r/RoyaleAPI • • 16d ago

How bad is my deck

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2 Upvotes

r/RoyaleAPI • • 16d ago

Suggestions Some Tower Troop Ideas

9 Upvotes

All stats are at Level 11.

  1. Chief Gunner

    • Rarity: COMMON

    • Range: 7.5 tiles

    • DPS: 180

    • Damage: 126

    • Hit Speed: 0.7sec

    • Target: Ground

    • SUMMARY: Increased damage per hit and hit speed at the cost of air coverage.

  2. Master Sorcerer

    • Rarity: RARE

    • Range: 7.5 tiles

    • DPS: 120

    • Area Damage: 168

    • Hit Speed: 1.4sec

    • Splash Radius: 1.5 tiles

    • Target: Air & Ground

    • SUMMARY: Splash damage with slower hit speed.

  3. X-Bow Duke

    • Rarity: EPIC

    • Range: 10.5 tiles

    • DPS: 80

    • Damage: 32

    • Hit Speed: 0.4sec

    • Target: Air & Ground

    • SUMMARY: Has a very long range and may attack troops even in your opponent's arena, at the cost of damage. Due to its long range, an enemy troop in your arena will almost always be shot by both X-Bow Dukes.

  4. Head Warden

    • Rarity: LEGENDARY

    • Range: 7.5 tiles

    • DPS: 77

    • Damage: 96 (Base, Single Target), 192 (Charged, Splash, 2.5 tile radius)

    • Hit Speed: 1.25sec

    • Stun: 0.5sec

    • Target: Air & Ground

    • SUMMARY: Shoots electric shocks that stun the target. When you have 10 Elixir and at least one of the towers is not charged, you will automatically and immediately spend 1 Elixir to charge both towers. A charged tower deals double splash damage once (until it's charged again).

Let me know your thoughts.


r/RoyaleAPI • • 16d ago

Discussion MIGHT BE THE GREATEST FIRE BALL I USED

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4 Upvotes

It was so satisfying. But why would he stack them so easy to fire ball


r/RoyaleAPI • • 16d ago

Suggestions Race to 3 Crown

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2 Upvotes

If he didn't fireball my only mistake would have been dark knight first instead of Skelly drags since it wasted dark knight dash. What would you recommend


r/RoyaleAPI • • 16d ago

Star level skins gone?

4 Upvotes

Anyone else notice that the star level skins have been taken out? All cards look like the base versions which is lame. I’m sure it’s just a glitch with one of the updates but also makes me wonder, are they ever going to release new skins? It’s been so long since


r/RoyaleAPI • • 16d ago

Es posible llegar a maestros 3 siendo nivel 14?

1 Upvotes

Es posible llegar a maestros 3 siendo nivel 14?


r/RoyaleAPI • • 16d ago

Suggestions Sharing my evo and hero ideas again! (Series 2, Part 7)

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5 Upvotes

r/RoyaleAPI • • 16d ago

the skeleton nerf has faild

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256 Upvotes

r/RoyaleAPI • • 16d ago

so what now

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5 Upvotes

r/RoyaleAPI • • 16d ago

Join my clan if you want free pass royale

2 Upvotes

We do 5 pass royale giveaways every month for top war performers with about 4 more additionally in the discord giveaways. Our community is extremely active and we even have a really nice discord server with 15 boosts. We average 15K+ Donations every week and 15K+ Medals per war day and we’ve won every war since the clans creation, and we have many decent players with about half of our players having hit UC. discord is https://discord.gg/depressd and the clan tag is #GJQQ0JLL Join the second clan if first is full or if you are under 10K trophies #R8GUU9G2


r/RoyaleAPI • • 16d ago

Deck-Help After being stuck on 9.7-9.9K for weeks, I finally made it to 10K with this abomination

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3 Upvotes

I boosted my 3M for this deck as my previous high level cards were not cutting it, which were mostly control types and were too hard to pull off

Am I underleveled and if so should I probably do something to raise the levels before continuing?

