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Revolutionist Ecof

@ecofmaster

Join the revolution cuz we have a god on our side and the queen does not
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It's Clashing time boys

Okay, I know this is my 3rd time talking about this, BUUUUUT

Day 57: Tournaments Part 3

So with Goblin Queen's Journey being replaced with 2v2 latter (yes!) My tournament latter idea isn't actually out of the question. This ALSO means goblin queen's journey won't be a complete waste for the Clash team at Supercell, soooo

But now it is time for me to improve my previous ideas

Change 1: Tournaments

Okay this was kinda dumb of me but last time I glossed over the tournament part of tournament lmao. So now along with being able to play game modes for less tournament latter trophies, then you also have the random game modes for extra tournament latter trophies, you can ALSO get trophies (and/or other rewards) for full tournies which give scaled trophies based on your w/l ratio, but would be the most efficient way to climb IF you can consistently win. Problem solv- OH SHIT

Change 2: Latter

So how would the latter work exactly? I've been kinda vague with that since... all my tournament updates. So now it is time to address this mess. Here are all the ways to climb in tournament latter:

Method 1: Playing single game mode with a chosen game mode will win/lose you around 10 trophies per game

Method 2: Playing single game mode games with a random game mode will win/lose you around 20 trophies per game

Method 3: Playing tournaments of chosen game modes will have ranges of -150 to +150 trophies depending on your w/l ratio (remember there are a lot of games per tournament so they will need a big range of trophies you could win OR lose)

Method 4: Playing tournaments of random game modes will have ranges of -300 to +300 trophies depending on your w/l ratio

So yeah that's everything.

I have perfected the tournaments.

UNTIL NEXT TIME!!!

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It's Clashing Time Boys

I got this idea while watching a Henry Stikmin playthrough from literally years ago.

Day 56: SAM Turret

Rarity: Legendary

Elixir: 5

Type: Building

Range: 14

Damage: 896 (at lvl 11)

Attack speed: 0.5 secs

Reload speed: 3 secs

Health: 2000 (at lvl 11)

Splash radius: 2 tiles

The SAM turret is a long range missile launcher with four massive rockets it can shoot at enemies. It's attacks to MASSIVE damage to everything in an area around the blast radius. It has a unique reload system, where it reloads four missiles at a time, all of which are launched at an enemy in range in succession until the enemy is dead. It's reload speed per rocket is very slow though. It also has one more, VERY important detail. It only attacks air troops. Its attacks can splash to other troops, but it will only target air troops.

The SAM turret is just the catch-all for low air defense decks. It can singlehandedly shutdown lavaloon, and it can definitely work as an expensive distraction that can deal with nuisance flying support cards in an opposing push. This honestly could work in decks though.

But in Clash Royale you can't draw a cloud and block the sensor, so Charles ain't getting past this one.

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It's Clashing Time Boys

Oh yeah guys did you hear Trump was voted for pres-

Day 55: Helicopter Hat

Who cares about politics new Clash post just dropped

Helicopter Hat

Rarity: Common

Elixir: 2

Type: Spell

Hat health: 150 (at lvl 11)

Fall damage: 10% Total troop health

The Helicopter Hat is just a hat that lifts group troops into the air. It can only lift one card, and it is fragile, but fear not! Any card with a hat will now only get hit by air-targeting cards, so it's harder to kill a hat-wearing troop ig. The Helicopter Hat also only takes 50% of damage dealt to a troop. The other 50% will go to the troop itself. If a troop dies while wearing the hat, the hat falls to the ground and is wasted on a now dead troop. But if the Helicopter Hat does before the troop, the troop will fall to the ground, taking as much damage as 10% of their own health, as a heavier (and by extension tankier) card would take more damage from a fall. The fall also gives the fallen troop a one second stun, but also knocks back opposing troops one tile.

The Helicopter Hat is just a silly idea I came up with, but I honestly think it wouldn't be horrible. It would honestly be pretty funny to see a PEKKA in a helicopter Hat just flying around the arena.

But that's all for today, tune in next time to see how we ignore our country's impending doom once more!

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It's Clashing Time Boys

Today is a dumb day

Day 54: The existence of Evos

This is a really weird question, but why did Clash make evos when they did?

Take Brawl Stars for example (Brawl Stars should be an example for Supercell games in general tbh). Brawl Stars has had a chronic problem with lack of progression. Once someone has maxed their account in brawl, they don't really have much to do. And so Brawl has been slowly pushing this problem further and further away. First it was Star powers, when I played back in the day it was gadgets, I stopped playing at gears, and recently I started playing again in the midst of the hypercharge era.

