Clash Royale Articles RSS Feed | GameSkinny.com Clash Royale RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Clash Royale Guide: Best Decks for Dominating Each Arena https://www.gameskinny.com/h18gf/clash-royale-guide-best-decks-for-dominating-each-arena https://www.gameskinny.com/h18gf/clash-royale-guide-best-decks-for-dominating-each-arena Fri, 23 Jun 2017 17:23:08 -0400 ActionJ4ck

Clash Royale is a relatively simple RTS. However, consistently toppling other players is anything but. With 11 different arenas to in which to play, each granting access to different sets of cards, knowing which eight cards to build your deck from can seem like a daunting task. But the key is adaptability.

Because each arena unlocks new cards to use, the strategies employed by players in these arenas will be different as well. That means that the deck that helped you tear through Arena 3: Barbarian Bowl may not get you very far in Arena 5: Spell Valley. To help you with this, we've compiled the best decks to use in each of Clash Royale's 11 arenas. 

Arena 1: Goblin Stadium

Deck: Spear Goblins, Archers, Bomber, Baby Dragon, Musketeer, Knight, Giant, Arrows/Fireball

Being the first arena, Goblin Stadium is predictably simple to get through. The strategy behind this deck is for the ranged attackers (Spear Goblins, Archers, Bomber, Baby Dragon) to defeat and/or weaken enemies before they can damage the Knight and Giant, who will be the main tower destroyers. Fireball is good for clearing enemy advances, but Arrows will work just fine, too, if you prefer something with a bit lower Elixir cost.

Arena 2: Bone Pit

Deck: Balloon/Prince, Giant, Baby Dragon, Musketeer, Goblin Hut, Bomber, Fireball, Arrow

In the Bone Pit you're going to be clashing with fewer newbies, so you'll have to be a tad more prepared. More players will also start to feature rare and epic cards in their decks, but the bright side is that so will you.

The main focus of this deck is relying on Giant and Balloon to deal massive damage to your opponents' towers, with the former leading the charge to sponge up hits for the latter. Baby Dragon, Musketeer, and Goblin Hut will help keep foes off of your tower destroyers, with Musketeer being particularly useful for combating opponents' Baby Dragons (an especially powerful card in the first few arenas). Fireball and Arrow are there for enemy crowd control and supporting your troops.

It's important to note that you may have a hard time getting your hands on Balloon if you're unlucky with your chest rewards, so don't be afraid to stick with the deck from Arena 1 for a bit as well or plug Prince in its place. It probably won't be a wrecking ball in Bone Pit, but it will still be decent. 

Arena 3: Barbarian Bowl

Deck: Goblin Hut, Tombstone, Witch, Minions, Spear Goblins, Goblins/Fireball/Arrows, Giant, Cannon

As the name "Barbarian Bowl" might imply, Barbarians and Barbarian Hut (which spawns Barbarians) are common cards here thanks to their well-rounded capabilities. As such, it might be better to go against the grain and try to counter Barbarians instead of using them. 

This deck can quickly overwhelm Barbarians with sheer numbers and advantage. Barbarians are susceptible to being swarmed and can't fight back against aerial troops, so the first six cards can be particularly effective against them by generating lots of troops. Giant will lead the charge against enemy towers while Cannon should be placed to defend your own. 

If you wish to make the deck a bit more well-rounded against non-Barbarian threats, then feel free to swap out Goblins for Fireball or Arrows. 

Arena 4: P.E.K.K.A's Playhouse

Deck: Spear Goblins, Baby Dragon, Minion Horde/Barbarians, Prince, Balloon, Giant Skeleton, Arrows, Rocket/Tesla

In Arena 4, it is important to have some defensive measures in place due to the prominence of Hog Rider, a troop that will jump over the center river and go straight for buildings.

This is a solid and relatively easy to acquire deck for P.E.K.K.A's Playhouse. Prince, Balloon, and Giant Skeleton are meant to be the main tower offense forces here, with Spear Goblins, Baby Dragon, and Arrows handling most of the enemy's troops. Their range will also help them hit enemies' Hog Riders. The choice between Minion Horde and Barbarians or Rocket and Tesla is entirely dependent on if you would prefer to take a more offensive or defensive approach, respectively. 

