Hey guys, a few days ago, there was a leak of the new cards in Clash Royale, Tornado, Electro Wizard, Elite Barbarians and Clone Spells.
New Cards Leaked Gameplay
Today, even a video of gameplay of these new cards was leaked by Opegit Studio, a Russian group on VK.
Lots of people say those fanarts are ugly but the video below is real. Anyway they are just the outlines and Supercell and improve them anytime before releasing the update.
Okay so as you can see in the leaked video above:
The Tornado pulls all troops nearby to the center of the tornado while dealing chip damage overtime. Lasts for 1.5 seconds. While being pulled in the Tornado, affected troops can’t attack.
The Clone Spell clones 2 Baby Dragons. The cloned troops have pretty much the same damage but very low HP (exactly 0 HP), they last forever until get killed. It just likes the Clone Spells seperate Baby Dragon bodies from their souls.
Additional information: Clone Spell doesn’t clone Golemites and Lava Pups.
The Electro Wizard has high movement speed but low HP (550 HP at level 1). He shocks everything and stuns them for about 0.5 seconds. He can hit up to 2 targets at the same time. When spawned, he casts a level 8 Zap spell to the landing place.
The Elite Barbarians card spawns 2 Barbarians with very fast movement speed, decent HP and decent damage. With 6 Elixir, I don’t really expect too much from this card. Elite Barbarians are simply similar to Lumberjacks not having Rage.
Updating…
What card do you like the most? Elite Barbarians, Tornado, Electro Wizard or the Clone Spell?
Hey guys it’s Ash and today I want to show you guys the many ways to break down big combinations of troops. For example, what is the best way to deal with a Giant with a Bowler and Mega Minion behind it? It’s easy to counter a lone Giant, but when he’s paired with multiple other troops behind him, it becomes a much bigger challenge.
How to deal with Big Pushes in Clash Royale
Big tank pushes are one of the most challenging aspect to this game, so understanding how to beat them is extremely important. So in this guide, we’ll be going over how to stop big combinations that utilize the Giant, Golem, Royal Giant, or Lava Hound.
First, just want to mention that if you guys have Twitter or Facebook, then be sure to follow me. I’m very active, I post every day, and I also regularly respond.
There are 3 things you need to do to stop a big tank push.
You need a tank killer. A tank killer can be either a hard hitting troop such as a Mini P.E.K.K.A or Barbarians or a defensive building like an Inferno Tower or Cannon. Or a combination of defensive units such as a Tombstone and Archers.
You need a support distractor. A support distractor is a unit that can be used to distract the supporting units behind a tank. Some examples of support distractors are Ice Golem, Knight, Guards, Valkyrie, Dark Prince, Baby Dragon, and so on.
You need a support killer. A support killer is a unit that can safely kill the supporting units behind the tank while your ‘support distractor’ distracts them. Cards that usually are great support killers are Mega Minion, Musketeer, Archers, Valkyrie, Bowler, Wizard, and so on.
Whenever I’m building a new deck, I always make sure I have cards that can fulfill all 3 of these roles.
Make sure your deck isn’t missing a tank killer, support distractor, or support killer.
Step 3: While the Ice Golem is distracting the Bowler and Mega Minion, drop your own Mega Minion, which is your support killer, on their Mega Minion. As the Ice Golem dies, it will also slow down your opponent’s Mega Minion and Bowler, making sure that your Mega Minion comes up on top.
Watch this gif for more details:
In Clash Royale, a good defense isn’t a defense that can completely shut down your opponent’s push. A good defense is a defense that can lead to a counterpush. And that is also something I want to convey strongly in this guide.
Your opponent’s Giant, Bowler, and Mega Minion all cost 13 Elixir together. While you used Tombstone, Archers, Ice Golem, and Mega Minion to stop it, which is a total of 11 Elixir. You not only stopped the push, but also have Archers and Mega Minion alive, which is very important. You can then add a tank such as Giant or minitank like Hog Rider in front of your Archers and Mega Minion and you’ll have a really powerful counterpush. And this is what makes your defense such an excellent defense. It led you to an excellent counterpush with high value.
There are so many ways to counter any big push with a tank when you have the 3 ingredients: The tank killer, the support distractor, and the support killer.
