
Clash Royale feels like magic – spells hit with pinpoint accuracy and heal instantly. But what if we applied real-world science to the game? The results are surprisingly funny and a little scary. A Fireball wouldn’t just damage an area; it would be a powerful explosion. The Prince’s charge wouldn’t be a quick dash, but a demonstration of how momentum works – he couldn’t stop instantly. We’re examining every card and spell using scientific principles to see how they’d actually work. From the cooling effect of a Freeze spell to how strong a Cannon really needs to be, we’re exploring how physics would change the game, making some cards incredibly powerful and others simply impossible.
Key Takeaways
- Physics Favors Brute Force and Size: Forget Elixir costs; in the real world, massive units like Dragons and Golems would be nearly unstoppable due to their sheer scale, while smaller troops like Skeletons and Goblins would become completely ineffective.
- Air Superiority and Fortified Buildings Rule All: The entire strategy of the game would change. Flying units would dominate any ground-based army, and defensive buildings would become permanent fortresses, shifting battles from quick pushes to long sieges.
- Real-World Mechanics Change Every Interaction: Game rules would be replaced by the unforgiving laws of physics. Armor would actually deflect blows, high-speed charges would have unstoppable momentum, and spells like Fireball would become devastatingly powerful explosions.
What if Clash Royale Cards Obeyed Real-World Physics?
Have you ever been surprised watching a weak troop like a Spear Goblin slowly defeat a powerful P.E.K.K.A.? Or seen a large group of Skeletons take down a heavily armored Prince? That’s just part of what makes Clash Royale so fun and engaging, even if it doesn’t always make sense in the real world.
That question led us to consider: what if the cards in this game followed actual physics? A weak wooden Log wouldn’t be able to easily knock over a large group of knights. A Zap spell wouldn’t simply stun a huge Golem; it would travel along the easiest route. And a single Barbarian, even when enraged, wouldn’t survive being hit directly by a cannonball.
Let’s imagine Clash Royale wasn’t a game of strategy, but followed real-world physics. We’ll analyze everything – how much impact the Mega Knight’s jump would have, whether a Skeleton’s bones could actually withstand a blow, and so on. Many gamers have already wondered which card would be the most powerful under these realistic conditions. So, we’re going to figure it out, identifying which cards would become incredibly strong and which ones would simply crumble.

The Cards That Would Be Unstoppable in Real Life
If Clash Royale troops actually existed in real life, the game’s power rankings would look very different. Forget about things like elixir and balanced stats – we’re talking about how these characters would fare based on real-world physics and biology. Some would be incredibly powerful, while others wouldn’t be much of a threat. Stripped of the game’s rules, a few cards clearly stand out as dominant forces. These are the strong, elemental, and heavily armored troops that would be truly terrifying. From dragons that block out the sun to troops built like fortresses, these cards would be completely unstoppable if they came to life.
Dragons: Absolute Rulers of the Sky
In a real fight, a flying, fire-breathing creature would be incredibly powerful. Dragons, like the Baby Dragon or Inferno Dragon, would easily dominate any battlefield. Their ability to attack from the air would make them almost impossible for ground troops to hit. Traditional weapons like swords, arrows, and even cannons wouldn’t be very effective against a dragon. As one person pointed out online, dragon fire could simply destroy everything! There’s no real strategy to defend against that—it would be total aerial control, making dragons the absolute rulers of the sky.
Giants & Golems: True Forces of Nature
Think about facing a twenty-foot giant or a huge rock golem. What would you do? In the game Clash Royale, lots of smaller units can defeat them, but in real life, their size and toughness would be nearly unbeatable. Spells like Fireball work well against groups of weaker enemies, but wouldn’t even faze a creature that massive. As the Clash Royale Wiki explains, spells are meant for dealing with multiple targets, not single, enormous ones. A Giant or Golem wouldn’t just act as a shield for your troops; it would be like a moving fortress, able to destroy defenses while barely being harmed.
