CLASH ROYALEmerupakan game terbaru besutan Supercell ini bisa dibilang akan mengikuti kepopuleran game Clash of Clans. Dengan menggabungkan dua game berbeda genre ini, Supercell sepertinya bisa menjadi publisher game Android terbaik di 2016. Clash Royale memiliki genre Card Game atau game kartu dimana pemainnya akan melawan orang lain secara real-time. Jika kamu pernah memainkan game Hearthstone milik Blizzard, maka harusnya game Clash Royale tidak akan sulit.
Cara bermain Clash Royale terbilang cukup mudah karena pemain cukup mengumpulkan kartu-kartu karakter yang tentunya memiliki kemampuan bagus atau cocok dengan strategi kamu. Kartu-kartu di Clash Royale tidak hanya kartu karakter, tetapi ada juga kartu Spell.
Setiap pemain perlu memiliki Deck yang disebut Battle Deck untuk bermain game Clash Royale dan memulai pertarungan dengan pemain lain. Setelah itu kamu akan melawan pemain lain secara langsung, maka itu setiap pemain wajib memiliki strategi terbaik di Clash Royale agak ketika bermain Clash Royale tidak terkalahkan.
Cara menang game Clash Royale adalah dengan menghancurkan seluruh bangunan atau langsung mengalahkan raja milik lawan.
CLASH ROYALE GLOBAL LAUNCHING
We’re incredibly excited to announce the Global Launch of Clash Royale. But, before the rest of the world joins the fun, we want to take a moment to express a special thank you to our amazing soft launch players! Your awesome feedback helped us to keep the game fresh and emphasized the need to constantly adjust and balance cards and gameplay.
To all of our new players, welcome to the Arena! As you join us from around the Globe, please let us know your thoughts. Clash Royale is, and will be, a long-term collaboration, and we’ll do our best to keep you informed of changes to the game and why we make them.
With Clash Royale, we wanted to create something different: a head to head battle experience for everyone. We want Clash Royale to be a game that players with any level of experience or familiarity with competitive gaming can enjoy. So get out there, start dueling, and let us know your thoughts!
Original Posted By childishinrock►Kayaknya harus upgrade troop ya gan? Kalo mau naik ke 4k. Common ane level 10, rare level 7, legend 1. Stuck di 3.8
Masalahnya upgradenya mahal bgt wkwk nunggu special offer yg paketan kaga ada2 wkwkw
naikin common ke 11 masih enteng
asal hemat goldnya, rajin donasi. fokus upgrade ke deck yg dipake aja
Original Posted By chemicalsux►Bagi deck sparky tanpa giant/rg/pekka/golem/wiz/barbarian dong gansis ... atau deck sparky + hog jg gpp gansis .. Makasih sebelumnya gansis.
Our previous Giant change didn't pull enough power from him, especially from where it matters, so this additional tweak (in conjunction with the Poison change below) should put him in a better place overall. The change is relatively small because our aim is to reduce the strength of Giant + Poison, but not remove it as a viable combo.
Poison: Will no longer slow movement and attack speed
Thematically Poison's "thing" is damage over time, so we questioned whether it also needs to slow? Answer: no. This change will make Poison's functionality clearer and reduce its ability to control an area for 10 seconds.
Elixir Collector: Elixir cost increased to 6 (from 5), Elixir gain increased to 8 (from 7), Lifetime increased by 10sec
Elixir Collector remains one of the most popular cards in the game - offering a good return on a small-ish risk. Increasing the Elixir cost by 1 will make it a bigger risk to play and give more opportunity to counterplay against it.
The Log: Rolls faster and further, Damage increased by 9%
The Log has yet to find its place or purpose within the Arena, but this change will at least make it more impactful and easier to play while it continues the search.
Skeleton Army: Elixir cost decreased to 3 (from 4), Skeleton count decreased to 16 (from 21), Skeleton level increased by 5
In the early game, Skeleton Army is a terror, but as more area damage cards come into play, its usefulness falls off. A cheaper cost and fewer, but stronger, Skeletons should address some of its weaknesses - and hopefully make it a terror once again!
Ice Golem: Death Damage will also damage flying troops
Golem: Death Damage will also damage flying troops
For consistency with Ice Golem's Death Damage.
Spoiler for 19/9/16:
Giant: Damage decreased by 5%
The Giant will still hit hard after this change - he has really big fists after all - we just wanted to take a little bit of power from his offensive capabilities, as his main role is to soak up damage.
Rage: Elixir cost decreased to 2 (from 3), effect decreased to 30% (from 40%), duration decreased by 2sec
The Rage spell hasn't seen much usage and is in need of a bigger change, especially with the introduction of the Lumberjack's "free" Rage. Decreasing the Elixir cost to 2 should make Rage a really viable and exciting combo card!