Against Golem Pushes
So let’s do another example. Say your opponent has a Golem backed up with Archers and Mega Minion and also has a Zap Spell to reset your Inferno.
Step 1 – Place down your Inferno Tower in the kill zone.
Step 2 – Wait for the Mega Minion and Archers to first cross the bridge, and then drop your support distractor to distract the Archers and Mega Minion. So we’ll use the Knight to distract the Archers and Mega Minion.
Step 3 – And at the same time, we’ll use our Musketeer to shoot down the Mega Minion and Archers. Even if he Zaps to reset our Inferno Tower, it won’t be enough to stop us without his supporting troops.
Oftentimes, when you don’t have a powerful defense like the Inferno Tower, it becomes almost impossible to stop a big Golem push from reaching your Arena Tower. So what am I supposed to do? Well the best way to stop a big Golem push is to never let your opponent build it. You need a lot of Elixir to form a big push with the Golem. When your opponent plays a Golem, he’s spending 8 Elixir, leaving him with 2 Elixir to. So by quickly making a big push on the other lane, like a quick Hog Rider push, your opponent will be forced to use up every last bit of his Elixir to stop you, or otherwise lose his tower. This will leave the Golem without any or much support troops, making it much easier for you to stop it.
Against Royal Giant
Now what about countering big Royal Giant pushes?Royal Giants have 6.5 tile range and take up a lot of space, making it harder to deal with the supporting units. However, a Royal Giant has about 30% less HP than a Giant.
Step 1 – Drop your tank killer. If you’re using a defensive building such as an Inferno Tower, then make sure to time it properly, placing it down at the same time the Royal Giant crosses the bridge. It’s important to allow the Royal Giant to cross the bridge, so your Arena Tower can target it.
Step 2 – Now since the Royal Giant takes up so much space, you need to drop your “support distractor” right on top of the Royal Giant, in front of your “tank killer” and “support killer.” Certain units can act as both “tank killer” and “support distractor” due to their decent HP combined with powerful DPS, such as the Mini Pekka or Barbarians.
Step 3 – Against a Royal Giant user, you don’t necessarily need a “support killer.” Rather, it is better to target the Royal Giant due to its much less HP compared to a Giant, and then counterpush. So Step 3 against a Royal Giant user should be for you to mainly focus on the counterpushing. If you can’t completely shut down a Royal Giant from targeting your Arena Tower, then you need to counterpush. And most of the time this is the case. You can defend as well as you can, but a Royal Giant could still get at least 2 hits on your tower. Your goal should not be to completely stop a Royal Giant, your goal should be to mitigate or lessen the impact of that Royal Giant as much as possible, and then save your Elixir and counterpush right afterwards. Because the Royal Giant is an expensive 6 Elixir card, it’s very difficult to stop a counterpush after you’ve spent all your Elixir on supporting the Royal Giant. So you must capitalize on this.
Another important thing I want to cover is the placement of your Inferno Tower when dealing with a Royal Giant. It’s a common misconception that your Inferno Tower be placed in the kill zone every time. In fact, against a Royal Giant user who uses Minions to distract your Inferno Tower, it’s best to place your Inferno Tower in this manner to counter the Royal Giant, and prevent your Inferno Tower from getting distracted by Minions.
Against Lava Hound Pushes
Lastly, we’ll cover Lava Hound pushes. When dealing with Lava Hounds, you need to understand that your main threat are the units behind the Lava Hound and the Lava Pups that will emerge after the Lava Hound’s death.
So usually it’s best to address the supporting units behind a Lava Hound first. However, it’s also very dependent on the cards you have. For example, if you have an Inferno Tower and Arrows, then you should use the Inferno Tower to directly kill the Lava Hound quickly, and then use Arrows on the Lava Pups and the supporting units behind the Lava Hound.
A good Lava Hound player will try to use his Minions to distract your Inferno Tower, so in this case, it’s better to position your Inferno Tower in this manner so that your Inferno Tower locks onto the Lava Hound safely. Believe it or not, placing an Inferno Tower like this against a Lava Hound user is a great idea because there’s no kill zone against a Lava Hound. You won’t be able to pull the Lava Hound to the middle where both your Arena Towers can target, so it’s better to place your Inferno Tower next to your Arena Tower.
