CLASH ROYALE simply got an amazement and to a great degree welcome refresh (we will discuss it in an up and coming article) that brings six fresh out of the plastic new cards into play: six shiny new and to a great degree helpful cards, I would state and I am here to impart to you a total review of every one of the six new cards with every one of the points of interest on them, and additionally tips and traps on the best way to utilize them to get the most out of them.
The new Clash Royale cards are Fire Spirits, Furnace, Guards, Lava Hound, Miner and Sparky (the last three are Legendary cards!) and you can look at them all beneath, including my contemplations and thoughts on the most proficient method to play them the correct way!
Fire Spirits – Common
The new Clash Royale cards are Fire Spirits, Furnace, Guards, Lava Hound, Miner and Sparky (the last three are Legendary cards!) and you can look at them all beneath, including my contemplations and thoughts on the most proficient method to play them the correct way!
Fire Spirits – Common
This is a card that costs only 2 Elixir and it gives you three of these cuties that go on a kamikaze mission to devastate an objective (air or land). An intriguing card that I am not especially enamored with, but rather a strong counter for some, adversaries, similar to Skeleton Horde or Minion Horde or such. They don't bargain a huge amount of harm, yet they bargain Area Damage, so it's best to utilize them against high numbers with low wellbeing. I for one didn't test them a lot of in light of the fact that I truly don't think of them as that great, yet with future changes and redesigns, they may wind up important. My recommendation: avoid them at the present time as they don't give you much!
Furnace – Rare
Goodness, no! Not another spawner! That is the thing that I first idea when I saw this card as I certainly needn't bother with an additional spawner to stress over. This one costs 5 Elixir and brings forth 2 Fire Spirits at once like clockwork, while having an existence of 50 seconds. At the end of the day, you're paying for 10 Fire Spirits, which is a decent arrangement. Despite the fact that I don't generally like the fundamental card, the building is more helpful since it truly botches up the plans of players who love to fill the board with huge amounts of low level, high number units. I don't play spawner decks, yet I trust that it can be an extraordinary expansion to one.
Guards – Epic
An exceptionally fascinating card that unquestionably merits some play time. The Guards are three Skeletons with shields, implying that the foe needs to first take out their shield, and just a short time later they're permitted to bargain harm to them. This makes them to a great degree valuable as bolts or some other kind of territory harm won't take them out totally. I see them exceptionally helpful against single, intense units (like the Pekka, Prince et cetera) however amazingly feeble against vast numbers. I am certain that a decent deck can be made for utilizing them, particularly since they cost only 3 remedy. An intriguing card!
Mine – Legendary
This one opens when you achieve Arena 6 and it is difficult to get, yet it's to a great degree intriguing. Costing only 3 Elixir, the Miner can be dropped anyplace on the guide (counting the foe territory) and it has respectable hitpoints (1,000 to be correct at level 1) and does strong harm (in spite of the fact that it is decreased to half when managing towers). This is a card that can without much of a stretch botch up the plans of any player and I see it getting to be a standout amongst the most intense cards in the diversion: you can undoubtedly utilize it to take out a pinnacle that has little hitpoints left before the finish of the fight, you can send it behind foe lines when the rival comes up short on Elixir and still have the capacity to safeguard against the assault… this is in reality an extraordinary card that will turn out to be to be to a great degree valuable and hazardous. Presently if just it is anything but difficult to get…
LAVA Hound – Legendary
This card is an enormous tank sort of card, an air card with 2,900 wellbeing to begin with, and one that detonates into littler Fire animals once wrecked. It appears to be exceptionally helpful, yet it bargains little measures of harm so I don't generally think that its valuable, particularly since it costs 7 Elixir. It can foul up the plans of your rival in Battle and I wouldn't generally jump at the chance to see it sent against my own, however it's approach to costly to extremely matter. At any rate that is my underlying impression.
Sparky – Legendary
Regardless of the name that proposes a charming little card, the Sparky is really a huge weapon of obliteration. It costs 6 Elixir, however played right it can cause finish devastation: it has a charging time, yet once charged and let go, the Sparky demolishes everything in locate with its laser (a totally crazy 1,300 territory harm to begin with). Its con is that it's extremely moderate and it requires a significant stretch of time to charge, so you unquestionably need to safeguard it and play it behind your cards – yet once you play it right, it can and will win you fights. It's that straightforward!
So these eventual the six new Clash Royale cards, an extremely fascinating expansion to the diversion and we as of now have a group of better than average cards here among which the Sparky is my new top pick.
What do you think about the new cards in the game? Let us know by commenting below!







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