Lumberjack: Rage effect decreased to 30% (from 40%), Rage duration decreased by 2sec
For consistency with the Rage spell changes above.
Mirror: Mirrors cards 1 level higher than its own level
We love the surprise element Mirror brings and we've been having a blast playtesting this new version! At Tournament Rules card levels, Mirror will bring a truly unique element to your deck, making your cards 1 level higher than the tournament cap! Also, a max level Mirror will create max level +1 cards!
Lightning: Stuns targets for 0.5sec
Due to Lightning's low use rate, and partly for consistency with Zap, we're adding a brief stun effect to make it more unique and hopefully an interesting addition to some decks.
The Log: Knocks back ALL ground troops
This change will make The Log feel like the Legendary Card it was born to be.
Bomber: Hitpoints decreased by 2%, Damage increased by 2%
A small tweak to fix a couple of inconsistencies with card interactions at certain levels.
Spoiler for 24/08/16:
Royal Giant: Hit Speed decreased to 1.7sec (from 1.5sec)
We like that the Royal Giant is a strong and relatively easy to use offensive option. However, he’s too strong right now - this change will allow him to stay relevant, but make him a bit easier to deal with. Additionally, his first attack will happen a bit slower.
Zap: Stun Duration decreased to 0.5sec (from 1sec)
Zap is highly used at all levels of play and currently offers a bit too much versatility for 2 Elixir.
Princess: Area Damage radius decreased by 25%
We’d like to make the Princess slightly less reliable at clearing up everything in the vicinity of her target.
Ice Wizard: Hit Points decreased by 5%
Considering how much control he offers, the Ice Wizard is a bit too tanky for his 3 Elixir cost. He’ll still be very strong at the back, but doesn’t offer the same value in the middle of the action.
Miner: Deploy Time increased to 1sec (from 0.7sec), Hitpoints decreased by 6%
We’re fixing an unintentional Deploy Time change, and in doing so making the Miner a bit easier to react to once again. Additionally, it’s become clear that the Miner is quite strong and could do with being toned down a notch.
Baby Dragon: Hit Speed increased to 1.6sec (from 1.8sec)
A faster Hit Speed, including a quicker first attack, will make the Baby Dragon more reliable.
Dark Prince: Damage increased by 7.5%
The Dark Prince’s stats aren’t quite on par with some other 4 Elixir options. A small damage buff should make him a more viable alternative in both defense and offense support.
Bowler: Elixir cost decreased to 5 (from 6), Hitpoints decreased by 7%, Damage decreased by 10%
A lower Elixir cost should allow for some interesting Bowler synergies to become viable. We’re taking a bit of damage and hitpoints away from him to help compensate for this pretty big change.
Lumberjack: Speed increased to Very Fast (from Fast), Hit Speed increased to 0.7sec (from 1.1sec), Damage decreased by 23%
We’d like to differentiate the Lumberjack from the Mini P.E.K.K.A a bit further, as both are 4 Elixir, high damage cards. This change should help them fill quite different roles in your deck.
The Log: Cast time decreased by 66%, travel speed increased by 20%
The Log needs some love. This change will make it more consistent and reliable. (Note: We have some other tricks up our sleeves if this isn’t enough, but they are only possible to implement with a full update)
Golem: Hit and Death Damage increased by 5%, Hitpoints increased by 1%
Golemite: Hit and Death Damage increased by 8%, Hitpoints increased by 3.2%
At 8 Elixir the Golem needs a lot of power to feel viable - these changes will hopefully get it there!
P.E.K.K.A: Damage increased by 5%
P.E.K.K.A has quite low use rates across the board and could do with some more muscle! We're also making her first attack happen a bit quicker.
Tombstone: Spawn Speed increased to 2.5sec (from 2.9sec)
We’re looking to give the Tombstone more utility in both offense and defense.
Archers: Damage increased by 2%
This tiny damage increase is just to fix an inconsistency with the Archers vs. Goblins interaction at certain levels.
Prince: Damage increased by 2%
This tiny damage increase is just to fix an inconsistency with the Prince vs. Barbarians interaction at certain levels.
Spoiler for 04/07/16:
Skeleton Army: Skeleton count increased to 21 (from 20)
We found him! The missing 4th Skeleton joined the army.
Goblin Barrel: Elixir cost decreased to 3 (from 4), Goblin deploy time increased to 1.2sec (from 1sec), removed impact damage
Our previous change didn’t hit the mark, so we’re trying something a bit wilder! 3 Elixir puts the Goblin Barrel on par with the Miner for surprise attacks and value, while still remaining counterable by Arrows, Zap or Fire Spirits.