If you choose to go the more offensive route and put Rocket in your deck, use it as a finisher for towers and such. Only in emergencies should you use it on one of your opponent's troops since it's a bit on the pricey side. That's what the Arrows card is for, after all. If you go with Tesla instead, be sure to put it near the bridge opposite from the one you are mainly using so you can bait your opponent into it more easily. 

Arena 5: Spell Valley

Deck: Giant, Balloon, Barbarians, Musketeers, Minions, Fire Spirits, Zap, Arrows/Fireball

We're getting into the area of some serious play here in Spell Valley, so get ready because the possible deck combinations that you'll be facing will only increase. A popular choice for this arena is a slightly upgraded version of the Giant+Balloon ground+air punch that we talked about for Arena 2: Bone Pit. 

Just like with the Bone Pit, Giant will lead the charge while Balloon follows behind it. Musketeers, Minions, and Fire Spirits are there to counter foes using the same strategy, while Barbarians will supply utility. Choosing Arrows or Fireball is just a matter of personal preference of lower Elixir cost and lower power versus higher Elixir cost and higher power.

Alternatively, you could also give this Hog Rider deck a try:

Hog Rider, Goblin Barrel, Skeleton Army, Valkyrie, Fire Spirits, Zap, Fireball/ArrowsBomb Tower

The main punch of this deck is the Hog Rider and Goblin Barrel cleaning up the enemy troops after a Zap and then teaming up on a tower, with the Skeleton Army and Valkyrie dealing with single and multiple troop attacks respectively. Skeleton Army can also make a strong push towards a tower if need be. Bomb Tower, Fireball/Arrows, and Fire Spirits are there for general defense. 

Arena 6: Builder's Workshop

Right now the metagame doesn't shift too drastically from Spell Valley to Builder's Workshop, so the same decks you've found success with in Arena 5 should serve you well enough here as well.

Arena 7: Royal Arena

Deck: Royal Giant, Tornado, Furnace, Wizard, Skeleton Army, Barbarians, Archers, Princess

Royal Giant is your main tower attacker here, with a combination of Tornado, Furnace, and Wizard to deal with whatever may threaten your Royal Giant on his way. Skeleton Army should be able to handle most single large threats, with Archers and Princess around for ranged support and Barbarians to provide flexible utility.

Arena 8: Frozen Peak, Arena 9: Jungle Arena, Arena 10: Hog Mountain, and Arena 11: Legendary Arena

The final four arenas are where the metagame starts to level out a bit and smart, skillful play sets the top tier players apart from the chumps. By the time you've reached these arenas, you should have a pretty generous supply of legendary and leveled up cards. We'll go over the current top decks at these upper tiers, but keep in mind that you'll still need good play skills and solid Clash Royale knowledge to use them effectively against other high-level players.

Deck: Bowler, Electro Wizard, Baby Dragon, Tornado, Poison, Graveyard, Knight, Skeletons

One of the current top decks at these tiers is the Splashyard deck (above), which features the fatal Poison+Graveyard combo but with a few variances. First, we have Splashyard featuring Bowle.

The Bowler, Electro Wizard, and Baby Dragon combo can give some excellent push back against incoming troops as they make their way toward the tower, especially with Tornado to move foes to the perfect position. But the real destructive force here is the 9-Elixir combo of Graveyard+Poison Spell. Graveyard will decimate an opponent's tower while Poison takes care of any threats to the summoned Skeletons. Skeletons are there to defend against large single threats and Knight functions as a cheap tank to keep your opponent's troops off your tower or other units. 

We also see a lot of Splashyard with Night Witch and Executioner.

Deck: Tornado, Executioner, Baby Dragon, Night Witch, Graveyard, Poison, Skeletons, Ice Golem/Knight

Tornado combined with Executioner is the main defensive force here, with Baby Dragon also filling in that role as needed. Where this deck gets deadly is getting Night Witch and Graveyard out on the field at one time, typically forcing opponents to use their Zap spell to deal with one while the other lays down a heavy assault on their tower.

The Graveyard+Poison combo is also just as deadly here. Skeletons and Ice Golem/Knight are used to kite enemy troops away from your towers and troops. The choice between Ice Golem and Knight is really dependent on if you prefer lower cost or higher defense.

Finally, we'll go over another commonly seen deck at higher tiers called Hog Exenado or Hog Tornado.