Lightning & Fireball: Raw Elemental Destruction
Okay, so I was thinking about spells in games, and it’s kinda crazy when you really think about them. Like, in the game, a Fireball does damage, right? But a real Fireball? That wouldn’t just be a little splash – it would be a massive explosion, totally wiping out anything nearby. And forget about surviving a direct lightning strike – that would end a fight instantly. The game says my Fireball card is good against lots of enemies, but in real life, it would be a thousand times more powerful. These aren’t just little magical effects; they’re pure, uncontrollable elemental forces. No armor would save you from a lightning bolt, and no shield would block a fiery blast. Seriously, these spells would completely change the battlefield in an instant.
P.E.K.K.A. & Mega Knight: Literal Walking Tanks
If Giants seem frightening, picture a huge warrior completely covered in incredibly strong armor and wielding a giant sword. The P.E.K.K.A. and Mega Knight represent the ultimate in armored strength. In a real fight, their armor would protect them from most attacks – arrows, swords, and even smaller cannonballs wouldn’t make a dent. While magic could hurt them, these units are designed to take massive amounts of damage. One player pointed out that spells like Fireball are good for hitting weaker troops, but wouldn’t be enough to break through the defenses of these walking fortresses. The P.E.K.K.A. isn’t just a powerful attacker; she’s practically unstoppable, slowly but surely moving towards whatever she’s targeting.
And the Cards That Wouldn’t Stand a Chance
Some units in this game are incredibly powerful, while others would quickly fall apart in a real fight. Many of the weaker troops aren’t designed to withstand real-world physics and would be easily defeated. In a true battle, strength and durability matter most, leaving smaller, more fragile units at a significant disadvantage. These are the troops that wouldn’t last long, highlighting the difference between game strategy and realistic combat. They lack the size or toughness to compete against genuine force, relying on game features like distracting enemies or overwhelming numbers, which wouldn’t work against a powerful opponent. They’re more of an annoyance than a real threat, and their usefulness in a real-world scenario is doubtful. While they excel at certain in-game tactics, like deck cycling or diverting attention, they’d struggle to survive when faced with things like gravity and impact. So, let’s acknowledge those weaker units that simply wouldn’t stand a chance.
Skeletons: Brittle Bones, Big Problems
Let’s face it, Skeletons aren’t very tough. They’re useful for briefly diverting enemies in the game, but realistically, they’re fragile and easily destroyed. A single strong hit would be enough to take them down. As one player pointed out, even a Fireball spell would obliterate them, which makes sense. Anything with a bit of force – like a charging Prince, a rolling Log, or even a strong wind – would shatter them instantly. They’re too weak to deal any significant damage, and while a large group might seem intimidating, they just aren’t durable enough to be a real threat. They’re essentially all weakness with no power.
Goblins: When Size Actually Matters
Goblins are quick, mischievous, and small, but their size would be a huge disadvantage in a real fight. A knight in armor wouldn’t even feel their attacks, and they’d be easily defeated by a kick, throw, or even just being stepped on. In the game, goblins are useful because they’re fast and cheap, making them good for drawing enemy fire – like using a Goblin Barrel to trigger a Fireball spell. However, in a real battle, being used as bait rarely ends well. They wouldn’t even slow down larger enemies like Giants or P.E.K.K.A.s, simply because they lack the size and strength to compete.
Archers: Limited by Human Aim and Stamina
Archers were common in medieval battles, but the ones in Clash Royale have it much simpler! Real archery is incredibly tough physically and takes a lot of practice. Archers can’t run and shoot accurately at the same time, and they can’t keep firing arrows quickly forever. Things like tiredness, the wind, and the stress of fighting would all make it much harder. Plus, they’re very vulnerable – even in the game, a single Fireball can take them out. In a real battle, they’d be easy targets for attacks from horses or cannons, and without strong soldiers in front to shield them, they wouldn’t be very effective. Real-life archers would be far more delicate and less dependable.