Now look at Clash, and what was going on right before Evos. Clash had the exact same predicament. Diehard players already maxed their account, and needed to work to max something new out instead of just stacking up gold and resources. Then level 15 happened. Lvl 15 needed so much more to get than anything else. Players did the math: it takes more money/time to get every card from lvl 14 to level 15 than it does 1 to 14. That was a LOT of progress to be made.

Level 15 and evos happened simultaneously. But why would they add evos right then? Supercell employees aren't idiots, they know lvl 15 would be an investment for players to get. So why release more progression updates at the same time as opposed to in the future? If they kept evos as an idea until lvl 15 was more mainstream, they would have had more time for other updates besides evos. And they would also have at least somewhat balanced the evos a bit more on release, along with more also being released on launch. So wouldn't it have been better to just have evos in their back pocket for until progression is a problem again?

I guess we'll never know

OoOoOoOoOhHhHh

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It's Clashing Time Boys

This one I've been wanting to do for a while now

Day 52: Hog 2.6

Bro why does everyone hate on hog 2.6? Like I get it's annoying at times, but it actually takes skill. And that's not coming from a hog player, I play X-bow, and I get countered by just about every card pair in that deck, and I'm still not complaining. But like why is hog so bad? Seriously, none of the cards are op, in fact I can prove that right now.

Musketeer is dogshit and heavily relies on this deck to be even slightly relevant (ok it's getting an Evo soon but that isn't relevant for now)

Cannon is a decent at best building (same thing as musketeer the Evo isn't out yet so it isn't part of the discussion)

Skeletons are always very strong but we're never game breaking in any way (besides the Evo)

Ice spirit is similar to skeletons where it has been strong basically all its life but never insane

Fireball & log are spells, it's an uphill battle trying to say ANY spell is op, so no, these aren't exceptions

Ice golem is just a basic minitank that, like musketeer, relies heavily in this one deck to stay relevant

And hog RIIIIIIIDAAAAAAAAAAAA itself isn't overpowered, just a strong card (like skeles or ice spirit except hog is said to be "op" more)

Not a single one of these cards are op, they just all synergize so well together. Stop saying they're op goddammit.

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Do you think Firecracker needs a nerf of any kind, or is she still balanced in today’s meta?

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This might just be my first cr related ask

Like ever

YOOOOOOOOOOOOO

I DID IT BOYYYYYSSSSS

Fuck it, this is today's clash post

It's Clashing Time Boys

We have an ask today

Literally never happened before

Day 51: Firecracker

Firecracker might just be the single most aggravating card in the game. It just sits in the back and shoots it's stupid little Penny Brawl Stars aah shots and cleaning up everything in sight. It has like infinite fucking range and I want it to die, but it won't because it survives log and it's evolution is just straight up retarded.

But no matter how annoying it is, it isn't super unbalanced. I personally think it might be SLIGHTLY on the better side, but nothing that even comes near calling for a nerf. In general it's balanced. I do think it could be reworked to be less annoying by giving it less range with the spread shot but make it have a faster hit speed to make up for it, but this idea isn't really necessary.

But I wouldn't be complaining if it was nerfed tenfold just sayin.

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It's Clashing Time Boys

I HAVE RETURNED FROM MY SLUMBER

I have been posting shit, just mostly lazy reblogs not real shit like the daily Clashing thing

Day 50: Touchdown

As a halftime show for this series I thought it'd be best if we went back to our roots with the updates. This is pretty small tho soooooo

Touchdown is kinda stupid, not because it isn't fun but because there are too many OP cards in the mode so I have a way of changing the game mode a bit, mostly to make it more footbally cuz i thought that would be funny.

Change: Turns

So this one will just be one big change soooo

Teams now take turns playing things, trying to get a touchdown. The offence can only play the four cards in their hand, but can play them at any order with no elixir worries. The defence team will have less elixir production but can play as many cards as they need to defend. This makes the game less stupid-based, because your opponent probably won't be able to sneak in an ice spirit at the back. If the defence defends successfully, they get the ball, and can now place one more card, at the price of only being able to play cards from where the opponent ended. This continues with more cards getting available for the offence until a touchdown is scored. The defence that let up a crown will now get the attack turn first.

Im honestly not sure how this is better than the original. In fact, it might even be worse.

...

I'm sure it be FINE!!!!

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It's Clashing Time Boys

I'm baaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaack!