Deck: Hog Rider, Knight/Ice Golem, Lightning, Executioner, Tornado, Valkyrie, Skeletons, Log

Hog Rider is the main tower rusher here while Knight or Ice Golem functions as your tank and to pull attention away from Hog Rider. Again, this choice is up to your preference of defense vs cost. Lightning will be used to break through your opponents defenses to let Hog Rider run wild. Executioner+Tornado is your ultimate defense maneuver here, while Skeletons can kite foes and Valkyrie and Log deal with crowd controlling the enemies troops. 

This is by no means a comprehensive list of viable decks in Clash Royale, but it should be more than enough to help you get a solid foothold in each arena. Also remember that as developer Supercell continues to add new cards and balancing tweaks, the favored decks and strategies will likewise change; so be sure to come back to GameSkinny for Clash Royale guides, tips, and news.

Do you have a strong deck for a specific arena? Can you think of any improvements for these deck lists? Feel free to let us know down below.

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Clash Royale's 4 New Cards and Where to Get Them https://www.gameskinny.com/5iwyd/clash-royales-4-new-cards-and-where-to-get-them https://www.gameskinny.com/5iwyd/clash-royales-4-new-cards-and-where-to-get-them Mon, 19 Jun 2017 11:17:12 -0400 Tobbpitt

Clash Royale's updates are always rewarding to the players, and this most recent one is no different! We got some quality-of-life changes -- like being able to add friends to our clans, more deck slots post-level 8, and of course new cards. Sweet, sweet new cards.

The stars of the new update are the 4 new cards added to the game's roster, each one with its own place in your collection (and decks). So what are the four new cards? Let's go over them from least to most rare.

Skeleton Barrel (Common)

Despite its rarity, the Skeleton Barrel is a pretty handy unit that does a great job of destroying buildings (and only buildings). It's similar to the Battle Ram, but the Battle Ram is melee while this one is a flying unit.

This is a 3 Elixir cost unit that drops 8 skeletons once it collides with a building or is destroyed. It may not be the most flashy (or rare) of Clash Royale's four new cards, but it definitely has its uses.

You can unlock this card in the Builder's Workshop (Arena 6).

Flying Machine (Rare)

Another flying unit card? You bet! The Flying Machine is a far cry from the Skeleton Barrel in that it focuses on air and ground units rather than just buildings. Though of course it attacks buildings as well.

This flying unit doesn't do a ton of damage, but it's fast and has an exceedingly far range. Currently it can attack from up to 6 tiles away, making it the longest-range unit in the game. This 4 Elixir cost card is real sniper with low HP, reasonable damage (same as the Spear Goblin), and long range.

You can unlock this card in the Jungle Arena (Arena 9).

Cannon Cart (Epic)

Unlike the previous two cards, the one is land-based -- but that doesn't mean it's not just as deadly.

The Cannon Cart is unique, in that it acts as a normal moving unit as long as its shield is up. But once it's been destroyed, the cannon is dropped on the ground and immobile. In either case, its range is more than enough and makes the Cannon Cart a formidable ally against ground units.

This baby does some decent damage and can take more than a few hits before the shield drops, making it a worthy 5 Elixir cost unit.

You can find the Cannon Cart in Hog Mountain (Arena 10).

Mega Knight (Legendary)

This is the card everyone has been waiting for, though the other new ones in the latest update are nothing to scoff at. The Mega Knight is simply on a different level, as legendaries should be.

Mega Knight is a pretty mobile tank unit that just also just happens to do maybe a little too much damage. Not only does he do area damage when he attacks, he does high damage when he is deployed and does high damage when he jumps to his targets.

This unit can jump to enemies 4 or 5 tiles away and the jump does impact damage, which can be lethal for some weaker enemies.  Even if it's not, his area of effect attacks will clean them up.

The one downside (or upside, if you're against one) is that this 7 Elixir cost monstrosity only attacks ground units. You can try to plink him to death with flying units and he won't be able to do a thing.. but that doesn't mean your opponent can't play some flying or flying-targeting units of their own to deal with your own counter.

You hopefully will be able to unlock this card via Hog Mountain (Arena 10) or get lucky with a Legendary Chest.