The Barbarian: All Rage, No Brains
Barbarians are all about raw fury. They rush into fights screaming, swinging big swords – it looks impressive, but it’s not very smart. They lack strategy and teamwork, making them easy to defeat. Well-trained soldiers could easily defend against them, taking them down one by one. Because they wear little armor and fight close together, they’re especially vulnerable to arrows and attacks that hit multiple enemies at once. In games, spells like Fireball are perfect for wiping out groups of barbarians – in real life, it would be like walking into a catapult blast. Their anger is both their strength and their downfall.
How Spells Would Reshape a Real Battlefield
Imagine war without traditional weapons. Adding magic would fundamentally change everything. It’s not simply a new way to fight; magic is a powerful, natural force unleashed in an instant. A single, well-aimed spell could change a battle’s outcome more dramatically than any troop movement or attack. Just seeing magical power – like a fireball or a lightning strike – could shatter an army’s confidence and will to fight.
As a huge fantasy fan, I’ve always wondered what spells would actually work if they were real. It’s easy to get caught up in the rules of a game, but when you really think about it, some spells are incredibly powerful, while others just don’t hold up. Like, instantly healing serious injuries or freezing a whole group of soldiers sounds amazing, but it just doesn’t make sense with how the world works. I’m really interested in figuring out which magical abilities would actually be useful in a fight and which ones would be pretty useless.
The Fireball’s True Destructive Power
As a Clash Royale player, I love the Fireball – it’s perfect for taking out groups of enemies quickly. But honestly, if a real Fireball existed? It would be terrifying! It’s not just a little burst of fire, it’s a massive explosion, like someone pointed out on Reddit, it would literally melt everything! We’re not just talking about defeating troops, but completely obliterating them. The blast radius is huge in the game, wiping out tons of units at once, and that would be so much worse in real life. That’s why it’s such a solid, reliable card to use – and it would be unbelievably powerful if it were real.
Lightning: Powerful but Unpredictable
A single lightning bolt contains around one billion joules of energy – enough to make an incredibly powerful weapon. Imagine instantly destroying a knight’s armor, shattering a stone golem, or disabling all nearby electronics! However, controlling lightning in reality is much harder than in a game. While a game might let you direct a strike with pinpoint accuracy, real lightning goes wherever it’s easiest – which could mean hitting your own sword, your command tent, or even you! It’s a risky move: this weapon could be devastating, but it’s just as likely to harm the person using it as the enemy.
Healing Spells: Medical Miracle or Wishful Thinking?
The idea of instantly healing serious injuries with magic is appealing, but it’s simply not realistic. Real-life battlefield medicine is a slow and difficult process. Medics can stop bleeding and bandage wounds, but there’s no quick fix for major trauma. While a magical healing touch might help with small injuries or boost someone’s spirits, it wouldn’t be effective against life-threatening wounds like those from a sword or cannonball. It’s a great idea for a game, but in a real fight, relying on magic is unrealistic. A strong, well-trained medical team is far more practical.
The Spells That Simply Wouldn’t Work
As a huge fan of fantasy games, I love the idea of powerful spells, but let’s be real – some of them just wouldn’t work in the real world. Take the Freeze spell, for example. It’s awesome in the game, but instantly freezing a whole area? That would take an impossible amount of energy and break all sorts of scientific rules. And a Rage spell? It wouldn’t make your soldiers super-powered; they’d probably just get sloppy and rush into danger! A lot of the strategy in these games comes from making your opponent waste their big spells, but you can’t exactly trick someone into getting hit by a Fireball in real life. They’re fantastic as game mechanics, but they’re pure fantasy – and that’s okay! They just wouldn’t play out the same way in a world where physics actually matter.
Why Air Troops Gain an Unfair Advantage
In Clash Royale, every card has a weakness, but if these characters existed in real life, the ability to fly would be the biggest advantage. Attacking from the air would be incredibly powerful, making flying units nearly impossible to defeat. Ground troops would be helpless, constantly looking up for attacks they couldn’t effectively defend against. It would completely change the rules of engagement, as one side wouldn’t even need to fight on the ground.
