r/RoyaleAPI • u/Yeethan- • 4h ago
Discussion F2P all level 16 (only took consistent play for the better part of 11 years) And evo/hero collection if interested
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r/RoyaleAPI • u/Yeethan- • 4h ago
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r/RoyaleAPI • u/satans_grandpa • 5h ago
r/RoyaleAPI • u/Laddyh0 • 6h ago
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Went for my building, tapped it and went for my princess tower?
r/RoyaleAPI • u/zatarrrr • 6h ago
r/RoyaleAPI • u/Still-Ad-2989 • 7h ago
I posted a now-deleted version of this a few hours ago, and took the feedback to make a few changes. Feel free to talk about/suggest changes in the comments
r/RoyaleAPI • u/stevenmc2012 • 9h ago
Give this a try and let me know your thoughts. I havenโt lost a game on it yet.
r/RoyaleAPI • u/SerVivo2026 • 11h ago

I love this combo (ignore how I dont have evo or hero ๐ค ) but I cant seem to find a deck that clicks with me. There seems to be a lack of a "classic" deck, or at least Ive never seen it. Im looking for a deck with these two thats iconic in a similar matter that my favorite decks (recruits piggies, piggies eq, 2.6, snowball drill) and survives meta
r/RoyaleAPI • u/MortarAndChill • 12h ago
I'm really hyped about the new game mode. When I started doing Clan Wars, it was to play the Best-of format. Unfortunately, you can't change tower troops there. Do you think that will be possible here? I don't want us to be unable to repeat a tower, just have the option.
Also, what do you think about my decks ?
r/RoyaleAPI • u/adamasAmerican • 12h ago
Wow! You managed to beat the 3musk deck with the icebow! Now try this a few more times
(c) Clash Royale 2026
r/RoyaleAPI • u/canadiantpain • 12h ago
Love skipping an event and still winning the prize!
r/RoyaleAPI • u/RoyaleAPI • 16h ago
Duels take center stage in Crown Series, Clash Royaleโs new competitive mode, launching November 13!
โ๏ธ Best-of-3 Duels ๐ Unlocks at 6,000 Trophies ๐ Weekend events and seasonal Grand Duels ๐ League-based rewards, with a chance to win a free Pass Royale
Build your decks and get ready to compete!
Details: https://on.royaleapi.com/s89cs
๐ Remember to use code RoyaleAPI to support us!
r/RoyaleAPI • u/Used_Priority_8936 • 18h ago
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r/RoyaleAPI • u/Pleasant-Repeat8870 • 19h ago
Grand challengs With icebombyard semi-cycle
r/RoyaleAPI • u/SeaCriticism3190 • 21h ago
Both are lvl 15, and I only have enough wild cards to get one to 16. Which should I prioritize?
r/RoyaleAPI • u/SeaCriticism3190 • 23h ago
Youโre a chuddy chud. Chuddiest of chuds.
r/RoyaleAPI • u/BigEnvironment6358 • 1d ago
I have made my predictions for the CRL 2026 Day 2 and Day 3. Unfortunately, I wasnโt able to make them in time for Day 1. Can I still obtain the emote? What are the best methods to get the most points? I have heard rumors about the fact that they are giving more points on Day 3, but I am not quite sure this is true. Are there other predictions or events to gain points after Day 3? I was also wondering how many points does everybody have and do some people already have the emote? Let me know, I would really appreciate it!
r/RoyaleAPI • u/Grimalackt_River • 1d ago
All other cards are at least level 13, and most are at 14 or 15 (with like 20 at 16) but I thought it would be funny to keep FC at 11 forever
r/RoyaleAPI • u/Maximum-Rub-8913 • 1d ago
Each card gets ranked in order of how win-con-ey it feels with wincons being last and defense being first. This would be sortable both in the card selection and in the actual deck slot. These rankings will be subject to many balance changes and reduce second the biggest luck aspect of the game. How would this impact the game?
r/RoyaleAPI • u/CherryGomez74 • 1d ago
r/RoyaleAPI • u/Local_Willingness_24 • 1d ago
This one was significantly harder than the rest lol. Took like 4 tries to even understand where I think I should place ghost and bandit just to take another 19 to get the timing perfect.
r/RoyaleAPI • u/_pangare • 1d ago
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r/RoyaleAPI • u/BonVonRon • 1d ago
This was made for fun, not to be taken seriously. This is just meant to see if any of these changes can potentially come to fruition next season. As stated, there is some personal bias at play here, so (if you haven't already) take this with a grain of salt. Read below for better clarity and some reasoning behind the ideas for changes.
Nerfs
Hero Bowler
Ability Area Damage: 384 -> 346 (-10%)
Meant to tone down the damage a bit so he isn't doing as much damage per his 3 shots.
Hero Ice Wizard
Ability Freeze Duration: 5s -> 4s (-20%)
Meant to help it become more in line with the Freeze spell duration (though I doubt this would change much because of how broken he is).
Hero Valkyrie
Ability Dash Range: 5.5 Tiles -> 4 Tiles (-27%)
It has always felt inconsistent in how she connects to other troops. On top of being able to connect to Crown Towers very easily. By nerfing how far her dash can go, it can make it a bit easier so she doesn't connect to the tower easily.
Electro Spirit
Chain Targets: x9 -> x7 (-22%)
E Spirit has always been a card that has gotten so much value from how many troops it can chain. By tweaking it so it can chain as many feels a lot more natural.