Not only that, Miner is very commonly used with Lava Hound as the Miner can shield for the Lava Pups. So another reason to place your building next to your Arena Tower is so that your building is in range to also target that Miner right after the Lava Hound pops.
If your opponent plays a Mega Minion behind their Lava Hound or any other tank, then there are a couple of ways to deal with that. You can use a defensive building to separate the tank from the Mega Minion, then use a ranged attacker like a Musketeer to shoot down the Mega Minion.
Hey guys it’s Ash and in this post I want to address some of biggest problems in Clash Royale and my opinions on how to fix them. As a major content provider for Clash Royale, I feel like it’s my responsibility to speak for the community in regards to many of the problems of the game. And because of course I love this game, so the health of the game means a lot to me.
First I want to announce that I’ve recently created a new Discord chat for all my fans to interact with each other, to create a closer community. So if you’re interested in joining, then you can find it at here.
So now let’s talk about some of problems of the game.
The idea of this system is to keep users logging back on frequently, to keep them active, especially when you also have to request for donation every 8 hours. But why put a limit on progression? If a player wishes to continuously play 12 hours a day so he could obtain more cards, then why not allow that? If a player is that dedicated to the game, he definitely deserves a Legendary Card. Grinding allows for more competitive and active players, more active than the player who just logs on sporadically to obtain their Free Chest and request for donations and then log back off without really doing anything other than logging on. There’s definitely nothing wrong with getting rewarded for logging on daily, but there’s definitely something wrong when you’re not being rewarded for playing more. And these players who play more also have a higher chance of spending money on the game. So in a business perspective, it doesn’t make sense why the game places these restrictions.
When the victory gold reward system was introduced, I was very excited for the concept. The concept of allowing players to obtain gold as a means of grinding, being rewarded for playing more. But this was such a false hope. Turns out there’s a limitation on how much Gold you can earn after a certain number of battles and the Gold awarded for winning is extremely miniscule.
My suggestion is to remove this limit and substantially increase the Victory Gold. Reward players for playing more. Gold is such a big scarcity in the game, especially as you progress, upgrading many of the cards as a F2P player becomes extremely difficult. It costs 20,000 Gold to upgrade a single Common card from level 10 to level 11. That’s half the cost of buying a Legendary Card from the Shop. This is a huge problem and restriction for F2P players. Gold needs to be much more obtainable, especially at Legendary Arena. And this will continue to become a bigger problem as the game introduces more and more new cards that we’ll need Gold to upgrade.
Level Mismatches
Another very big problem to the game is level mismatches. Not only are there restrictions on how quickly you are allowed to progress in the game, but also restrictions on how far you can get depending on your level. Skill can only get you so far until you begin to regularly get matched up against someone higher level than you.
Now the solution most people ask for is to simply make it so the matchmaking system pairs you up against someone of equivalent level. But this is not possible simply because it depreciates the value of leveling up. For example, why level up from a high level 8 to a new level 9 player and then be in a mismatch against high level 9 players with stronger cards. The level of your cards have a much bigger impact in a game than the level of your Arena Towers. We must also take into account that this game is a business, and one of its main objectives is to make money, which is of course common sense. And so, buying gems to level up and progress faster will obviously give you an advantage. If the game simply paired you up against players that are of same level or same card levels as you, then the person who bought gems to level up will no longer have an advantage. It would be the opposite for that person, he or she would be paying money to lose more. Why will this person lose more? Because this person will not be able to compete against other players of same level because he or she does not have the experience or skill due to buying their way up. For example, if a F2P player reached level 10 without ever buying gems, then that player will almost always beat a new player who simply went from level 1 to level 10 thanks to gems.
So when we’re making suggestions for solutions, we need to think logically and fairly. I know it isn’t fair for many people when someone just buys their way to the top because of how big their wallet is, but we still need to consider things logically and consider a lot of other factors when making suggestions. So what is a proper solution for level mismatches? To be honest, I’ve been thinking of a proper solution to this problem for a very very long time and I still don’t know because some of the biggest flaws to this game are almost irreversible.