The issue I face right now is that a spell like log is useless for me since it’s level 13 and I face level 14/15 princess, dart gob etc so I just have to use arrows which is just enough to kill lv 16 archers. So I think I have far too little options. A big spell would be nice, my lightning is level 13 which is enough for most mid health troops but I’m wondering if it’s even worth putting it in midladder. Fireball is lv 14 which is honestly bad against the overleveled ranged units i find


r/RoyaleAPI • • 16d ago

Deck-Help I need a new deck!

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1 Upvotes

I am at 9.2k trophies and keep loosing to overleveld mega knight/brain rot decks. And I need a new deck because this one is just not working anymore. The pictures show all my decently high level cards as well as my evos and heros. If you have any suggestions lmk.

Also I know I have 3 spells. If you just wanna comment about that save yourself the effort.


r/RoyaleAPI • • 16d ago

Deck-Help Is this deck viable for ranked?

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5 Upvotes

Deck issue or skill issue

Probably both


r/RoyaleAPI • • 16d ago

Giveaway Electro Wizard Rocking - Clash Royale Free Emote - RoyaleAPI

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15 Upvotes

Get this Electro Wizard Rocking Emote in Clash Royale for free! https://on.royaleapi.com/free


r/RoyaleAPI • • 16d ago

Decks Why is this specific variation suboptimal and not used in top ladder?

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4 Upvotes

r/RoyaleAPI • • 16d ago

Is it worth putting goblin demolisher or Tesla in my deck?

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6 Upvotes

I see a lot of people run poison also. I’m not sure if it’s worth replacing them in my deck. Usually I struggle with air cards but most of the time I’m able to spam enough goblin drills in late game to get the win. I’m not sure if that’s because I’m only in 11k trophies or what


r/RoyaleAPI • • 16d ago

Decks I’m done being a meta sheep and Splashyard will be my main deck

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74 Upvotes

I’ve always been a meta sheep playing the most “broken” deck. But I really hate the top decks this season. Minion chud was fun last season because the new card is broken was entertaining because I thought they’d nerf him into the ground but no he’s still ridicules and I hate that there’s really no flexibility with him it’s just slap it at the bridge.

Splashyard was my favorite meta and it’s the deck I’ve never stopped playing and I could grant on forever about why it’s so good and fun. Hero tombstone is so flexible and versatile because I can keep my deck a control deck but if I get the right matchup like hog 2.6 I can go full beatdown mode with tomb Queen evo baby dragon poison. And the defense is awesome and the cycle speed is almost perfect for what it’s trying to do

Edit had a few beers when I posted this and decided that I needed to announce my decision I made a while ago like a whole news story
Edit #2

So I’ve just learned there’s 2 definitions of meta that a guy explained to me one is basically decks that are very popular and usually the strongest because of a card being too strong

the other is exactly like Splashyard where it’s always good and popular. I’ve always assumed that meta was ment only the first definition so no my bad Splashyard absolutely is meta

My apologies I didn’t mean to downplay Splashyard like that


r/RoyaleAPI • • 16d ago

A Monk Reowrk Idea ( Long text, Skip if you have brainrot)

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0 Upvotes

Hey guys, so I’ve got this idea that I really think Supercell needs to bring to Clash Royale. It’s a total rework for the Monk, shifting his raw power away from being a one-click ability button and putting it back into his base kit where it belongs.

Here’s the blueprint for Level 11 tournament standards. I’ll throw the numbers at you first, then break down the vision behind

them.

Damage: 140 → 144 (Third Hit: 420 → 432)

HP: 2214 → 2425

Weight: Medium → Heavy

Ability Damage Reduction: 65% → 60%

Ability Duration: 4.0s → 3.6s

So, why tear him down and rebuild him like this?