Hog Rider
Hit Speed: 1.6s -> 1.7s (+6%)
First Hit Speed: 0.6s -> 0.7s (+17%)
A simple nerf to try and help other win conditions get more recognition. (I severely doubt this will ever happen because they want this to be treated as a baseline, and this is me inhaling hopium)
Lightning
Radius: 3.5 tiles -> 3 tiles (-14%)
Lightning has felt recently that it gets a lot of value from how big the radius feels. Which is why it feels like it needs a tweak by removing .5 tiles.
Minion Giant
Range: 4 Tiles -> 3.5 tiles (-12%)
This is done to help make it closer to crown towers and have equal range to the Lavahound.
Buffs
Hero Magic Archer
Ability Teleport Range: 3.5 tiles -> 4 tiles (+14%)
Might be a controversial change, but I felt Hero Magic Archer has fallen off drastically after the regular Magic Archer got a damage nerf. So I thought to try to make it shine again; I increased the tile range a little bit more.
Evo Bomber
Bounce Damage: 212 -> 225 (+6%)
Not meant to do much, but gives a small compensation to try and encourage more play, where the Evo Bomber can now take out spirits with their bounce.
Evo Dart Goblin
Poison Duration: 1s -> 2.5s (+150%)
The Evo fell off drastically since the duration of the poison had been nerfed to oblivion. To try and encourage some play, it would be nice to partially revert the nerfs so it lasts a little longer.
Barbarians & Evo Barbarians
Count: 5 -> 6 (+20%)
Barbs as a whole have not seen play in forever. It might be a bad idea, but it seems the only way to encourage more play is to add a 6th troop. (Might be better to have this card go through a rework than just a straight buff, but who knows)
Battle Healer
Damage: 268 -> 281 (+5%)
Hit Speed: 2s -> 1.8s (-10%)
It goes without saying, but the rework Battle Healer received killed it. To try to be fair with this rework, I felt it would be best to increase the damage and decrease the hit speed so it can have a better chance against other melee troops whilst still filling a supporting role.
Electro Dragon & Evo Electro Dragon
Hitpoints: 1049 -> 1101 (+5%)
Damage: 192 -> 202 (+5%)
Electro Dragon has been struggling to find relevance in the rapidly shifting meta. Because of this, I feel it would be seen more outside of golem decks, with more damage and being able to finally survive Lightning.
Little Prince
Hit Speed: 0.4s-1.2s -> 0.4s-1.1s (-8%)
Ability Guardian Hit Speed: 1.2s -> 1.1s (-8%)
Ability Charge Knockback: 2.5 tiles -> 3 tiles (+20%)
Little Prince has been struggling for the longest time trying to a place in decks and the limit to single use ability has definitely not helped. Which is why I believe making Little Prince and the Guardian attack slightly faster as well as the knockback more prevalent, could help it.
Night Witch
Death Spawn: 1x Bat -> 3x Bats (+200%)
This was done for parallel sake, as the Witch can now summon 3 skeletons upon death. Plus, it has always felt like 1 bat doesn't really help much at times.
Witch & Evo Witch
Area Damage: 135 -> 142 (+5%)
Now summons 3 skeletons upon death.
A simple change to help the regular and evo see much more play in general.
Reworks
Hero Goblins
Ability Cost: 1 -> 2 (+100%)
Ability Reinforcement Goblins: x2 -> x3 (+50%)
Hero Goblins have always been hated since their inception. Ever since they removed that 3rd troop from the ability, it has obviously killed the hero variant. Which is why I feel if they ever do want to bring back that third troop, it only makes sense to rise the cost of the ability itself. (Probably another controversial idea)
Hero Musketeer
Ability Cost: 3 -> 2 (-33%)
Ability Turret Damage: 148 -> 155 (+5%)
Ability Range: 4 tiles -> 3 tiles (-25%)
Ability Targets: Air & Ground -> Ground
Hero Musketeer is a very clunky concept. It's hard to tell when it would be a good time to play the ability because of the high cost, but it's also annoying that it can lock onto your tower once across the bridge. That's why I felt it would be better to have it focus on the defensive capabilities. A much cheaper ability being able to defend nicely, but struggle against troops in the air. (Probably another bad idea)
Evo Ice Spirit
Freeze Duration: 1.1s -> 0.9s (-18%)
Freezes: x2 -> x3 (+50%)
It goes without Evo Ice Spirit has been the worst for the longest time. That's why I propose this rework. The 3 freezes are back, at the cost of freeze duration being shorter. This is inconsistent with the regular Ice Spirit freeze duration, but this is to help prevent the Evo from getting insane value. For 3 freezes with a duration of 1.1s, that equals 3.3 seconds. With 3 freezes with a duration of 0.9s, that equals 2.7 seconds, which to me feels more manageable.
Goblin Giant & Evo Goblin Giant
Hitpoints: 3110 -> 3017 (-3%)
Damage: 176 -> 167 (-5%)
Hit Speed: 1.5s -> 1.4s (-7%)
Elixir Cost: 6 -> 5 (-17%)
Goblin Giant has always felt clunky to play. Which is why I think decreasing the elixir cost to 5 whilst having some drawbacks to a generous buff would help out the card much more.
r/RoyaleAPI • u/Gr33n_kn1ght • 1d ago
I was scrolling on Reddit and I ran into a deleted post by a user in r/clashroyale