And with a card idea no less

Remember when this thing was basically JUST card ideas and other Clash updates?

Day 49: Vindicator

Rarity: Legendary

Elixir: 3

Health: 200 +50 (at lvl 11)

Dash damage: 120 + 30 (at lvl 11)

Dash knockback: 0.5 tiles + 0.5 tiles

Dash range: 5 tiles

Slash damage: 240 + 50 (at lvl 11)

The Vindicator is a VERY special card. It's attack has three main parts, a dash that does minimal damage and knockback, and charges him towards the foe (dw unlike the bandit this dash doesn't make him invincible in its duration), a slash attack which does a bit more damage, and a dash back. This is a pretty cool attack itself, but his real gimmick is when you place him again. Every time he dies and gets placed again, he has slightly better stats (these better stats are indicated in the stat area by pluses) which make him VERY powerful when used enough times. But he is quite weak early on, so you will have to use basically a waste of three elixir like four times before he's really good.

I feel like this card could find a place in cycle decks. By the time he's used for the firth time in something like a beat down deck the game's already over. But in cycle decks, he'll quickly get to seven of eight uses, especially when you're spamming shit to stop an incoming push.

Combining two funny numbers does not make a new funny number😔

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It's Clashing Time Boys

So this one is basically one part a dumb idea I thought of loosely based on a moment in a Clash game I played and the other part an excuse for me to brag about a moment in a Clash game I played.

Day 48: Dumb Clash Riddle

So today's post will be split into 3 main parts:

1. The riddle in question that I made

2. The moment this riddle was loosely based on

3. The answer to the riddle

So yeah let's start with the riddle

You are in a game in overtime, with less than a minute on the clock. Your tower is at 42 health, and your opponent's tower is at 60. Worse, your opponent has a push coming your way. The push consists of:

A lvl 11 Evo mega knight

A lvl 11 princess that just got placed, and still has placement cooldown

And a lvl 11 Valkyrie

Your hand consists of a:

A lvl 11 log (58 tower damage)

A lvl 12 Hunter

A lvl 13 Zappies

A lvl 11 Evo skeletons

And your next you can cycle to is a lvl 11 zap

You won't have enough time to cycle to any other cards, so you'll have to work with these 5.

You have a full bar of elixir, but all of your opponent's cards are a tile away from the bridge. You also know your opponent has no spells in their deck, and probably can't cycle back to princess in time to snipe you if you can beat their push.

So the question is...

Can you win overtime?

So yeah that's the riddle

The answer is at the bottom, but Im giving you a no spoiler wall so if you want to solve it yourself you can

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So for the time being let's talk about the real game moment that happened

I had an Evo Valkyrie, and Evo mk, a princess, and a mini pekka coming towards me, a long with a worse hand of Evo skeles, Zappies, hunter and electro wiz with fireball in queue. But my tower hasd around 1000 ish health, so I was in a better position than the riddle.

First I sacced the electro wiz to shock the princess, and then placed Zappies. This all made sure the princess didn't attack my tower. The mk jumped on my Zappies and I kited the valk with hunter towards the bridge. It was double elixir by now so I still had the elixir to afford a fireball for the valk, princess AND mini pekka, and hunter traded with the mini pekka, so all that was left was the mk. I still had Evo skeles, which I used, but I placed them badly, and the mk jumped on my tower and did a lot of damage. That along with the Evo valk's tornado chip damage to my tower and it was left with 94 health (I remember that exactly). I ended up losing that game, but that defence was CRAZY.

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Ok here's the answer to the riddle

First you NEEDED to log the full push AND the opposing tower. I told u log tower damage just so u can know log won't kill tower, but the opposing tower is now at 2 health, meaning tiebreaker will be in your favor. This log will also kill the princess, they were the same level, that could be assumed. Then you would need to kite the mk's jump onto the Zappies and use hunter to kite the valk the other way. Evo skeles on the other side of the mk, and zap it all, and you destroyed their push, and stall till the win.

But to actually do this in a game is a whole other rodeo. It's easier to say how to play Clash than to do it.

So did you get the riddle?

lEt Me KnOw In ThE cOmMeNtS bElOw!1!1!1!1!

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It's Clashing Time Boys

So today's pretty laid back I just thought some cards need more love

Day 47: Underappreciated Cards

Just some card ideas that I think deserve more love than they get

Card 1: Hunter

It's a guy with a shotgun. Seriously. It's awesome.