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5 Best Mobile Card Games https://www.gameskinny.com/90fvx/5-best-mobile-card-games https://www.gameskinny.com/90fvx/5-best-mobile-card-games Mon, 19 Jun 2017 09:48:13 -0400 Adreon Patterson

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Reigns
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Building on the swiping concept of Tinder, Reigns places the player as a monarch who rules his kingdom by accepting or rejecting advisors' suggestions through playing cards. These decisions trigger ripple effects through the four society pillars -- the commoners, the church, the military, and the royalty -- by way of events. 

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The game's simple control scheme and use of strategy are seen as refreshing compared to other mobile card games.

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---

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Each of these mobile card games has its own charm that sets them apart from other mobile games. But these are just the tip of the iceberg, as these types of games are proliferating fast in the mobile marketplace. What are your favorite mobile card games? Let me know in the comments!

"},{"image":"https://res.cloudinary.com/lmn/image/upload/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/d8c0b6caef376346b11c47bafb4c30bc.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/d8c0b6caef376346b11c47bafb4c30bc.jpg","type":"youtube","id":"11042","description":"
Exploding Kittens 
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Evolving from the crowdfunded original card game, Exploding Kittens, the mobile version allows multiple players to draw cards until they draw an Exploding Kitten, causing them to explode and lose the game. Players can have as many or as few cards as possible during their turn, but they must end their turn by drawing a card. 

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This version adds new content and mobile-exclusive card types to the game while allowing cross-platform play between all mobile versions.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/d/u/e/duel-85c3d.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/d/u/e/duel-85c3d.jpg","type":"slide","id":"161453","description":"
Yu-Gi-Oh! Duel Links
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Based on the beloved anime series, Yu-Gi-Oh!, players take on the roles of Yami Yugi or Seto Kaiba in order to duel other players in Yu-Gi-Oh! Duel Links. As players move forward, characters from the series can be unlocked, which leads to more competitions in the virtual "Duel World".

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The game grabs old fans and newcomers with its accessibility and simplification of traditional card game rules (like the original Yu-Gi-Oh! card game). It even goes as far as having the original voice actors voice the characters.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/l/a/clash-royale-0acf7.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/l/a/clash-royale-0acf7.jpg","type":"slide","id":"161452","description":"
Clash Royale
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Much like Hearthstone, Clash Royale is based on an ever-popular gaming series -- Clash of Clans. The game combines three game genres -- collectible cards, tower defense, and multiplayer battle arena -- in an extravaganza of strategy as players destroy each other's towers and collect trophies to move up the arena food chain. As the game progresses, players can enter tournaments and become members of leagues with other players. 

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Clash Royale has received praise from critics and fans alike for its easy gameplay, graphics, and fast-paced action.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/a73e9e0d718cbecd9cc00d12cb454b0c.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/a73e9e0d718cbecd9cc00d12cb454b0c.jpg","type":"youtube","id":"11041","description":"

Hearthstone: Heroes of Warcraft

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As previously mentioned, This latest entry in the beloved World of Warcraft series allows two players to take the strategies and tactics of the original game, but in the form of a card game. Each player tries to reduce the other's life in a quest for gold, rewards and other prizes.

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Hearthstone is championed for its simplicity, gameplay, and attention to detail, but major emphasis was placed on the feel of a traditional card game and the lack of interference during a player's turn (things that plague other mobile games).

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The game is so popular that it has spawned an annual worldwide tournament, in which the best of the best compete for prize money. 

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/e/l/d/elder-scrolls-legends-d4861.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/e/l/d/elder-scrolls-legends-d4861.jpg","type":"slide","id":"161460","description":"

Mobile card games are all the rage these days, with old and new games for any and everybody.

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But this craze isn't new -- their forefathers, collectible card games, were an even bigger phenomenon in the 1990's with the rise of Wizards of the Coast and Magic: The Gathering.  The trend cooled off in the late 1990's before a resurgence in the 200's with the introduction of Pokemon and Yu-Gi-Oh! to mainstream popularity. Then CCGs went from physical to digital with the rise of franchise games from Blizzard and Wizards of the Coast.  

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And now, we're seeing games like The Elder Scrolls: Legends pushing the bounds of card game mechanics and bringing the beloved world of Elder Scrolls to a new format. This card game sets itself apart from its peers by using field lanes, minion trades, and board building in two different gameplay modes. 

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What other mobile card games are doing something different from the CCGs of yore? The next few slides will highlight five games that are breaking the mold, which definitely makes them worth your time. 