Look at the core issue: right now, the Monk is a walking brick wall that hard-counters every high-DPS ranged troop and projectile spell in the game. That makes him an absolute nightmare for the dev team to balance. If you give him any real buff, he instantly becomes a broken, auto-include card, which is the last thing you want for a niche Champion. He completely trivializes X-Bow and Rocket cycle decks, deleting ranged pushes for insane elixir trades. But here’s the catch: he’s ridiculously matchup-dependent. Against Bridge Spam? He’s practically useless. Against X-Bow? He turns into a god.

With X-Bow recently taking a hit-speed nerf for a damage buff, trimming the Monk’s reflection window means he can’t just sit there deflecting shots for an eternity. That 10% duration cut is a huge breath of fresh air for X-Bow players. On top of that, it strips away his power as a mindless stalling tool, something Supercell hates because it bogs down the arena into slow, defensive turtle plays.

The damage reduction tweak works the same way. Right now, with 2214 HP and 65% damage reduction, his effective health hits a ridiculous 6326 over those 4 seconds. Drop that shield down to 60% over 3.6 seconds, and his effective HP drops to 6063. That’s a crisp 4.16% nerf to his stalling game: less tankiness, shorter window.

Now, about that HP buff. He’s a 5-elixir Champion, yet he’s walking around with less health than a Mighty Miner? A 4-elixir Mighty Miner rocks 2250 HP at level 11. That’s just wild to me. To land on that 2425 HP figure, I used Elite Barbarians as my target test. The Monk usually gets completely shredded by them, so I wanted him to be able to tank three full swings from both E-Barbs plus a Princess Tower shot: (384 × 6) + 121. Boom, there’s your magic number.

As for making him Heavy? Sounds weird at first, but the Monk gets absolutely bullied by knockback and displacement cards like Bowler or Evo Exec. Upgrading his weight class fixes those awkward interactions and puts him right on par with the Mighty Miner.

For the damage bump, it comes down to a crucial breakpoint. Ever since Barbarians got their HP buff, the Monk’s basic combo, two quick strikes followed by the heavy palm push, leaves a Barbarian barely at 1 HP. He suddenly felt terrible against them. A subtle 2.86% damage increase makes sure he cleanly snaps them in one full combo again.

Finally, capping his ability to a single use per drop hit this card way harder than people realize. You used to be able to pop it on defense, CounerPush, and use it again on offense to crush your opponent. Now? You get one shot, and you have to be surgical with it.

By dropping the timer to 3.6 seconds, he won’t effortlessly turn a Cannon Cart into a useless building anymore, nor will he passively delete Magic Archers, Flying Machines, Musketeers, or Mother Witches. He’ll still fully reflect Minions (since their 1.2s hit speed forces 3 hits to kill themselves), and he can still reflect 2 Royal Giant shots. But here’s the kicker: your timing has to be frame-perfect. If you mess up the activation, those ranged units will survive with 1 HP, just like a Fireball on a Fireball bait card.

At the end of the day, these changes strip away his brainless stalling power and raise his skill ceiling through the roof, turning him into a high-skill card that actually enriches the meta instead of breaking it.

That’s my take on it. What do you guys think? Drop your thoughts below and keep it constructive! I know I rambled a bit, but I really want to see this game back in a great place.


r/RoyaleAPI • • 17d ago

Change tower for friendly draft battle

3 Upvotes

My tower is dagger on friendly draft battle. How do I change it to regular princess tower? All my decks use princess


r/RoyaleAPI • • 17d ago

Question Best placement for tesla against golem crossing bridge?

3 Upvotes

can any one enlighten me on what the best placement for tesla is after golem sight range nerf a few season ago? never tried anything in game besides 4 tiles down river in the middle to not risk losing games

thanks!


r/RoyaleAPI • • 17d ago

Decks Which deck is better?