Ok but in all seriousness, a shotgun in Clash is just a fun idea. Having a ranged troop that specializes up close is weird and funny and I love it. And it's not bad, but not OP either. It's fun to use, not annoying to play against, and a cool concept overall.

Card 2: Sparky

Me when I'm causing mass destruction: :3

Sparky is just a lil guy who can decimate basically anything with a single shot. Basically what I call a juggernaut attack. Having a card like that is different from LITERALLY EVERY OTHER CARD. The only card that I could somewhat relate to sparky is Pekka, because it also has a high DPS, but the Pekka is very different from Sparky. Overall cool card.

Card 3: Goblin Curse

Look, I can see that Supercell at least tried

The Goblin Curse, being a gimmick spell, is incredibly stupid. I'm sorry, but it's just a really bad card. It's super situational, and even in situations where it works it can be countered easily. It's a really fun concept tho. Having the party rocket be an actual card is cool in my opinion. Didn't exactly stick the landing tho.

C L A S H

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It's Clashing Time Boys

Ok so his post is actually another reason I changed the daily shit from updates to posts in general, cuz I just NEED to talk about this

Day 46: A rant about X-bow

As an X-bow player myself, I have more experience in this field of discussion than most people. So without further ado...

The X-bow is NOT OP.

The X-bow is a card that has a unique play style not found in any other card (except mortar but we'll get to that in a sec), and it takes a LOT of skill to use.

I think a lot of people think it's OP cuz it was at launch, but it has been nerfed to oblivion since then, and most people just don't recognize that it isn't good anymore. And others think it's op because it counters their deck, or they're hopping on a hate train.

The X-bow is VERY hard to defendd. I don't think people recognize how many counters it has. Buildings, minitanks, tanks, swarms, air troops (for air troops X-bow doesn't get distracted so this isn't fully true but air troops can do a bunch of damage to it so they're still kinda a counter to it), you name it, the X-bow gets countered by it. But the reason this card is so hated is because ofk you don't react fast or if the X-bow player has a counter to your defense, your tower gets shredded, and then the X-bow user just defends the rest of the game, which is really annoying (btw I don't do this).

X-bow takes skill to use. An X-bow player needs to play passively and let their opponent overcommit, before placing an X-bow when the opponent is vulnerable. You also need to constantly make sure to know what counters your opponents have, how to defend against the counters, and if you can't defend against the counter, how to out-cycle the problem-card. You also need to know when to put the X-bow at the river or the bridge, which both have their pros and cons. At the bridge, defending the X-bow is easier, but so is attacking, because short ranged ground troops need the bridge to get to the X-bow. But at the river, it's harder to defend the X-bow from threats, but melee troops are less of a problem.

It's not like I don't know how to play other cards. I barely ever use X-bow in events like the double-evo events. I know how other cards play and I still believe the X-bow needs some more love.

No more X-bow hate.

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Daily Clash Royale Fucking thing

Let's just get into it

Day 45: Clash is back*

*kind of

So the other day I saw a Clash Royale short talking about how the game is healing, and honestly I couldn't agree more. It's actually getting better than the shithole it was at before.

This was actually the second reason for dropping the every day Clash update thing, because the idea was "Making good updates UNTIL Supercell fixes their game" AND THEY ARE.

I have a theory that right before Clash dipped (so right before champions were added) some people in the higher-up positions controlling Clash Royale changed power levels, and the new people in power kinda treated Clash Royale as a dead game that they might as well milk whatever money is left to make there, and I think maybe those guys remembered Supercell globe games won't shut down, and are here to stay, meaning they can't just milk money off of a game, shut it down and leave. So they started improving it (This is obviously not what happened lmao but it's funny to think it did).

But I honestly think the last few updates have been great. The lucky box/daily reward revamp was very well thought out (although i think epic lucky drops should get a slight buff), and the game's overall not added anything shifty as fuck. They even gave the e-drag evo and emergency performance before release to stop it from terrorizing all of the game, which Clash is famously reluctant to do.

Honestly think the game is going in the right direction, but I just hope it keeps going there.

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Big changes to the Clash posts

So I'm essentially rebranding the Clash Royale post thing from updates to whatever shit I want to talk about. Honestly I was running out of update ideas quicker than I imagined. So now I'm just going to talk about whatever is on my mind, about Clash Royale, of course.

This also means I'm scrapping the ARG thing, that was honestly mostly an excuse not to put effort in a post every now and again.

So without further ado,

Day 44: Why tf is everyone running Goblinstein

Ok, so Goblinstein is a good card, but he's not THIS good.