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3 Things Clash Royale Does That SMITE Rivals Must Do Better To Succeed https://www.gameskinny.com/6h5xz/3-things-clash-royale-does-that-smite-rivals-must-do-better-to-succeed https://www.gameskinny.com/6h5xz/3-things-clash-royale-does-that-smite-rivals-must-do-better-to-succeed Wed, 18 Jan 2017 07:00:01 -0500 Rob Kershaw

Clash Royale has been out for less than a year, but it’s already made some significant waves in the freemium market. Its quirky hybrid of different genres resonated with gamers to such an extent that it was only a matter of time before someone came along to challenge it.

We also recently got the announcement of SMITE Rivals, which comes at a time when SMITE has never been so popular. Fresh from the success of the Hi-Rez Expo, the MOBA’s creators are hoping to steal some of the success (and players) away from Supercell’s mobile darling.

But if they want to lure players away from Clash Royale they’re going to need to not only match their competitor, but offer something new too.

With that in mind, we've picked out three key areas that could make SMITE Rivals a success.

Platform Distribution

While Clash Royale is available on both Android or iOS, SMITE Rivals plans to take this one step further and open itself up to the PC market. It’s a bold statement of intent from Hi-Rez who are doubtlessly looking to hook potential new players through their desktop offering, before porting them over to their mobile version to continue playing on the go.

The fact that the same ecosystem is being used for all versions of SMITE Rivals means that true cross-play is on the table, which opens up a raft of possibilities for players. Since they are no longer restricted to only battling with friends on the same operating system, the flexibility of cross-play brings potentially exciting new matches with their Android, iOS and desktop-owning buddies.

Microtransactions

Clash Royale is one of the more generous freemium games in terms of shaking down players for cash. When you win a battle, you are rewarded with time-restricted chests to open. You can either wait for the timer to tick down, or pay to open them more quickly to nab the loot. Either way, the microtransaction model doesn’t limit you from actually playing the game.

If SMITE Rivals is to succeed, it’s got to ensure that its gamers don’t have a reason to stop playing. As soon as you put down barriers to entry, you’ll lose custom. And whilst Hi-Rez haven’t revealed how they plan to monetize the game, there's every chance they will follow a similar path to their previous titles and allow you to pay a one-off fee to unlock all current and future character content.

SMITE's God Pack retailed at $29.99 and presented a reasonable choice to hardcore players who were likely to invest a lot of their time into the game -- a similar option for this new title could prove a popular alternative to the drip-feed of Clash Royale's microtransactions.

Depth Of Gameplay

You don't need to be eagle-eyed to see that there are similarities between the two games, not least in the visual department. When you add in the identical eight card deck and the tower defense mechanics, one has to wonder what SMITE Rivals is going to do to distinguish itself.

The first and most obvious change is the number of lanes -- three in comparison to Clash Royale's two. The battlefields are therefore a lot more frenetic and crowded at times. Micromanagement is going to be key to your success, and the extra lane means that the depth of strategy is also increased.

This can only be a positive since it may help escape one of the pitfalls of Clash Royale -- playing opponents who could simply outmatch you by spamming both lanes. A third route into enemy territory may negate that, leaving room for a more balanced back-and-forth between players, and a more fluid gaming experience overall.

Furthermore, the introduction of God cards in SMITE Rivals offers the possibility of turning a battle on its head. A compulsory addition of one of these cards to your deck means that during each game you have the ability to unleash a unit against your enemy anywhere upon the battlefield. Each God is not only powerful in their own right, but they also have skills limited by a cooldown which you can activate for further advantage. Being able to decrease the cost of your cards or make your units briefly invincible brings a host of new tactics to every battle.

Given the initial similarity between the two games, you'd be forgiven for thinking that SMITE Rivals is just another clone of a successful mobile strategy title. Then again, people said the same thing about Hearthstone when it launched against the stalwart Magic: The Gathering -- and Blizzard aren't complaining about its performance.

The extra layers of strategy could ultimately be what pulls players away from Clash Royale... as long as Hi-Rez get the balance right.

Are you excited about the release of SMITE Rivals? Or do you think it will struggle to distinguish itself from Clash Royale? Let us know in the comments!