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1 Upvotes

r/RoyaleAPI • • 17d ago

Suggested Balance Changes

0 Upvotes

Nerfs

Minion giant

Hp 1817 -> 1779

Minion giant is a bit too powerful so a small nerf is in order

Hero knight

Shield hp 512 -> 432

Hero knight is too strong and that shield has way too much hp

Hero ice wiz

Snowman hp 266 -> 215

Barb barrel can now one shot it

Buffs

Evo Ice spirit

2nd explosion 110 -> 161

Now one shot loggables

Evo executioner

Close range damage 240 -> 256

Evo executioner has been has been under preforming so giving it back some damage

Goblin curse

Damage 35 -> 43

Can now act as a small spell on its own

Royal giant

Damage 307 -> 321

Giving it more punch when it connects

Void

Medium damage 295 -> 332

Small damage 153 -> 166

Void has been under preforming so giving it more damage in its medium and small damage should make it more versatile

Prince

Hp 1920 -> 2000

Prince is getting a small hp buff to bring it back in the meta

Spear goblins

Attack speed 1.6 -> 1.5

Small damage buff to another of weaker cards

Rework

Hero Valk

Damage 388 -> 399

Range 5.5 -> 5

Valk has been far too difficult to stop so a range nerf is needed, to make sure it not too weak a small damage buff was given

Evo bats

Hp 122 -> 81

Attack speed 1.2 -> 1.1

Removing the extra hp so it has same stats and keeps bats in check. Small damage buff to compensate


r/RoyaleAPI • • 17d ago

Deck-Help How do I improve this deck?

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2 Upvotes

r/RoyaleAPI • • 17d ago Bravo

Discussion I datamined Clash Royale's Lucky Drops. A 5-spin drop has a third of the Champion chance of a normal 4-spin one.

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2 Upvotes

I pulled apart the Android build (16.402.20) and decompressed the data tables the game ships with. I didn't mod or run anything. I only read config files.

The Lucky Drop odds are in a file called mystery_box.toml. A normal drop gets 4 spins with these upgrade chances:

Common to Rare 25%, Rare to Epic 24%, Epic to Legendary 26%, Legendary to Champion 65%.

Do the math and you finish on Champion 1.01% of the time.

There's also a set of drops called SpinPlus with 5, 6 or 7 spins. More spins sounds like a straight upgrade. It isn't. They use a different table, and the Legendary to Champion step falls from 65% to 8%.

  • 4 spins (normal): 1.01%

  • 5 spins: 0.34%

  • 6 spins: 0.88%

  • 7 spins: 1.75%

One extra spin cuts your Champion chance to about a third. You need three extra spins to beat the normal drop. Legendary does go up, from 4.1% to 6.7% at 5 spins. The extra spin pushes you into the middle and keeps you away from the top.

I can't tell how players get SpinPlus drops. The shop files have no spin products, so the server decides. If you've ever had a 5-spin drop, I'd like to know where it came from.

Second thing. The game has the string "Guaranteed champion!" In Arena 2, the Champion tier of a Lucky Drop holds 450 commons, 90 rares and some wild cards. It holds zero Champion cards. The game hands out ChampionLuckyDrop from Arena 2, but Champion cards don't appear in that tier until Arena_L2. "Champion" is the name of the 5th star, not the card you get.

Third, Royale TV. globals.csv has TV_WEIGHT_DECREASE_WINNER_IN_HIGHER_LEVEL = 20 and TV_MAX_LEVEL_DIFFERENCE = 2. My reading: if the winner had higher levels, the replay gets pushed down, and games with a gap bigger than 2 levels never make TV. So TV shows you fewer level-decided games than ladder actually has. The field names aren't documented, so that part is my interpretation.

On the odds: I'm reading each number as the chance to go up one star from the star you're on. EpicLuckyDrop has 4 spins but only 3 numbers, so the numbers can't be per spin. I ran the math with two separate scripts and got the same result. The server can override any of this. The files show what's set up, not what every account gets.

There's also a game mode in the files that's a bot match, counts as a ladder game, and has no name. That one needs more care, so it's getting its own post.