The problem behind level mismatches is that like I said, card levels mean a whole dang much. Way too much. A card becomes about 10% better each level, and that is HUGE in my opinion. It should have never been this big. It would make a lot more sense if a card only became 4 or 5% better per level. Heck I would upgrade my cards even if they got 3% better per level because an upgrade is an upgrade. By keeping level upgrades low, you have less disparity between card levels of players who are 1 or 2 levels higher than you, making it a lot more skill-based. In the current state of the game, if your opponent has a Fireball one level higher than your Three Musketeers that you deployed behind your Giant, then that Fireball will instantly one-shot all your Musketeers and completely overturn the battle. It would be a much more different story if your opponent’s Rare Cards were the same level as your Rare Cards. Another simple example is if your opponent has Goblins one level higher than your Zap Spell. Say you send in your Hog Rider and your opponent uses Goblins to counter it and you have Zap Spell, if your opponent’s Goblins are one level higher than your Zap Spell, then they will live and quickly kill your Hog Rider. Whereas, if they were the same level as your Zap Spell, they would die and your Hog Rider would have done over 1000 HP more damage on their tower under the same scenario.
Win Trading
Win trading or also known as Boosting is a cheat in which a player plays against their second account or a clanmate or friend to obtain free wins and easily raise their trophy count. This is a huge problem because this affects some of the biggest supporters or spenders of Clash Royale. People have paid an enormous amount of money to compete at the top and then you have some guys exploiting the system to obtain free wins.
Even though this affects me in no way, it’s something that must be addressed. Why isn’t Supercell readily banning these guys? There’s blatant evidence. Maybe permanent ban is too harsh for these heavy spenders, so why not even a soft ban?
Tournaments
Now don’t even get me started with tournaments. There are just so many problems with tournaments that I will need to devote a whole video on it. However, I won’t be discussing much about tournaments in this video because Supercell had just recently announced and also notified me that they were going to revamp and re-work tournaments for the upcoming update. So it’s safe to say that we’re going to be seeing a very different system. So I’ll wait for that update and then give you guys my opinions of the new tournaments system. Right now I’ll just list some of the biggest problems of the current tournament system:
There’s no way to kick certain players or cancel a tournament after you’ve created it.
Black markets are selling tournament spots and cards.
So yea, I hope Supercell is working on fixing these problems.
Availability of Legendary Cards
Ever since Legendary Cards were introduced it fueled a lot of concern. In my opinion, the biggest mistake Supercell made was introduce these cards. They’ve made the bridge between F2P and P2W a lot bigger. Obtaining these cards as a F2P player is extremely difficult and unlikely, while someone spending a couple of hundred dollars can easily obtain multiple Legendary Cards from Super Magical Chests.
There are a lot players spending a great deal of money to get these Legendary Cards, but what is more important, fast money or the health and long term value of the game? The introduction of Legendary Cards in the game negatively impacted over 90% of F2P players. And your playerbase and ratings are so much more important than making a quick buck and killing the game. Clash Royale is still a new game with lots of potential, and the long term value of the game right now is more important than anything.
Miscellaneous
Now there are other obvious problems to the game that should be fixed as soon as possible, such as having a separate window for donations because in an active chatty clan, oftentimes you run into problems where the person’s donation request disappears simply due to the clan being chatty. So yea, I’m not sure why this problem is taking so long to be fixed.
Balance problems in low arenas need to be taken more seriously. At the moment, Supercell only cares about statistics from the highest ranked players in the game. But balance and gameplay in the low Arenas is super important because that is where you have the highest population of players in the game. And your goal is to retain these players. Retention rate is proportional to early game experience, which means that if you want these players to keep playing, then you need to make sure things are fairly balanced in these lower arenas. The best way to balance lower arenas is to simply introduce new cards that can be used to counteract some of the biggest problems in the lower arenas. For example, hut spamming is plague in lower Arenas with few solutions. So a certain Common card like an Earthquake Spell that only inflicts damage on buildings would be an excellent solution to this problem in the lower Arenas.
