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Clash Royale: Card Tier List Based on Their Aura (From Worst to Best) ARCTO ranks 40 Clash Royale cards based on their "aura", considering the skill level required, style, and tendency to be spammed. The ranking goes from the least desirable cards (negative aura) to the most prestigious cards (positive aura), offering a humorous and strategic overview of the game's cards.
Clash Royale: Card Tier List Based on Their Aura (From Worst to Best)
1. Introduction to Card Ranking Based on Their Aura
  • The goal is to rank 40 cards based on their aura.
  • The criteria are: skill required, style, and whether the card is spammed.
00:00 - 00:17
1. Introduction to Card Ranking Based on Their Aura
  • The goal is to rank 40 cards based on their aura.
  • The criteria are: skill required, style, and whether the card is spammed.
00:18 - 01:16
2. No. 40 and 39: Elite Barbarians and Mega Knight - The Bottom of the Aura Barrel
  • Elite Barbarians: Negative aura, lack of patience and skill.
  • Mega Knight: Card for beginners, easy to use, but lacks finesse.
01:17 - 02:47
3. No. 38 to 36: Electro Giant, Freeze, and Barbarian Hut - Cheap and Skill-less Cards
  • Electro Giant: Cheap mechanic, relies on revenge rather than attack.
  • Freeze: Panic button for bad players, admits a lack of skill.
  • Barbarian Hut: Sim City gameplay, passive and boring.
02:48 - 03:39
4. No. 35 and 34: Furnace and Minion Horde - Spammable and Unintimidating Cards
  • Furnace: Spammable, forces the opponent to react constantly.
  • Minion Horde: Easy to counter, gives the opponent an advantage.
03:40 - 04:51
5. No. 33 to 31: Clone, Rage, and Mirror - Gadget and Impatient Cards
  • Clone: Relies on surprise and chaos, lacks strategy.
  • Rage: Impatience, little real impact.
  • Mirror: Annoying, lacks versatility.
04:52 - 06:15
6. No. 30 to 28: Rocket, Goblin Barrel, and Skeleton Army - Risk and Reward
  • Rocket: High risk, high reward, but annoying if used to finish a game.
  • Goblin Barrel: Bait card, depends on the opponent's use of spells.
  • Skeleton Army: Cannon fodder, but a surviving skeleton has a positive aura.
06:16 - 07:50
7. No. 27 to 25: Witch, Night Witch, and Mother Witch - The Witches and Their Aura
  • Witch: Weak, easy to counter, good elixir trade for the opponent.
  • Night Witch: Support, not a main character.
  • Mother Witch: Toxic, turns the opponent's army, lacks skill.
07:51 - 08:47
8. No. 24 and 23: Lava Hound and Golem - Flying and Rocky Tanks
  • Lava Hound: Solitaire game, depends on the opponent's ability to counter it.
  • Golem: Simple brain, brute force, ignores defense.
08:48 - 09:37
9. No. 22 and 21: Balloon and Graveyard - Stress and Chance
  • Balloon: Stressful, powerful initial hit, but depends on the bet.
  • Graveyard: Depends on chance, not skill.
09:38 - 10:35
10. No. 20 and 19: Electro Wizard and Phoenix - Control and Resurrection
  • Electro Wizard: Disruptive, pure control, but fragile.
  • Phoenix: Resurrection, energy of never dying, but vulnerable to the Log.
10:36 - 11:16
11. No. 18 and 17: Bowler and Cannon Cart - Calm and Reliability
  • Bowler: Calm, unflappable, high aura.
  • Cannon Cart: Reliable, does its job without complaining.
11:17 - 12:02
12. No. 16 and 15: Skeleton King and Royal Delivery - Metal and Timing
  • Skeleton King: Metal, collects souls, but depends on timing.
  • Royal Delivery: Requires timing, predicting the future, tactical genius if successful.
12:03 - 12:39
13. No. 14 and 13: Poison and Hunter - Meanness and Testosterone
  • Poison: Slow death, area of prohibition, subtlety.
  • Hunter: Testosterone, perfect positioning required.
12:40 - 13:23
14. No. 12 and 11: Golden Knight and Monk - Glory and Wisdom
  • Golden Knight: Pure rise, broken ability if used well, but an idiot if he hits a wall.
  • Monk: Peace, serenity, ultimate magic mirror card, psychological warfare.
13:24 - 13:57
15. No. 10: Fireball - Classic and Effective
  • Fireball: Simple, clean, classic, pleasure of a successful prediction.
13:58 - 14:19
16. No. 9: Hog Rider - Icon of the Game
  • Hog Rider: Face of the game, requires the fingers of a pianist at a high level.
14:20 - 14:56
17. No. 8 and 7: Battle Ram and Ice Wizard - Meanness and Cool Attitude
  • Battle Ram: Forces the opponent to play your game, accept the hate.
  • Ice Wizard: Coolest card, slows everything down, indifferent.
14:57 - 15:32
18. No. 6 and 5: Royal Ghost and Mortar - Mystery and Reflection
  • Royal Ghost: Forces you to stare at the screen, mysterious, stylish.
  • Mortar: The arx of the thinking man, giga chat mechanic, disrespects tanks.
15:33 - 16:22
19. No. 4 to 2: Bandit, Fisherman, and Miner - Skill and Control
  • Bandit: Immortal, calculated aggression.
  • Fisherman: Doctorate in geometry required, puppeteer.
  • Miner: King of control, the most tryhard card, pure skill.
16:23 - 17:37
20. No. 1: Magic Archer - The God of Geometry
  • Magic Archer: Highest skill ceiling, geometry, most satisfying feeling.
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