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Where is Mobile Gaming Heading https://www.gameskinny.com/9c9a0/where-is-mobile-gaming-heading https://www.gameskinny.com/9c9a0/where-is-mobile-gaming-heading Fri, 18 Nov 2016 06:00:02 -0500 Lampstradamus

Mobile gaming is something that has really come to the fore-front of the gaming industry over the years. Most hardcore gamers wrote off mobile games as just a fad and expected it to fade away into the background. With the mobile market not shrinking, but actually growing and has become a staple of the gaming industry, now might be a time to look at where mobile gaming might be heading.

The Industry

Both Konami and Nintendo have made moves and statements that have expressed their interest in mobile gaming. With the Nintendo Switch coming out within the next year or so, we can see that Nintendo has an investment in mobile gaming.

Though mobile gaming is a relatively big thing here in the West, the East's mobile gaming market is even bigger and more prolific. The market over there is rapidly expanding and there are always new games that attract new players. Over in the west we have many mainstays but we haven't had too many new hits outside of a few. Many of the hits on the app-stores are several year old apps or ports of games from other systems. Quite a few of the trending free games are simply clones of other top apps.

One thing that has come to my attention is the emerging e-sports market for mobile games. Clash Royale, Vainglory and Hearthstone(technically also a PC game) are just some of the mobile games to have tournaments. Though mobile games are known for being short and simple experiences, they are capable of being complex enough where there is a market when it comes grabbing viewers.

Different Platform Different Games

With mobile gaming being a different medium than traditional gaming, it is only natural that some developers take advantage of the medium and technology that it brings with it. Pokemon Go is obviously the elephant in the room when you are looking for a new type of game genre to become popular. After it originally released, many companies were trying to emulate the popularity of Pokemon Go by creating their own augmented reality games.

Many people bring up the similarities between VR and AR games and wonder whether the two will encroach upon the other's market. Both are very similar, but at the same time they have different appeals. VR focuses on putting you in an entirely different world, while AR focuses on enhancing the real world as you move around. The two will overlap but probably won't cannibalize each other.

Where is it going?

The thing about the mobile gaming industry is its wide variety of games. There are games that are super casual and pick up and play, and then there are the really intense games that might require you to learn the game and its meta. There are many different pockets of mobile gaming to take a look at and it is difficult to tell where the mobile gaming industry is heading.

One direction that mobile gaming has always been going in is the direction of short pick-up and play experiences, these  have always been around and will always be around but things are changing I feel. Many of the more popular main stay apps that I have been seeing have been aiming at retaining an audience. Constantly providing players with content and having them come back is something that most developers want. The longer they stay, the more they invest.

The other thing that I can say about mobile gaming is that it is becoming more complex. Whether it be in the west or it be in the east, mobile gaming has become more than just cow-clickers and quick 5 minute games that we play on the toilet. 

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Clash Royale Deck Building Guide -- How to Advance in Arena https://www.gameskinny.com/excrr/clash-royale-deck-building-guide-how-to-advance-in-arena https://www.gameskinny.com/excrr/clash-royale-deck-building-guide-how-to-advance-in-arena Wed, 06 Apr 2016 11:49:43 -0400 Robert Guthrie

Clash Royale is Supercell's follow-up to the incredibly popular Clash of Clans -- and if anything, it's even more addictive.  It's pretty easy to get started, but since you're playing against real people, the game gets difficult quickly, and it can be hard to advance in the arena if you don't know what you're doing.

To get you started, here's a basic deck building guide to help you win and keep winning.

The Basics

The most important part of any Clash Royale deck is synergy -- you want your cards to work together. How complicated that synergy is depends on your cards and your overall strategy, but at the very least, you need three things:

  • tough cards to stand in front
  • ranged units to do damage
  • some sort of utility if things go wrong

If you could build a deck with just knights, archers, and arrows, that actually wouldn't be too bad -- you won't get to legendary arena with it, but it will get you started.

Understanding the balance between defense and offense is important as well. Sooner or later your enemy is going to break through, and the more answers you have, the more likely you are to be able to turn the tide and start a counter push. This means having splash damage to counter hordes, ranged attackers to shoot down flyers, and spells to blast buildings and enemies behind protection.

If you keep these principles in mind, you can't really build a bad deck, but let's get more specific about how to win in arena.

Building an Arena Deck

It's unlikely that you are going to have all the cards that you need while you're starting out (and if you're free-to-play, probably ever), but there are lots of substitutions, and making your deck work is part of the fun. Here are some suggested cards for a strong, basic arena deck.