Now it’s just not the lower Arenas, but balance changes also need to account for players around the 3000 to 4000 trophies range, which is a region populated by many of the most skilled players. The Top 200 in the leaderboard is not a great depiction of the most skilled players, but more so of a bunch of big spenders. After all, how many level 13 players are there in the game and how many are in the top 200 leaderboard and how rarely do you ever see a level 13 player winning in big tournaments? The point I’m trying to make here is that it’s a different environment from Top 200 and the players around the 3000 trophy range. A typical Top 200 player does not need to worry about level disadvantages because most of them have already maxed out all their cards. Whereas, a player in the 3000 range needs to worry about such threats as a level 9 player with a level 11 Royal Giant. Because of the Royal Giant being a Common card and also being a really good card, it’s very easy to level him up, which causes an imbalance in the 3000 trophy region. These are problems that shouldn’t be ignored, especially since this trophy region is so much more populated than the trophy region of the top 200 players.
There should be a big reward for reaching Legendary Arena. In Clash of Clans, you are rewarded 2,000 Gems for reaching 3000 trophies.
There are probably a lot of other problems I forgot to address, but those are some of the most important I can think of right now. Hopefully Supercell takes note of these suggestions. Let me know if you guys agree and if you have any better suggestions, feel free to comment below because I would love to hear it. So thanks for reading, hope you guys liked what I had say. I’ll see you guys again soon, Later!
Hey guys, from today, the Clash Royale Seasonal Trophy resets to 4000 Trophies instead of 3000 like before.
Previously, players above 3000 trophies got reset to 3000 trophies every season (2 weeks). From now on (August 29th 2016), players above 4000 trophies will be reset to 4000 at the end of each Season.
3000 trophy range is always the hottest place in the first few days each season. Increasing the season reset milestone to 4000 significantly decreases the pressure of fighting for a slot in the Legendary Arena around 3000 trophy range. This definitely helps players progress throughout Arenas easier!
In addition, before the update, climbing from 0 to 1000 trophies always gave the winner more trophies than the loser lost (For example, the winner granted 30 trophies while the loser lost only 20). This threshold now gets increased to 2000 trophies. From Arena 7 on, the trophy win/loss ratio is always 1:1.
Hey guys it’s Ash and this is going to be a quick guide on one of the most important high level strategies in the game, Double Lane Pressure. Double Lane Pressure is a strategy I’ve termed in which you pressure your opponent by utilizing both lanes. Usually, most players only focus on attacking one of their opponent’s towers at a time. But in this video, I’m going to show you guys a bunch of examples of how you can utilize both lanes and when is the best time to attack both lanes and win.
How to Double Lane Pressure in Clash Royale
Example 1:
The first example I want to give is when your opponent deploys an expensive troop like the P.E.K.K.A, Giant, Golem, or Sparky. All of these cards are expensive in Elixir cost and require support, or are easy to counter. For example, the P.E.K.K.A is a very easy card to deal with when she is alone. But when she’s coupled with another troop such as a Wizard, she becomes a much bigger threat. Otherwise, you easily counter her with very little Elixir.
Lone P.E.K.K.A can be easily killed
So when your opponent deploys an expensive troop like the P.E.K.K.A, then the first thing in your mind should be to Double Lane Pressure. When your opponent deploys the P.E.K.K.A, he spent 7 Elixir, leaving him with only 3 to defend. So what you should do is to attack and pressure your opponent on the other lane. For example, if he deployed the P.E.K.K.A on the right lane, then you should attack and pressure the left lane. What this will do is, it will force your opponent to react and defend the left lane. This is when your opponent is most vulnerable because he’s only going to have about 4 Elixir to stop your push. So as long as you pressure your opponent on the left lane and keep pressuring him on the left with your Elixir advantage, your opponent is going to have a very difficult time supporting his P.E.K.K.A, or Giant, or Golem, or Sparky. And then once that troop makes it to your side, you can easily counter it now because it’s going to be unsupported as your opponent spent all of his Elixir defending.
Example 2:
Another similar example is when your opponent deploys an expensive support troop like the Wizard or Witch. You can immediately attack the opposite lane and force pressure on your opponent. This will then result in your opponent failing to support their Wizard or Witch a tank such a Giant, allowing you to easily counter that threat.
