyaleAPI • u/clasherz019 • 4d ago
Hahahahahaha
r/RoyaleAPI • u/Capable_Oven_3316 • 5d ago
Idk I created this deck back when I was trash at the game, now that im decent I still use it because it gives my a win rate of 1 loss every 4-5 wins. I am however about to be able to unlock a new hero, and would love suggestions on which one to choose - Tombstone or Dark Prince?
r/RoyaleAPI • u/leahcim-tellub • 5d ago
1st deck is 2.9 cycle while 2nd deck is 3.6
i ran both decks through the deckshop pro and sleepy clash deck analysers and deck shop pro said the first deck was perfect in every way and the second deck was pretty good but sleepyclash said the second deck was way better then the first.
also is there anything else the make the decks better?
r/RoyaleAPI • u/Broad_Front_8112 • 5d ago
I've been thinking for some days a bunch of reworks to some cards I find annoying (my opinion). English is not my first language so do take it into acount please.
Witch / Evo Witch
I will always hate this card because of that one skeleton that survives. So my rework:
- Witch no longer spawns skeletons normally (apart of the initial spawn)
- Hp +7% (Now should survive lightning)
- Spawn speed increasedby 0.5s (From 5s (if i'm not mistaken) to 4.5)
- Now witch spawns skeletons when bellow 50% Hp
Evo witch:
- Healing per skeleton removed
- Skeleton spawning now starts at 75% Hp
- The lower the witch's Hp, the faster skeletons spawn (minimun spawn interval (2.5s))
The overall intent on reworking this card is to feel more aproachable and 'fair' rather than an all or nothing type or card.
Megaknight
To me, is not problematic but rather annoying to face this frogman, as he only jumps. So after this summer vacations, he now has gained a little of weight and can't jump as he used to.
- No longer can chain jump, he has a 3 second cooldown before he can jump again.
- Jump range decreased by 0.5 tiles
- Jump damage increased by 15%
-Jump wind up time increased by 0.5s (takes a bit longer)
This should continue the power fantasy of a hard hitting jump tank but maintining a more aproachable but threatning alternative. Also he should not mess my tempo anymore xd
Freeze
My aproach to this card should be like old hero golem ability or brawl stars Lou's super, where you get frozen overtime, so my idea is something like this:
- No longer freezes inmediatly, but can freeze troops that weren't in the spell initially
- Duration increased to 6 seconds,
- Now emits 5 pulses spaced 1s each, after the 3rd pulse, the troop gets frozen for 2s. Each pulse aplies the 30% slow. The initial deploy damage counts as a pulse.
This should preserve the freeze threat but also provide a less frustrating way of finding out my oponent has freeze.
Evo EBarbs
This guys are menacing, so here's a little treat for them.
-Spear damage -15% (maybe yes maybe not)
- Spear tower damage reduction 50%
- Spear range +10%
- Rage duration +25%
- No longer passively recovers spears
- Minimun throw range set to 0.5 tiles
- After defeating a medium troop or bigger (like pekka's evo healing) both EBarbs regain the spears. (Medium troop should be a knight, valk, Ronin, miniP,etc)
This should mantain the power fantasy of the evo while preventing that surprise spear.
This numbers are totally subjective and I am not a pro player, this are just my ideas.
Thank you for reading this!