Clash Royale: How to be smart with the game and your money

Some random items around Clash Royale, which has taken gaming by storm because, goddamn, it’s a ton of fun.

First, why do some people call it a MOBA? I mean I get the lanes thing, but having multiple lanes isn’t the make/break for a game being a MOBA, is it? This kinda reminds me of a few years back where everything was an MMO because it had online multiplayer, or calling a third-person game with guns a FPS because bullets are involved. To me a MOBA is centered around controlling a single character on a team against another team, using skills/abilities, items, etc in twitch-like gameplay to win. CR fits none of that.

Second, moving past idiot ‘advice’ from people who are level 6+ (allegedly) but can’t get past Arena 2 because they might honestly be the world’s worst/dumbest PvP’er, the actual best way to advance is to get as high as you can in arenas, as each new arena gives you better chests (more cards, more gold). This will also push you higher and higher against stronger opponents, which in turn will show the weaknesses of your current deck or strategy, as well as exposing you to new cards and how to counter them. Think of it as accelerated learning, and so long as you aren’t a thin-skinned man-child who’s frail ego can’t handle losing, this will make you a better player faster. (Plus it’s always fun to beat someone with higher-level cards, which to a certain point is very possible in CR.)

More gold is especially important, because every day you are given a new common, rare, and epic card to buy with gold (double options on Sunday). Not only do you want to be higher level so you open up more options here, but you also want to gain as much gold as possible so you can buy the right epic when it comes up. If you are going to spend money on the game, the best non-whale way to do this is to spend $5 on gems and convert those gems into 10k gold, which will buy you 5 epics (2k gold each). This could take a bit of time as what epic you see is random, plus what epics you want might change as your deck evolves, but either way epics are the rarest cards, so buying those up makes the most sense. Think of that $5 as your mini-MMO monthly sub if you will.

A quick note about balance. Either the meta simply hasn’t shaken out yet (possible, although given how rabid people are, somewhat unlikely), or the game is amazingly balanced, because if you watch top-level play in CR-TV you will notice almost every card is being used. Compare that to say Hearthstone balance and how many dead-for-a-year cards exists, and again, incredibly impressive.

Finally, I’m happy to say our clan is full at 50 members, and is a very active place of chat, card donations, and skrims. If you missed the window to join, keep an eye out in case we have someone drop.

About SynCaine

Former hardcore raider turned casual gamer.
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15 Responses to Clash Royale: How to be smart with the game and your money

  1. Azuriel says:

    Compare that to say Hearthstone balance and how many dead-for-a-year cards exists, and again, incredibly impressive.

    How many Magic: the Gathering cards are relevant to the meta again? Nevermind how absurd a comparison it is in the first place, considering the power-level difference between a fully upgraded Clash Royale card and one that is not. Since you need hundreds and hundreds of copies (1,000 Rares to reach max, 300 Epics, etc), it makes perfect sense that there is a “diverse” meta… that revolves around people using whatever best cards they have.

    Which, incidentally, almost always includes the Prince.

    • Ralex says:

      Damn that Prince. I hate him.

    • SynCaine says:

      MtG has physical cards, which isn’t the same as changing a single value in a table to update every card and achieve balance. Plus at least back when I played, MtG had far more viable cards than HS does, and it didn’t have a single card to the stupidity level of Dr. Boom. (And a quick scan of CR TV just now showed fewer than half the decks using prince, and those players aren’t worried about using only the cards they have at higher levels. At lower levels, I see Prince in maybe 10% of my games now.)

      Plus like I’ve said before, CR has already had more balance work done to it than HS has total, because one game is managed by a studio who understands how to currently make good games, and the other is managed by people who don’t, which is why HS is so damn hard to find on the app charts, and SC games aren’t.

      • Azuriel says:

        Plus at least back when I played, MtG had far more viable cards than HS does, and it didn’t have a single card to the stupidity level of Dr. Boom.

        Really? When the hell did you ever play? I cut my teeth in the Tempest block and hit my stride in Urza’s Saga. Broken cards left and right. Have you never heard of Umezawa’s Jitte? Skullclamp? Jace? Just go down this list. I don’t even know how you can say MtG had “more viable cards” in any serious capacity. Viable in casual FNM? Viable in a tournament setting? There are reams of non-viable cards in every expansion, usually by design anyway.

        And a quick scan of CR TV just now showed fewer than half the decks using prince, and those players aren’t worried about using only the cards they have at higher levels. At lower levels, I see Prince in maybe 10% of my games now.

        You probably haven’t seen the Prince lately because not everyone has the luck to actually unlock him. I just got my first last night. He’s the one card that demands an IMMEDIATE response before he solos a tower, and said response must include sacrificing a character to throw in his way; if you’re lucky, it’s some cheap goblin/skeleton. Otherwise… you’re boned. As for what you’re seeing on the CR TV, I don’t know what to tell you. I’m seeing Rank #32 players use a level 6 Prince over whatever else they have available. Hell, I see Rank #37 using a level 5 Prince. Why the hell would they do that if it was such a balanced card and they don’t have to worry about anything else?

        • SynCaine says:

          I played MtG around second edition, so those names you used don’t mean much to me. Around second edition almost every card out could be worked into a deck, and again, I don’t recall a single card fitting into basically every deck with extreme power like Dr. Boom. Plus it’s still apples to oranges; Blizz could change Boom easily, they’re just too scared, while WotC couldn’t, so even when dual lands got out of hand, all they could do was alter the rules around them and then not release them in future editions.