So as you guys can see, the Double Lane Pressure technique can be used any time your opponent deploys a troop that needs support to be effective or pose a lot of threat. A card such as the Hog Rider is fast and doesn’t need support to hurt you badly. So you can’t Double Lane Pressure against a Hog Rider push. For that, you need to focus on Counterpushing, not Double Lane Pressuring.
Example 3:
The other example I want to share about Double Lane Pressure is when you should initiate attacking both lanes. When is it the best time to attack both lanes?
This one is a little more advanced because it requires you to first scout your opponent’s deck and also your opponent’s moves.
For example, say you’re using the Hog Rider and Prince in your deck. Both the Hog Rider and Prince will do a lot of damage if they make it to your opponent’s tower, but that’s the main challenge, getting them to your opponent’s Arena Tower. So say that your opponent has Barbarians and Minion Horde to easily counter both your Hog Rider and Prince. So what you need to do now is form a plan and Double Lane Pressure your opponent to get to their Arena Tower. Because if you don’t Double lane Pressure, sending your Hog Rider and Prince together in one lane will allow your opponent to easily counter both of them with ease because both the Hog Rider and Prince share similar weaknesses.
So what you should do is first send out your Hog Rider or Prince with a combo in one lane. This will of course force your opponent into defending that lane. So say you deployed your Hog Rider on the left lane alone to basically bait your opponent into using his Barbarians or Minion Horde. Your opponent probably thinks that he made a smart move and countered your Hog Rider push very easily. But what you’ve done now is created an opening on the right lane. Your opponent no longer has Barbarians, as those Barbarians were already deployed, leaving your opponent with just a Minion Horde to defend your Prince push. So now you send in your Prince on the right lane and couple him with Fire Spirits to instantly wipe out the defending Minion Horde and deal incredible damage to your opponent’s tower.
This would not have been possible if you did not Double Lane Pressure. If you had sent in your Hog Rider and Prince on the same lane with Fire Spirits, then your opponent would have easily countered that with his Barbarians and Minion Horde. And remember, since you’ve pressured your opponent on the right lane with your Prince, this disallowed your opponent of supporting his Barbarians, making it very easy to also counter the unsupported Barbarians.
So this is how you Double Lane Pressure. It’s more of an advanced technique, something you guys will learn to master more of as you keep playing. So I hope you guys enjoyed this short tutorial, I will upload more of these advanced strategies in the future. And of course I’ll continue to upload my gameplay every day so you guys can also watch all the different strategies I use when in a battle. So thanks for reading and watching my vido, be sure to leave a like and also subscribe for more daily Clash Royale content!
Arena Packs are one of the most exciting features which released yesterday in the super big Clash Royale Update from Supercell. I have received lots of questions from you guys about the pack, that’s why I decided to create a special page for it on Clash.World.
The Arena Pack (the screenshot above) will be added to the shop once player reaches the new Arena. The higher your Arena you get, the better the pack.
This pack shows up in Shop for 2 days when you unlock the new Arena. If you don’t buy it, It will show up once every week.
Arena 1 and Arena 2 Pack don’t exist.
The Arena Packs are always one-time purchase items. If you have already purchase the Arena 9 pack, you will never see it again. Players receive Chest, Gold and Gems immediately once placed the order. Each pack contains a fixed amount of Gold, Gems and the type of Chest. The chest opened immediately, no wait needed. By opening the chests, players can only get cards from their Arena and below. For example, If you are in Arena 9 and you purchase the Arena 7 pack, you still can get cards from Arena 8.
There is a 25% chance you will see an Arena Pack from the Arena below, just in case you don’t like your current Arena’s pack, which means you will have chance to get ALL Arena Packs If you are in the highest Arena. For example, If you are in Arena 9, you will be able to buy 9 packs.
Arena
Type of Chest
Gems
Gold
Price (USD)
3
Giant Chest
80
1000
$0.99
4
Magical Chest
80
1000
$0.99
5
Super Magical Chest
500
1000
$4.99
6
Magical Chest
500
10,000
$4.99
7
Super Magical Chest
1200
10,000
$9.99
8
Magical Chest
1200
100,000
$9.99
9
Super Magical Chest
1200
10,000
$9.99
10
Legendary Chest
1200
100,000
$9.99
Have you bought any Arena Pack? Please share! Just bough mine yesterday. It was such a big deal!