Don’t worry about complicated tactics or resource management. In a true conflict, whoever controls the air wins, plain and simple. Air power creates an overwhelming advantage that’s impossible to overcome. No matter how strong your ground troops are – whether it’s a powerful Golem or a precise Prince – they can’t do anything if they can’t even reach the enemy. It’s not just about having a better vantage point; it’s about fighting from a completely different level where you dictate the terms of battle. Common strategies like distracting enemies or creating bottlenecks become useless. Even a small force like Minions or a single Baby Dragon could easily bypass any defenses and strike directly at the enemy’s base. The constant fear of attacks from above would also be incredibly demoralizing.
Air Superiority Changes the Entire Game
Think of a traditional battle: knights and archers forming your defense, with a powerful explosive as your strongest weapon. In a game, a perfectly timed explosive can stop an enemy attack. But in a real battle, how would you hit a flying dragon or a group of enemies moving through the air? Most attacks, especially those that affect a wide area, are designed for ground-level targets. Once an enemy gains the high ground, your usual defenses become much less effective. Controlling the air gives you a huge advantage, allowing you to control the battle and leaving your opponent with few options.
Ground Troops Become Helpless Targets
For characters like Barbarians and Knights, fighting enemies who can fly is incredibly difficult. Traditional skills in sword fighting and ground combat become useless because you can’t attack, defend against, or even chase these opponents. You’re left vulnerable, waiting for an attack from above. Trying to trick a flying enemy into using a spell is also ineffective – they can simply attack your ground forces from a safe distance without any danger to themselves. This creates a completely unfair and devastating fight.
Why Minions Would Be a Terrifying Swarm
While one Minion doesn’t seem dangerous, a large group of them in real life would be truly frightening. Imagine a quick, nimble swarm able to attack from all sides, constantly launching projectiles. In a game, a well-timed Fireball can wipe out a group of Minions. However, in reality, a single explosion wouldn’t be nearly enough. A real swarm would quickly break apart, reorganize, and attack from a new direction. Their overwhelming numbers and ability to move quickly would defeat any ground-based defenses, making them a nearly unstoppable and terrifying threat.
Dragons vs. Everything Else: A One-Sided Fight
Let’s face it: a real dragon versus soldiers with swords wouldn’t be a battle, it would be a massacre. Dragons are incredibly powerful – think of them as flying tanks covered in armor that breathe fire. Characters like the P.E.K.K.A. or Mega Knight wouldn’t stand a chance. The dragon would stay safely in the air while burning everything below. Tactics that work with spells like Fireball just wouldn’t matter against a creature that controls both the air and the ground. Any army lacking its own air power would be completely destroyed.
Why Buildings Would Be Overpowered
In Clash Royale, buildings are quickly destroyed – you place them to distract enemies, but they don’t last long. But what if those same buildings existed in real life? They wouldn’t be flimsy distractions; they’d be massive, imposing fortresses. Instead of a single powerful unit taking them down, an army would need a full-scale siege, using weapons like catapults and battering rams, and a lot of time and effort.
The way battles are fought would change completely, moving from fast, short clashes to long, drawn-out struggles. Buildings wouldn’t just be throwaway structures anymore; they’d become the most important parts of any fight. Taking over an enemy’s defensive position, like a Mortar, wouldn’t be a simple task; it would require a large-scale military effort. Strong, well-built defenses would be so powerful that they’d become the focus of battles, not just something to help the troops. Instead of soldiers being the stars, the players who build and design defenses would be the most valuable.
Defensive Structures That Don’t Instantly Crumble
In the game, defensive towers like cannons and bomb towers are destroyed surprisingly quickly. But in reality, a stone fortress is meant to endure. An enemy would have to actively dismantle it, facing constant fire as they did. Players often comment on how strong these buildings are thanks to support from Crown Towers, but a real fortress wouldn’t need backup. A single, well-built cannon tower would be a powerful, lasting stronghold, capable of defending against large armies on its own. Overcoming it would require a genuine strategy, not just a lucky spell.