Giant Skeleton: Damage increased by 20% (doesn’t affect Death Damage)
Getting to the enemy’s tower is quite challenging for the Giant Skeleton - as it should be - but at least with this change he’ll be one-shotting Goblins on the way.
Dark Prince: Damage increased by 8%, no longer affected by pushback (e.g. when hit by Fireball)
Until our last round of changes, the Dark Prince dealt half as much damage as the Prince. This change brings his value back in line with his golden brother. Additionally, the Dark Prince is roughly the same size and weight as the Prince (who isn’t affected by pushback), so now they’ll behave consistently when hit by a Fireball, etc.
Bomber: Damage increased by 9%
Despite a few boosts already, the Bomber hasn’t seen a big uptake in usage at the top. Extra damage will make him even more deadly and hopefully a compelling choice again.
Wizard: Hit Speed increased to 1.6sec (from 1.7sec)
A faster attack speed should increase the Wizard’s value when compared to his more attractive cousin, the Ice Wizard.
Inferno Tower: Hitpoints increased by 6%
In the next update, Zap and Freeze will both reset the Inferno Tower’s damage. We’re giving the Inferno Tower some more hitpoints to compensate for this, and for its low use rates.
Elixir Collector: Now affected by slowing and speed up effects (Poison, Freeze, Zap, Rage, Ice Wizard)
The Elixir Collector has very high use rates. It hasn’t been affected by slowing or speed up effects (until now: 7/4), so this change will tone it down a little bit and also bring consistency with the Inferno Tower change above.
Tombstone: Hitpoints increased by 9%
The Tombstone has tough competition as a 3 Elixir defensive option, resulting in low use rates. Extra hitpoints should make it more appealing and an interesting alternative to the Cannon.
Bomb Tower: Hitpoints increased by 6%
The Bomb Tower is seen extremely rarely at the top, but has a pretty good showing in the early to mid levels. A small hitpoint increase should make it more relevant and interesting in the high Arenas, without overpowering it in the low Arenas.
Spoiler for 21/06/16:
Hog Rider: Damage decreased by 6%
Hog Rider is currently the top choice for tower destruction! While we really enjoy seeing more offensive and action-packed games, we’d ideally like to see a bigger range of offensive cards used. The first step to achieving this is toning down the Hog Rider a notch. The second step is making some of the lesser-used offense cards more enticing.
Prince: Damage increased by 9%
Prince terrorizes the early to mid Arenas, but as players become more experienced, he becomes less threatening. More damage will help him slice through even the toughest of Barbarians again!
P.E.K.K.A: Damage increased by 8%
This change will allow her to kill a Barbarian with each swing (at Tournament Rules levels) and make her an even more formidable offensive option.
Goblin Barrel: Goblin deploy time decreased to 1sec (from 1.2sec)
As one of the original hallmark cards for Clash Royale’s sillier side, we’d love to see barrels flying across the Arena once again!
X-Bow: Deploy time decreased to 4sec (from 5sec), hitpoints increased by 18%
We were a bit brutal with our earlier X-Bow changes, to the point where it’s very rarely seen nowadays. We’d like to see it appearing in battles from time to time, but not too often as it is such a specialized card. It will still be challenging to use, but hopefully more viable in the right hands.
Mortar: Deploy time decreased to 4sec (from 5sec)
Same principle as the X-Bow.
Furnace: Lifetime increased to 50sec (from 40sec)
Our previous boost clearly didn't make it good enough. Adding 10 seconds to the lifetime will potentially allow for stacking of multiple Furnaces, leading to some different and interesting slow-push gameplay.
Guards: Removed pushback effect when their shields break
Removing the pushback will allow the ruthless bone brothers to get in a couple of extra jabs, and hopefully compete for a spot in your Battle Deck.
Witch: Damage increased by 17%
Our previous change didn't get her to the viable level we were hoping for. This change will, for example, allow her to kill Minions in three hits, instead of four (at Tournament Rules levels).
Lava Hound: Damage increased by 28%
The Lava Hound itself isn't scary enough right now - compared to the pups - and can sometimes be ignored. This change is relatively small, but it brings the damage of the hound and the pups in line with one another.
Skeletons: Spawns 3 (from 4)
They offer too much distraction and damage value for 1 Elixir!
Cannon: Hitpoints decreased by 8%
Tesla: Hitpoints increased by 8%
We’d like to see the Cannon and Tesla as interchangeable options depending on your deck preference and needs. Currently the Cannon offers more value and is the clear choice. This change will hopefully make the decision more interesting.