2-3 High HP Cards

These are your front line, and what will make the rest of your deck work, if you use them correctly. Cards like the Giant, the Knight, and the P.E.K.K.A. are all very good at providing a meatshield that your squishy units can fire from behind. You need a few of these, or else you'll just get rolled over.

2-3 DPS Cards

These are your workhorses, and what will burn down your enemies' tanks and towers if you protect them correctly. Cards like the Musketeer, Archers, and Spear Goblins will rack up tons of damage if left alone, making them extremely important to a winning strategy.

2-3 Splash Damage Cards

There may be some overlap here with the other categories, but don't neglect your splash damage. Skeletons and goblins are everywhere, and you need something with cleanup power to keep from being swarmed. Cards like the Valkyrie, Baby Dragon, and Witch are key to stopping massive pushes of small minions.

1 AoE Spell

Especially as you advance in the arena ranks, you're going to want to have an AoE spell to deal with unexpected swarms and minion spawners. Arrows is great for taking out lots of minions, but it does less damage to buildings. Fireball has a smaller AoE, but it does more damage and it's strong against buildings. Choose one or the other to start.

1-2 Buildings

Buildings are important for stabilizing your side of the field and buying you time to react. A Goblin Hut or a Bomb Tower can make a big difference in allowing you time to react -- make sure to include at least one of these, as it will help you build a stronger position.

Elixir Cost

Remember, you have to pay for all of this, so keep an eye on your elixir cost. The average cost of all your cards should be between 3.7 and 4.5 -- anything lower and your weak units will get wiped out, anything higher and you're liable to get overwhelmed while you wait for elixir to pay for your units.

Example Decks

What your deck looks like is going to rely a lot on what you get out of your chests, but here's some basic layouts to get you started.

Low-cost Starter Deck

  • Archers
  • Knight
  • Giant
  • Goblins
  • Spear Goblins
  • Bomb Thrower
  • Goblin Hut
  • Arrows


Mid-range Deck

  • Baby Dragon
  • Giant
  • Skeleton Army
  • Prince
  • Musketeer
  • Arrows
  • Fireball
  • Inferno Tower

Thoughts? Comments? Have some deck building tips you want to share? Let us know in the comments, and good battling!

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Clash Royale Beginner Tips and Tricks https://www.gameskinny.com/1a6sm/clash-royale-beginner-tips-and-tricks https://www.gameskinny.com/1a6sm/clash-royale-beginner-tips-and-tricks Tue, 08 Mar 2016 02:53:39 -0500 Justin Andress

Supercell has done it again. After months of fanfare, the indomitable gaming company has dropped another hit onto the mobile market. Clash Royale is a deck-based MOBA that works as an offshoot of the company’s mega hit Clash of Clans. Ever since its March 2 release date, the game has seen a swell of popularity that’s unprecedented, even in the super competitive mobile gaming market.

According to Venture Beat, in just three short days, Clash Royale became both the number one App Store game in the US and one of the top-grossing apps in the iOS store. The game has also climbed to the top of the Google Play downloads list.

So, what does all this mean? It means that if you’re going to dive into the world of Clash Royale, you’re going to have some stiff competition. It’s time to armor up and strategize, folks, because domination awaits.

What is Clash Royale?

Okay, if you’re not familiar with Supercell or their previous hit Clash of Clans, do yourself a favor and go download that immediately.

Now, the company’s newest game, Clash Royale, sees players assembling a deck of willing soldiers and waging one-on-one war against online players. Each match begins the same way, with you as the proud owner of a small plot of land and three shiny castles. Across a small moat is your sworn enemy…some guy. That jerk also has three castles and a small plot of land, all of which needs to be destroyed.

So, over the course of a three-minute war, you’re tasked with sending your troops across enemy lines with the goal of doing some damage. Meanwhile you’re enemy is going to be trying the same kind of BS, by sending their troops to attack you.

Getting to Know Your Troops

If you’re going to survive for more than a few seconds, you’ll need to know your army and their basic skills. While you can eventually build an army of incredible variety, throughout the tutorial, you’re going to gather eight basic attacks. These attacks come in the forms of cards which determine the type and ferocity of your offense.

