Clashmas Update

It’s been a while since I talked about Clash Royale, so I thought I’d take the time to do so. Another big update occurred a couple of weeks ago, and it brought a lot to the table, like the Epic Quests Update a while back. I also thought I’d make note of my progress in the game, which I’ll touch on later on in this post. I’d also like to point out that despite not releasing this year, Clash Royale has been the only mobile game I’ve played for over a year now, and I would have gladly nominated it for my game of the year. It’s definitely my favorite mobile game of all time, and I’m not sure when something might come out to dethrone it.

The new updated added some new cards to the game along with a new arena. The Electro Valley arena slotted in between Hog Mountain (arena 10) and the Legendary Arena (arena 11, which is now arena 12) becoming the 11th tiered arena in the game. I was sitting in Hog Mountain, but automatically bumped up to Electro Valley due to my trophies being in the 3600 range, and this arena starting at 3400. I’ve actually broken into 3700 recently, but haven’t quite made the 3800 required for Legendary. Then there’s the 4000 mark which means you’re really climbing the ladder and it resets periodically.

The Hunter and Zappies were added in this update, and more recently they’ve revealed the Royal Ghost. I’ve played with all three in their challenges, and so far the only one I really like is the Royal Ghost. Hunter comes equipped with a shotgun with a really wide spread. Good at countering low health targets or to support from behind a higher-health tank unit. He does have a decent range though, so the spread isn’t super effective unless you place him close. Zappies are basically mini versions of Sparky, in that they take a couple seconds to charge up, and then they shoot electricity bolts that damage and stun. If all 3 are charged up and lock onto the same target it’s pretty much stun locked, but they seem rather ineffective for the most part. Finally, the Royal Ghost is a new stealth unit that targets ground units and is invisible unless he attacks. This means he can go undetected around air units and sneak in on towers. However, if someone places a ground unit near him, he will attack and then take damage in return. He does fair damage and takes a few whacks to go down.

There were also changes to the store, with some new chests added. The lightning chest is the only one I’ve tried, but it’s neat in that you can “strike” (re-roll) cards from the chest up to 5 times. A nice feature considering that lock boxes are fairly annoying, but they had a sale on a big chunk of gems and gold that I went for, so I decided to try one out.

I mentioned my trophy progress in the game, but there were a few other new developments. First off, I hit King level 12 finally, so that means my Towers have more health and do more damage. Getting to level 13 is going to take forever, so I’m not even focusing on that for now. I’ve also started to get into the habit of tweaking multiple decks. Having 5 slots and only using one seems silly, so I have my main deck that I use in competitive 1v1’s (the main ladder), another couple that I use to switch things up when I’m playing 2v2, and a couple other experimental ones that I sometimes use in challenges. Recently there was a triple elixir challenge that I used a deck that simply wouldn’t work with normal elixir fill times, but in this case it worked out okay. As such I have spent more gold on upgrading some cards that I don’t normally use, only to have a little more variety in my life. I enjoy the aggressive Hog/Balloon cycling deck that I main, but having a deck that uses poison over fireball and the Mega Knight is interesting and breaks up the monotony.

It’s safe to say that with regular updates like these, I’ll be playing this game for a long time to come. As long as I feel like I’m progressing in some way, I continue to want to log in daily (multiple times a day, really). Good job, Supercell.

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