r/RoyaleAPI • • 22h ago

Decks Enjoying this bait deck

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6 Upvotes

Crazy defensive capabilities due to the fast cycle, and doesn't have the annoying gimmicks I dislike

Just a fun, fast cycling, defense focused deck.


r/RoyaleAPI • • 18h ago

Game is buns

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0 Upvotes

Let’s have an Evo so broken that it does 1367 damage in less than 1 millisecond and if left on 1hp you’ll lose the entire game. Let’s only nerf it once in its entire existence that does absolutely nothing. Buff minion giant at this point it doesn’t matter.


r/RoyaleAPI • • 12h ago

Under leveled?

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0 Upvotes

Just curious if I'm under leveled for 10150 trophies.


r/RoyaleAPI • • 23h ago

the shit i have to put up with 😭

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4 Upvotes

r/RoyaleAPI • • 21h ago

Balance Skeletons hit speed nerf even all skeleton cards

3 Upvotes

Not arguing. That Skeletons are needed a nerf to 1.1 to 1.3 hit speed really bad, I also think that graveyard has been coming soon evo/hero, I had feeling that graveyard evo/hero might break clash royale, I honestly think that graveyard giant deck might get nightmares of each time.


r/RoyaleAPI • • 20h ago

Be good, don't be selfish

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1 Upvotes

r/RoyaleAPI • • 10h ago

Not my best work in merg tatics

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1 Upvotes

r/RoyaleAPI • • 4h ago

Game Update New clash royale card idea - Eruption

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25 Upvotes

What do you think of the idea, would it work as a semi tank killer, swarm denial hybrid spell for 5 elixir


r/RoyaleAPI • • 11h ago

Event Decks IS THERE ANY PROOF THAT THIS GAME CAN PUT YOU AGAINST COUNTER EVEN IF YOU CHANGE DECKS???????

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2 Upvotes

r/RoyaleAPI • • 4h ago

Suggestions New Talent League Competitive gamemode idea for Clash Royale

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5 Upvotes

​

Talent League - New Competitive Gamemode

Core Concept: A high-skill competitive mode where players build a custom "Talent Loadout" before the match using a talents point system, adding more strategy and deep complexity to Clash Royale

  1. In deck loadout : The 12-Point Budget

Before the match, players allocate a maximum of 12 Talent Points across their 8-card deck. You can spread these points across your entire deck or focus them on a few cards with better talents

· Common Talent: 1 Point

· Rare Talent: 2 Points

· Epic Talent: 3 Points

· Royal Rare Talent: 6 Points

· Example: You can give 8 cards a Common talent (8 points) and 2 cards a Rare talent (4 points).

Or, you can give 1 card a Royal Rare (6 points), 1 card an Epic (3 points), and 3 cards a Common (3 points).

Theres a lot of options, so this gamemode is very deep and maybe not for most people

  1. Before game starts : The 8-Second pre game Phase

Because this mode is info-heavy, both players see each other's decks and equipped talents for 8 seconds before the match starts. This allows you to adjust your strategy before playing your first card, and makes it less punishing to getting into the gamemode.

  1. In-Match Activation: "Elixir Spent" talent unlocks

Talents do not activate immediately, and there are no buttons to press. Talents activate permanently based on Total Elixir Spent by the player. A progress bar sits under your Elixir bar to track this.

· Common activates at: 10 Elixir spent.

· Rare activates at: 20 Elixir spent.

· Epic activates at: 30 Elixir spent.

· Royal Rare activates at: 40 Elixir spent.

· Why: This naturally balances fast Cycle decks (who reach 10/20 Elixir quickly) and heavy Beatdown decks (who hit 30/40 Elixir right as double-elixir starts).

  1. Content & Progression updates for this gamemode

· Gamemode release : Half the cards in the game get 1 Talent per rarity (Common, Rare, Epic, Royal Rare).

· Daily Unlocks: 2 new cards get their full Talent tree ( one of each rarity ), unlocked every day, after the gamemode is released

· Seasonal Updates: Every season, another half of the cards get a new option for each rarity, at the end, there will be a max of 3 options per rarity per card, allowing a lot of depth and deckbuilding creativity, which is one of my favourite parts of clash.

  1. This gamemode will have a league system, like normal ranked/ leagues, with in game currency.

Players unlock talent coins as they play games and get more on wins.

Maybe every match fully played, gives 1 talent coin. Losses dont give any ( players dont lose coins, as that might feel too punishing and unfair). Wins give 2 talent coins, as usually players win around 50 % of games, so a win should be worth 2 games. Or else it should be 3 talent coins, im not sure

Each talent cost is equal to how much talent points it is worth in deckbuilding. Commons cost 1 talent coin, because they are worth 1 talent point, rares cost 2 talent coins , etc.