The Tesla: A Real High-Voltage Threat
The Tesla tower in the game is a fun, quick attacker that disappears into the ground. But a real-life Tesla coil weapon would be incredibly dangerous. Instead of hitting one target at a time, it would unleash huge, unpredictable bolts of electricity, capable of destroying multiple enemies, disabling metal armor, and creating a deadly area filled with ozone. It would require a powerful energy source, but the damage it could inflict would be immense. Thinking about this weapon breaks the usual rules of the game; it’s not just a defensive structure, but a tool to completely control an area, making any attack on foot almost impossible.
Siege Weapons with Real-World Impact
In Clash Royale, siege weapons like the X-Bow and Mortar are strong but easily targeted. If these weapons existed in a real battle, their stationary nature would actually be a huge advantage. A Mortar positioned on high ground wouldn’t just damage a tower – it could bombard a large area with explosives, blocking off parts of the battlefield. An X-Bow fixed to a castle wall would act as a long-range, rapid-fire weapon, keeping enemies pinned down. While a guide shows how these buildings can be weak defensively in the game, they’re really meant to deliver powerful attacks from a safe spot. They wouldn’t just participate in a battle; they’d control where and how it’s fought.
A Reality check on Speed and Movement
In Clash Royale, quickness is key. A troop that moves fast can be the deciding factor between successfully destroying an enemy tower and having your attack fall apart. Cards like the Hog Rider, Prince, and Elite Barbarians are popular because they can quickly reach the enemy and start attacking. But imagine if those speedy charges followed the rules of real-world physics – that speed could become both an advantage and a disadvantage.
Momentum is a significant and relentless force. Once a unit is moving at full speed, it can’t stop instantly, and even a small mistake could cause it to fall. Things like the ground, obstacles, and the strain of running in heavy armor would greatly affect how these units function. A fast-moving unit is also easier to target, as it tends to move predictably in a straight line. While speed is beneficial in a game, real-world conditions would create many more difficulties, turning a straightforward charge into a complicated tactical choice.
The True Limits of Fast-Moving Troops
It’s simple: quickly moving troops are an easy target for area-of-effect attacks. In the game, a well-placed spell like Fireball can stop a fast attack cold, especially if weaker units are supporting it. This weakness would be even greater in a real battle. When troops charge forward, they become focused on their target and vulnerable to attacks from the sides, like ambushes or volleys of projectiles. Speed narrows their focus, and any clever defender would use this to create a deadly trap. The faster you move, the harder it is to react to unexpected dangers.
The Devastating Momentum of a Real Charge
As a Clash Royale player, I’ve always thought about how charges can be amazing, but also super risky. It’s like, a really powerful force coming at you is scary, but it also makes everything easy to hit with a spell! Think of a Fireball – it’s perfect for taking out groups, and a charging army is a group. It’s like if someone launched a huge cannonball – devastating, right? But that same power is its weakness. Once you commit to a charge, there’s no turning back or dodging. You’re totally reliant on your opponent messing up, and one good spell or well-timed defense can just wipe out your whole attack. It’s a really cool risk-reward thing in the game!
Why the Hog Rider Would Have a Rough Time
The Hog Rider is popular in the game because he quickly targets buildings. However, in a real fight, he’d be surprisingly ineffective. Picture someone charging a castle on a pig – it’s not a very intimidating image! His hammer wouldn’t do much damage, and his predictable speed would make him an easy target. Simple defenses like a trench or even a line of soldiers with spears would easily stop him. Even in the game, skilled players try to draw out defenses before using the Hog Rider. In a real battle, archers would take him down long before he got close to any walls – no magic needed!
How Real Armor and Weapons Change Everything
Clash Royale battles usually come down to comparing health and attack power. But imagine if the game used realistic physics! Suddenly, things like a Knight’s armor or a Goblin’s small dagger would actually matter. This would completely change how battles play out, rewarding players who choose troops with the best equipment for the situation.
Picture a game where the type of weapon and armor really make a difference. A sword might bounce off a strong helmet, an arrow could find a weak spot in armor, or a heavy hammer could break through defenses – these details would change which cards are the most effective. Instead of a simple back-and-forth, the game would become more like a complex battle of wits, focusing on finding and exploiting your opponent’s vulnerabilities rather than just managing resources.