Why eight, though? Because your battle deck — i.e. the cards (read: soldiers) you take into battle — consists of eight slots which you can customize before battle in order to best attack your opponent. Now, keep in mind, that every unit you send into battle costs elixir. You’ll begin with 10 elixir points (that slowly refill over the course of the match) that you can spend on troop deployment, but you’ll need to be smart about sending out the right troops to finish the job.

Here are your first eight army members:

The Knight (3 elixir) is your primary means of ground assault. A melee combatant, the knight is a great opening move to test your enemy’s defenses. It’s best to send these guys in pairs, since they’re slow-moving.

The Archer (3 elixir) is your first ranged unit. Weaker than the knight, they’ll advance until they’re in firing range of either an enemy tower or enemy unit and then they’ll open fire.

The Bomber (3 elixir) is a trade-off. It’s the weakest basic unit, but if it can get close enough to the enemy, it can do some big time damage by lobbing a bomb across the battlefield. Because they’re physically weak, it’s best to pair these guys with a knight so they’ve got some muscle.

The Giant (5 elixir) is your first real tank unit. These guys are great for sending against enemy castles because they take a beating and they deal out serious damage. They’re also very expensive, so it’s best to use them sparingly.

Musketeers (4 elixir) are an advanced ranged unit; basically, they’re slightly stronger archers. They have a little longer life expectancy and they carry a gun.

Witches (5 elixir) are your most powerful ground unit. They’re a mixture of melee and ranged combat that can deal serious damage, especially to enemy troops. Keep these ladies in reserve for taking down swarms of enemy units or putting the finishing touches on a victory.

Arrows (3 elixir) aren’t technically troops. Arrows is an attack in which one of your three towers launches a hair of arrows into a pre-ordained landing spot. They’re perfect for taking out groups of attacking enemies, but not so hot when it comes to tower destruction.

Fireballs (4 elixir) are the ultimate tool of tower destruction. These heat-seeking globs of death deal crazy amounts of damage in a small(ish) area. Don’t waste them on troops, only send them to your enemy’s front door.

Okay, so that’s your starting army, but you’ll need some general advice if you’re going to start tromping all over your online enemies.

Tips to Avoid Getting Creamed

Destroying the middle tower is all you need to win.

Sure, the enemy has three towers, but only the middle one is needed to ensure your victory. Of course, your troops will automatically attack the enemy fortification or troop nearest them, so it’s hard to aim, but technically you don’t need to destroy all three of your enemy’s towers to win.

Leave some elixir in reserve.

You never know what your enemy has up their sleeve, especially when you’re taking on an advanced foe. There’s nothing worse than running out of juice just as your enemy launches a full-on assault.

Alternate points of attack.

While you only need to destroy one tower, it’s still important to keep your points of attack shifting in order to keep your enemy off guard. Predictability is the first step on the road to defeat.

Don’t worry about the clock.

If the clock runs down, the match is over. However, you don’t need to have destroyed your enemy’s middle tower to win; you just need to have inflicted the most destruction. So, be smart, attack wisely, defend even better, and don’t worry about the clock.

Pair up units.

When you’re about to deploy units onto the battlefield, make sure you’re thinking about each unit’s ability to take and unleash punishment and make sure you pair them with complementary units. Bombers and knights go well together. As do knights and archers.

Vary your attack plan.

 You don’t want to attack the same way every time. Not only is it boring, it’s also a surefire way to end up with your tower a smoking ruin. So, mix it up, using a mix of ranged and melee attacks.

Mix up your deck.

Don’t go into battle with the same eight soldiers every time. The list of different troops and different attacks is expansive, so make sure you’re experimenting from time to time. Also, don’t stack your deck with expensive, powerful troops. Keep one or two cheap options in play so you’ve always got something to fall back on.

Get the most from your fireballs.

Just like arrows, fireballs have an area-of-effect — or AoE — attack, meaning that they don’t hit one specific point, they rain down destruction in a designated circle. That circle is actually big enough to deal tons of  damage to two towers at once if you’re creative with your aim.

TL;DR

Clash Royale is one of those games wherein you can get enjoyment regardless of how much thinking you’re prepared to do. Of course, the more you’re willing to think creatively, the more success you’ll find. You can expect to take some serious licks in your opening bouts, as you encounter players with more cards in their deck, but as you persevere, you’ll be dealing out serious damage in no time.

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