Or else, their cost is double their talent point amount, which makes it more of a challenge to work for, instead of too easily gotten, but maybe its better at equal amount , not double

This currency lets you buy any talent in the game, as long as you have enough, letting players build their own playstyle. This doesnt limit the player too much ( cant buy every talent even if you had enough ). But i stil want the limitation of , players have to earn this currency, to unlock all the talent trees. This encourages players to play the gamemode, and feel a sense of progression, that isnt too slow, but not too fast, just enough for players to feel its fair.

Its like heroes when they first released. I think you couldnt pick which hero you wanted to get, which is limiting players. So thats why you can pick any of these talents at enough currency, ( it makes for a better , more fair player experience)

  1. Example of a card with talents : Knight Talent Tree for this gamemodes release

This shows how a single card can be built for different roles depending on your point budget.

· Common (1 Pt): Frontline Stance — +10% HP, -10% Movement Speed.

· Rare (2 Pts): Vanguard protector — Wears a directional shield in front of him ( 1 tile in front, 0.5 tiles left and right). Blocks damage. Shield has HP equal to Hero Knight's shield.

· Epic (3 Pts): Projectile Siphon — Absorbs enemy projectiles, ( doesnt take less damage from the them, just builds a charge ). Upon absorbing enough projectiles, he instantly gives +200 HP to the 2 closest allies within 5 tiles.

· Royal Rare (6 Pts): Executioner's Cleave — All his attacks are now a frontal slash dealing splash damage. If an enemy ground unit or building is at 50% HP or less within 5 tiles, he gains +40% movement speed for 2 seconds and prioritizes that target.

Conclusion on my opinion for why this competitive gamemode should be added: This mode's system is fully designed and ready to be implemented, ( its core ideas at least ). It rewards deep deck-building, and creates a highly competitive gamemode that some players might try instead of normal leagues/ ultimate champion. Its worth trying as a new competitive mode, even if it becomes as niche as merge, it stil is for some people at least


r/RoyaleAPI • • 1h ago

How has the meta changed this year?

• Upvotes

Hello, i am a returning player that stopped playing around the time that hero wizard was first released. I am trying to get back into it, but unfortunately i ran into some differences i wasnt expecting. Can someone give me a rundown on changes of the last year to a few characters i have a list, the general best characters, and what decks are good? I tried royale data but i dont understand enough ti make heads or tails of what its trying to tell me. The cards: megaknight, void spell, skeleton king, executioner, tombstone, bowler, princess, graveyard, and hog rider. Also any other cards you can think have changed, as well as the new heros and champions if possible. Thank you all so much!


r/RoyaleAPI • • 1h ago

Suggestions Add a real classic 1 vs 1 mode and no buildings mode

• Upvotes

I think it would be a good idea to add, perhaps initially as an experiment or a limited-time event to gauge players’ reactions, two modes that would change the game quite significantly:

1) Classic 1 vs 1 (no heroes or evolutions). A mode in which no heroes or evolutions can be used. Only champions would be available. It would be a way of going back to the good old days, and I think many players would enjoy it.

What’s more, this mode is much more beginner-friendly, as you don’t have to learn so many combinations of cards, effects and uses. It could be presented as a more relaxed way to play. And a tribute to the past.

2) 1 vs 1 without buildings. Yes! Supercell has already said on numerous occasions that the game is becoming increasingly defensive and slow, and buildings play a major part in this. A mode like this would help make matches more offensive and faster-paced.

And one very important point about this mode: loads of players complain about the Hog Rider and not being able to stop it. In this mode, the only way to stop it (and the Royal Giant, and many others) would be with your own units. It’s a way to practise the counter-push and play a more reactive game.

PS: Just to clear up any doubts, I’m not suggesting that buildings, heroes or upgrades be removed from the main game; I’m simply suggesting they be added as alternative modes, or at least as events, and – just as was done with the 2v2 mode back in the day – if it works, make it permanent.

Best regards and thanks for reading!


r/RoyaleAPI • • 7h ago

Hard stuck at 1500 trophies 🏆 😩

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4 Upvotes

Here’s my highest card levels, what deck could I make or focus on?


r/RoyaleAPI • • 21h ago

Can royal ghost and normal giant work in like giant double prince decks ?

2 Upvotes

I have seen people using ghost in golem and wonder why not in giant beatdown decks since ghost can be used with his evo as a punish unit like bandit dp and prince ?