Hello guys, today I am going to give you a simple trick which can easily exploit the Challenge Mode Matchmaking in Clash Royale. Before reading further, please promise with me that you will keep this secret, between us. Is it okay? (Just kidding).
How to get easier Opponents in Challenge Mode
Basically, the more wins you have, the better the opponents. It is extremely hard to get 12 wins in a row unless you are super good (Ash is so good).
Dropping trophies doesn’t help much. The difficulty of the game still increases. But, DROPPING GAMES in the Challenge Mode does help!
Before you join the Grand Challenge in game, find the amount of games you are net game positive. For example, If you have 2 runs, 5-3 each, you have a net game positive of 4. Lose that amount plus the amount of handicap you wish to have!
You will only need need about 5 loss handicap most of the time. Do this in the Classic Challenge. There is a link between the Classic Challenge and Grand Challenge. Once you have the handicap, start playing in the Grand Challenge to maximize the rewards. I am sure that you will face a lot easier opponents than you usually get. At the cost of 30 Gems, you will face much weaker players.
In short:
Lose 6 matches in the Classic Challenge. (To show the matchmaking how bad you are)
Play the 12-2 Grand Challenge and face much weaker opponents (lose 2 for example).
Lose 15 matches in the Classic Challenge to get the net game negative of -5.
As stated before, in this big Clash Royale Tournament Update, Supercell is going to change the Tournament Mode in game a lot! Let’s take a closer look at the sneak peek today my friends!
New Tournament Mode – Victory Challenges
The Victory Challenges Mode unlocked once players got to level 8, alongside the traditional Tournaments. After 12 wins, players unlock the top prize. Don’t lose more than 2 match otherwise you will be kicked out! There are 2 Challenge Modes at the moment: Classic Challenge and Grand Challenge.
Grand Challenge: Need 100 Gems to enter. Top prize contains 22,000 Gold (yes, 22,000) and 1,100 cards (yes, 1,100 cards).
During the Challenge, you have to finish 12 matches to get the top prize. If you lose 3 times, you will be kicked but you can get the prize immediately. No one hosts Challenges. You will face players who are also looking for Challenge matches. All the matches in Challenge Mode are at Tournament Standard. These matches are global and you are guaranteed a prize, no matter how many battles you win. The more you win, the better the prize. The more wins you have, the harder the opponents. Players you face in the Challenge Mode have the same positions as yours. You can play 1 Tournament and 1 Challange at the same time.
The best chest from Tournament has a really big chance of pulling a Legendary card.
There is one new Achievement for this new feature!
Okay my friends here are the list of some special hidden changes of the current Clash Royale September update. The data was share by Asdamp. He decompiled the data files. I think you will love these!
The Hidden Updates inside the September Update
Two new Achievements
Players now receive 100 Gems at the first time create Tournaments.
Winstreak Achievement for the Challenge Tournament:
A pair of unarmored ranged attackers. They´ll help you with ground and air unit attacks, but you´re on your own with coloring your hair.
A pair of lightly armored ranged attackers. They’ll help you take down ground and air units, but you´re on your own with hair coloring advice.
Witch’s description
Summons skeletons….
Summons Skeletons….
Rage’s description
Increases troop movement and attack speed. Troop buildings and summoners deploy troops faster. Chaaaarge!
Increases troop movement and attack speed. Buildings attack faster and summon troops quicker, too. Chaaaarge!
Lightning’s description
Bolts of lightning hit up to three enemy troops or buildings with the most hitpoints in the target area. Reduced damage to Crown Towers.
Bolts of lightning damage and stun up to three enemy troops or buildings with the most hitpoints in the target area. Reduced damage to Crown Towers.
Bowler’s description
This big blue dude digs the simple things in life – Dark Elixir drinks and throwing rocks. His massive boulders bounce off their target, landing behind for a double strike!
This big blue dude digs the simple things in life – Dark Elixir drinks and throwing rocks. His massive boulders roll through their target, hitting
Other changes:
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