So for context, I've been having trouble pushing to Champion arena for the last few weeks so I decided to take a break and focus on Path of Legends, because I've basically have neglected all of Path of Legends since it separated from ladder.

So when I tell you I can't go a single match without seeing Goblinstein, I'm NOT joking. This thing is EVERYWHERE!!!! I've seen decks designed to use it as a WIN CON!!! It's not even like Little Prince launch or Phoenix launch level good. I checked Royale API (first time I've ever been there btw) and it has a win rate of 58%!!!! THAT'S IT????? FOR A CARD I CANNOT ESCAPE???? 58% is batter than average, don't get me wrong, but not enough to warrant THIS!!!!! IS THIS JUST FOR EARLY PATH OF LEGENDS???? AM I JUST GOING INSANE?????? WHAT IS GOING ON????

This weird-ass influx in Goblinstein play is actually helping me because I have good counters to it. At first I thought is was going to be OP because the monster looked like the midpoint of goblin brawler and giant, and that plus the scientist all for the same price as base giant PLUS the ability got me a bit scared, but honestly it wasn't that bad. Which leads me to even more confusion as to why this has gotten so big.

If this is just a Midlatter thing (cuz technically I'm in what is essentially ranked Midlatter), lmk cuz I have no clue what this is all about.

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Making actually good updates to Clash Royale every day until Supercell fixes their stupid game

Dumbest Evo list today

Day 43: Hog evos

Every card related to hogs

Evo 1: Royal hogs

So a damage buff for this one because the gimmick is mostly based on the hogs' headpiece. The headpiece now hits whatever the hogs are attacking for much more damage AND sends a shockwave from the attack. This shockwave isn't a stunshock, but it will do enough damage to ohko (That's One Hit KO, for anyone unaware) skeletons. The shockwave also slows troops down for half a second, which makes dealing with these things much more annoying.

Evo 2: HOOOOOOOG RIIIIIIIDAAAAAAAAAAAA

So I think the hog Rider should actually have the same idea as the Evo hogs with a shockwave per attack, which would really help it get that extra second attack that is always so crucial (no damage buff tho). But I have a funnier idea that I'm going to write additionally to this soooo...

Evo 2.5: Hog Rider silly :3

Hog Rider now uses Thor's fucking hammer. Everytime it attacks, it spawns a lightning spell that affectively IS a lightning, smiting down the three highest health troops on the field near it. Unlike the real lightning spell though, this lightning can't hit towers, just to make sure this doesn't get TOO out of hand.

Evo 3: Mother Witch

Mother Witch Evo is just more curse. It gets a damage buff (it can now ohko dagger goblins) and it can also splash. The gimmick is the curse itself; it now stays on the opposing troops until that die, meaning as long as the Evo Mother Witch hits something, even if it dies, you get a guaranteed hog (unless u lose before it dies then no, it won't give you a hog). These hogs also now explode when they die, making any opposing troops get the Evo curse again if they are close enough. This makes it easier to get a hog army, which is the most fun thing to do with mother Witch, let's all be honest.

And finally

Evo 4: UR MOM-

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Making actually good updates to Clash Royale every day until Supercell fixes their stupid game

This entire prot is a meme btw

Day 42: Drugs

Meth, Cocaine, the whole shebang

It's just rage but MUCH more powerful and once it ends, troops that were inside its radius need more within three seconds of they all die

Lmao this is so stupid

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Making actually good updates to Clash Royale every day until Supercell fixes their stupid game

First non-evo update in a while

Day 41: Apple Tree

Rarity: Common

Type: Building

Elixir: 3

Health: 1569 (at lvl 11)

Apple spawn rate: 1 second

Apple regen: 450 health (at lvl 11)

The apple tree is a cheap kiting building that can spawn apples. These apples will chill on the ground until an ally who has taken damage walk on them. The ally will then be healed a small amount, PER APPLE THEY STEPPED ON. So if a one heath Pekka steps on a bunch of apples, depending on how many apples there are, it can heal BACK TO FULL. Also these apples will not respawn until eaten, and can only be eaten by ally troops, so no enemy healing.

I can see the apple tree supporting long range squishy troops defending a push, because not only does it kite, not only does it tank, but if the squishy troops is able to survive a spell, it will heal immediately (this would be really good against arrows because each wave would be healed Individually, so even something like goblins can survive arrows now, as long as they don't die to the first wave). Overall, this seems like a very good card.

Hey day 42 is tomorrow

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