          As for CR and Prince, he’s actually easy to counter, because any multi-troop drop will do, and since he has a cost of 5, if you drop a 1-4 cost group in tower range, you come out ahead in elixir. But sure, if you totally ignore him he will solo a tower, just like a lot of other cards will (skel king, loon, pekka, etc). Watch those CR TV matches, Prince isn’t as OP as you believe he is. If he was, he would be nerfed, like plenty of cards have been already.

        • Azuriel says:

          2nd edition? Jesus Christ, man, you officially have zero standing to ever talk about MtG balance again. Hell, I didn’t even bother bringing up the Power 9… but Power 9. As noted from the Wiki article on it: “Former Pro player and Magic writer Zvi Mowshowitz has declared Black Lotus as the best card of its type of all time, claiming every deck in the history of the game is better with a Black Lotus in it.[7]” And it’s true. Ancestral Recall alone is patently absurd and would be ran in every possible deck, even if they had to cheat the blue mana in non-blue decks. Fact or Fiction was printed decades later and cost 3U and even that ended up being restricted/banned.

          Ooo, check out this list of perfect MtG balance, complete with a timeline. Or just know that shit like Jace or Jitte or Birthing Pod are about a hundred times more broken than Dr. Boom ever was. Or, you know, any of the Power 9.

        • SynCaine says:

          Because second edition didn’t exist and so how it was balanced didn’t matter or because it was long before your time with the game? That’s like saying “WoW was balanced in vanilla” doesn’t matter because in WotLK it wasn’t…

          Black lotus is a card I’m familiar with, and I’m very familiar with the fact that it was banned (aka, WotC balancing). You know what card isn’t banned? Dr. Boom. Funny how that works huh?

          On a more general level, if you ever find yourself on the side of arguing FOR Blizzard doing a good job balancing HS again, immediately come full-stop and rethink everything. Jesus man.

        • Azuriel says:

          I’m not defending Dr Boom at all. That he existed unscathed is embarrassing; something like just nerfing the Boom Bots down to 1-2 damage would have gone a long way. But the fact remains that Wizards of the Coast prints a Dr Boom in damn near every set/block they’ve released since the 90s, and those cards have warped the metagame in a way that Dr Boom actually hasn’t.

    • Mikrakov says:

      The prince pretty quickly becomes not very good, you mustn’t be very high to use him as an example of an overused card, I would say he is actually underused at mid to high levels.

  2. Delpez says:

    I’ve been playing MtG on and off since Invasion, and I’m still playing today. The game caters for two very different play modes – Constructed and Limited (Draft & Sealed). So whenever they bring out an expansion they design cards that fit into either (or both) these formats. A Vanilla 2/2 creature for 2 won’t see any Constructed play, but is stock standard in a Limited deck. Sure there are some cards that are useless in both modes, but those often have weird abilities that one day find a home in some combo deck.

    Talking of balance, the cards that was mentioned (Jace, Jitte, Skullclamp) all got banned, so at least WoTC recognized that they were broken and did the best they could with physical cards. It’s not like they could change the text or stats as in online games

  3. Fucknuckle says:

    Im a little surprised you hype it so much, as usually you have taste. It’s the perfect example of a mobile game where the business model came first. It’s pay2progress but worse than that, the game actually discourages you from playing more than a few matches a day by hindering progression unless you pay.

    On top of that, the gameplay isn’t that great. It’s got all the addictive progression of a mobile/Facebook game, and that is what keeps you hooked much more so than any actual fun.

    Yet here you are sqeeling like a fanboy. I get it you like clash of clans, which is arguably a great game, but this, this is shit.

    • trego says:

      You are one of many, who simply can’t get over the chest mechanic that CR uses; and hate it so much that they decide that the gameplay/complexity of the game just *have* to be not that great either–if you admitted you liked the gameplay as much as you do, it would cause you cognitive dissonance. So, you hurl bile at the chest system.

      However, if the rewards were differently distributed, with cards coming rarely and randomly from won matches instead of from time-locked chests, balanced such that constant playing would yield the same rewards as the current system, and the grind bypassable by RMT in the same fashion as now, you would be completely fine with that–at least most of the “many” would be. This is but one of many different methods which Supercell could have used instead of the current one, while delivering basically the same underlying mathematical structure–but your issue isn’t with the mathematical structure, but with the fact that when you start the game, the little popup comes up to inform you that you can’t win a chest from this game. You’ve been denied the skinner box! Supercell even made the Skinner box feature look like a little box.

      Basically here’s what’s happening. Certain people complain about reward box nature of MMOs. Supercell designs a system that denies the reward box for most matches–unless you pay a little micropayment. Those people that are looking for a good game don’t care, and just play this fun game in a free manner. Those people that are looking for a reward box simulator get it, and drive CR to huge profits. Those people who complained about the old reward box structure complain even more about the new reward box structure-because that’s what they do.

      Good job Supercell, I say.

      • Fucknuckle says:

        No, I actually think the core game is pretty bad on its own, the business model just brings the whole thing to the toilet.

    • Mikrakov says:

      Crap business model, great core game, it’s fairly straightforward really.

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