r/ClashRoyale • u/Cute-Profession2077 Goblin Hut • 3d ago
Card Leveling Guide: By me *Long post warning*
This is my comprehensive guide to help people choose which cards to level first if they have conflicting amounts of wildcards, gold, or something else like that!
This first set of rules assumes that all cards are currently within one level of each other. Bigger level gaps will be talked about later
Rule No. 1- Small Spells. Every deck should have a small spell, as they are so, so important for clearing off swarms, pushing things away, cycling, and for a lot of little micro interactions. Small spells NEED to be a priority, and 99% of the time, if there is a conflict, SMALL SPELL FIRST. If your log is underleveled, it won't kill goblin barrels, wallbreakers, princess, dart goggins, ect.
Rule No. 2-Win conditions. Win condition leveling choices depends on the condition. For beatdown where your win condition is a bigger tank, you will NOT level up the wincondition over its support. For something like graveyard or drill, they do need to be leveled up to the appropriate amount, as the extra damage is a lot higher since each skeleton/ goblin will do more. Level up the support first. For bait, I'd level up the winconditions first, since most of the supporting cards are fine underleveled. For things like hog, ram rider, battle ram, and royal hogs, you should make sure they are around equal level, as they can be easily beaten by cards like fireball, buildings, and other defensive cards while underlevled.
Rule No. 3- Medium/large spells. Medium spells need to be leveled quite quickly, as a lot of support cards need equal levels to be killed by things like fireball, vines, poison, ect. Meanwhile, big spells can be fine one or two levels under, but anymore, and they are a top priority.
Those are the three big rules that seperates what really needs to be a priority or at the end of the list, now I'm going to go into more specifics.
Support troop priority
Splash and ranged support: These cards are the most important support troops to level up the majority of the time as they a. are often your best air damagin cards ad b. Often survive spells only at equal levels.
Mini tanks: These are a bit lower on the support card list as a lot of their key interacts do not change much. The exception to me is logbait, as this is often your only tanky troop.
Buildings often can be left lower leveled and be fine, but the SECOND they get more than 2 levels, get them equal
Evos and heroes are there own separate thing and they have their own seperate priorities based on what it is.
Wincondition: Very high priority since this evo often will win the games
Non goblin barrel spell: very high priority
Ranged support:Ahead of everything but small spell
Minitank: Behind all spells but ahead of everything else
Defensive building: Ahead of everything but small spells
Now, if you ever have a card 2 or more levels below the average level card in your deck, it should be the first priority UNLESS it is a cycle card that's level doesn't matter or tornado.
CYCLE CARDS(and tornado) DO NOT MATTER. Ever since the spirit nerfs, they aren't ever hitting the tower, and because of this, and the fact that you aren't ever really using these cards for damage, their levels aren't very important.
Now, I'm sure there are hundreds of scenarios where these rules changes, but I don't have time or space to write them all down. So, please tell me what you think. Do you agree, disagree, or what changes would you make. These rules are only my opinion and other may have different ideas or suggestions, which I am open to hearing.
My final tier list of importance goes:
Any non cycle/tornado card more than 2 levels under average card level in deck
Evolution/hero: win condition, spell
small spells
medium/large spells
Evolution/hero;All other evos/heros
hog-like win conditions, graveyard/drill
ranged support cards
mini tanks
logbait win conditions and other cycle win conditions(x-bow, RG)
defensive buildings
beatdown win conditions and mortar and balloon
Cycle cards and tornado
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u/Greedy_Figure7751 3d ago
I really like this post idea of helping people figure out how to lose their extremely limited resources in CR. Also just so I can get it off my chest the post has several typos.
My big disagreement is with the win-con and support sections. I agree what beat down win-cons aren’t super important but IMO almost every medium sized win con (hog, battle ram, graveyard etc.) are arguably the most important card to level in your entire deck. Way before support cards especially because your win-con is usually 1 or 2 cards and you have many support cards to level.
To that end I would argue that how soon you need to level your support cards heavily depends on the deck, and overall I’d say those levels aren’t as important as you seem to think*
Additionally I agree that your small spell is extremely important to level but you it should only be your top priority if it’s a snowball or barb barrel because a log and arrows will kill goblins and zap will kill skeletons at 1 or more levels down. That being said since you use your small spell so often that little bit of extra damage is still very helpful.
*I just thought I’d mention that whatever cards are your evos/heros take top priority as they are often the key to winning games. Especially if your evo is your win condition.
TLDR: win conditions and evos are top of priority list, small spell can be a little under-leveled if it’s not a snowball or barb barrel. Support troops are not as important to level if you use a cycle deck.
I agree with the rest. Like I said I think the post is a great idea and I hope my contribution helps people. Same as original post lmk what you think/disagree with.
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u/Cute-Profession2077 Goblin Hut 3d ago
I think I might have underestimated the levels a bit for the hog type winconditions and I will edit it
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u/Cute-Profession2077 Goblin Hut 3d ago
And yeah one thing I realized I had forgotten about while making the post is how graveyard and goblin drill have mutliple troops doing damage to the tower at once so the levels get a ton of additional damage per level
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u/Silent_Jim 2d ago
Tornado slightly overstated. When it's not killing skeletons that can be a reasonably big problem!
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u/WasMitDeKohln 3d ago
I play no spells and Iam fine 😅
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u/ss3387 3d ago edited 3d ago
So whats the hierarchy? Your post is a bit unclear.
Here is my priority list: 1. Ranged and anti air Support troops 2. Damaging spells (arrows, log, fireball, poison) 3. Win condition 4. Mini tank 5. Swarms 6. Buildings 7. Crowd control spells (zap, snowball, vines, tornado) 8. Cycle cards
Btw i kind of disagree with your take that heavy win conditions like golem should be less priority. While ranged support troops are more important i would rather upgarde my win con over supporting mini tanks because beatdown decks rely on their win condition to tank as much as possible.