arrows clash royale This is a topic that many people are looking for. bluevelvetrestaurant.com is a channel providing useful information about learning, life, digital marketing and online courses …. it will help you have an overview and solid multi-faceted knowledge . Today, bluevelvetrestaurant.com would like to introduce to you Arrows Are Clash Royale s WORST SPELL – and here s why… // Clash Royale Theory/Strategy. Following along are instructions in the video below:
“Here s a fun fact boys. The elixir cost of arrows is just as far far away from snowball and log as is away from fireball and poison with that mind. Why do we regard arrows as a small spell and not a big spell when they re just as close in alexa cost to both categories this fall sparks. My fear on arrows so here s why i think arrows suck also as a side note like the entire video.
I just want you to note down how many times. I actually use arrows in the background gameplay. It s very rare because the card is just that bad usually spells my most used cards especially my small ones. But i really only use arrows here from my opponent has minions or if i need to cycle tower damage just what you ll see is like very rare let s start by talking about why they re not compared to big spells.
If we take fireball the closest big spells are compared to we can see a clear winner between the two fireball will hit about 20 tiles on the arena of its radius and arrows will hit around 50. However hitting two point five times as many tiles is the only advantage to running arrows you will very rarely hear anything in that era radius that fireball couldn t deal with if your opponent place as a minion horde for example you can most definitely hit all of those minions with a fireball you just need better aim than if you were to use arrows. So once you learn how to aim your spells. The larger radius of arrows becomes useless thus making arrows to spell.
What s better for newer players more so than a good spell on the meta right now fireball does 25. Times. More damage. Which is a much bigger reason to run fireball.
It ll kill any from the arrows cam with an extra advantage against buildings. Many tanks in any medium. Elf units that fireball either kills or brings closer to death these are likes of magic archers or musketeers things that arrows are pretty useless against not to mention fireball also has a knock back this is useful for resetting things like inferno. Dragons pushing units into the other lane.
And slowing the overall approach of things that call grider s enough about fire..
Well let s talk about arrows themselves and mainly their damage. They only actually do 243. Which is enough to take up princesses etc. But it s only an even trade and you only get 86 tower damage for that have a small spells like local dues for two elixir and give you around about the same tower damage.
Talking of log. Let s do an in depth comparison between the two small spells log has basically the same damage direction as arrows. But obviously it doesn t hit air. But how important actually is hitting air arrows will really only have good air interactions against like four card those being bats minions hoard and talent.
So is hitting err. Really that useful when these cards only have a combined usage rate of around 40 right now logs damage area is 43 tiles. Which is its width times by its range arrows again has 50 tiles of range this means arrows only affects 7. More tiles than the log.
Which is a very minor detail so they re about the same effect. Sides and have the same interactions. So why enough two arrows cost one more elixir log gives you an extra positive one elixir trade in every interaction. And once again this is before we even mention an effect with logs knock back it can also reset things like prince s not unit since the other lane like fireball and slow approaches of all wing conditions in a pinch.
This is way more value than being able to kill for air units. And i would believe that even if arrows were to elixir loke still might be a better card log also has a form of area of denial when it s first placed the 11 tiles in front of the log cannot be used by your opponent. What s the log is traveling denying the error from being played in all of those things errors cannot offer you and that s just my comparison with log snowballs app. And barbarian barrel.
All have better usage and win rates and arrows right now each of these small spells offer their own unique effect and knock back a stun and a barbarian respectively..
They also all cost one less elixir than arrows. Although. I should. Cite note.
Here. There was a leaked balanced change about barbarian barrel going back to free elixir. But that hasn t reconfirmed at the time of recording this so right now they re all 2 elixir i m not gonna waste your time and do a deep comparison with all of these free small spells like i did with log. But you can see that these smaller spells all offer an effect and are cheaper without sacrificing.
Too. Many interactions now i want to talk about how we possibly balanced arrows. I think it s important to remember how arrows are only 1 elixir away from big spells yet they re nowhere near the power level of poison or even fireball therefore. I think it struggles with a similar problem like giant goblin.
Did its roll over in the game isn t entirely defined. It s in a weird middle ground between big and small spell. And we don t really know. Which that s it needs to be balanced that for elixir spot personally.
I think supercell have three options here firstly. We can keep them at free elixir. But change the effectiveness of the spell. Changing the radius.
Won t really do too much..
It s already large enough to rarely miss things so i wouldn t suggest doing that upping the radius. Even more just makes it more than dupe friendly. But change is basically nothing for more it s players you could buff the damage along aerosol arches. But i don t think that make the meta alone.
I do think however if they killed arches and gained an effect like a small snare or something then they could become useful to players. My second idea is to allow hours to kill bombers. However that would make arrows a 400 damage spell. Maybe they should be able to kill bombers.
But get a small radius nerf like to the size of fireball or something. I think. This is a less likely outcome for supercell to choose firstly because it s way too close to fireball and secondly. They want arrows to be new friendly seeing as it is one of the first two spells you obtain when you start class round.
My third and final suggestion would be to take arrows down to 2 elixir. I don t think they would need to be any interaction change above this. But maybe just give them a smaller radius just to make sure they re not entirely opie. I honestly think the hera s are weak enough to stay at the same stats.
But become 2 elixir. The only problem with this would be that minion wall becomes completely useless when facing arrows so i actually prefer my other two options to this one in conclusion. I think arrows have gotten weaker with timing. Clash.
New small spells have come out or. Costing. 2 elixir. And adding cool effects of the game.
Which has made arrows sort of redundant arrows haven t been buffed to keep up with the times and such a major rework to make up for this is needed in my opinion. Either killing archers with an effect. Killing bomb. O of a smaller radius or becoming.
2 elixir. Would be my suggestion. However. I m not on the balanced team and so just did this as a side project for you guys with that said.
Let me know what you think of our arrows in the comments down below. Do you think they need a buff maybe a rework or do you think they serve a unique role within the game. And don t need to be touched which my balance. Suggestions do you think are best let me know.
But yeah boys i hope you enjoyed this video thank you all for watching and ” ..
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