When Medieval Combat Gets a Physics Upgrade
If a real knight in shining armor fought in an arena, arrows, swords, and spears would barely make a dent unless they hit a weak spot like a joint. Compared to that, the game character P.E.K.K.A. is much easier to damage – you’d practically need heavy machinery to scratch its armor! Spells would also work differently. A real fireball wouldn’t instantly destroy armored units; instead, it would create a powerful explosion and intense heat. While still dangerous, it wouldn’t melt through solid steel. The knight inside might be harmed, but the armor would offer significant protection, unlike against softer targets like Wizards or Musketeers in the game.
The “Weak” Cards That Would Suddenly Dominate
Okay, so here’s where things get really cool. You know those cards everyone usually ignores, the cheap ones? They could actually become super powerful. Like, take Spear Goblins – normally they’re just a minor annoyance, right? But imagine a bunch of those spears hitting a Prince right in the visor, or taking out a Mega Knight’s legs! That could end a fight instantly. And the Prince? He’d become the go-to for taking down heavily armored opponents. His charge wouldn’t just do extra damage, it’d be a focused, piercing attack that could actually break through tough defenses. A lot of the strategies we use now to counter cards would become useless, and we’d have to start thinking more about how we counter – like using piercing attacks against all that heavy armor.
Damage That Actually Makes Sense
Damage in the game would become much more detailed and realistic. Currently, all attacks simply reduce an enemy’s health. However, with the addition of physics, different types of damage would matter significantly. For example, Skeletons and Goblins wouldn’t be effective against armored knights, as their weapons wouldn’t be able to penetrate the armor. Conversely, a Golem’s powerful punches would cause massive damage, even through armor. Fireballs, which currently just affect an area, would be great for destroying wood or harming unarmored enemies, but less useful against heavily armored opponents. Success on the battlefield would depend more on choosing the right weapons than simply dealing the most damage.
What Happens When Elixir Meets the Laws of Energy?
Have you ever wondered what Elixir is in Clash Royale? It’s the purple liquid that powers your troops. Interestingly, if you think about it scientifically, Elixir behaves a lot like energy. And just like real-world energy, it follows certain rules. The most important rule is that energy can’t be created from nothing. This idea fundamentally changes how we understand the game and explains why you can’t simply keep playing your strongest cards over and over to win.
How Energy Conservation Breaks the Game
Just like in science, energy in Clash Royale isn’t created or destroyed – it simply changes forms. Your Elixir is like your total energy for a battle. You begin with a specific amount that slowly refills, but you can only hold a maximum of 10. This means you have to think carefully about how you use it. Each card you play spends Elixir, transferring it from your supply to the battlefield. Some players joke that this makes the game more scientific, but really, it’s what separates Clash Royale from a simple reaction game. You’re constantly balancing how much Elixir you spend with what your opponent is doing, making every play a crucial decision.
Why Instant Deployment is Impossible
The way Elixir slowly builds up—one drop per second—is a great example of how the game carefully manages resources. You have to wait to gather enough Elixir before you can play powerful cards. This is central to the game’s strategy, rewarding players who are patient and think ahead. If you could play any card instantly, it would ruin the balance, as it would be like having unlimited energy. Instead, the slow recharge rate makes you plan your attacks and defenses carefully, deciding when to save up for a big move and when to spend a little now.
The Real Value of High-Cost Cards
Powerful cards can really change a battle, but they require a lot of energy to play. While using a strong combination like a Golem and Three Musketeers feels good, it can leave you vulnerable if your opponent defends with cheaper cards. This results in a bad exchange of energy, putting you at a disadvantage. True skill isn’t just playing these powerful cards, but knowing when to play them to avoid wasting energy. Their strength lies not just in their power, but in their ability to shift the game in your favor – if you can manage the energy cost.
Frequently Asked Questions
If these cards were real, the Dragons would definitely be the most powerful. Their ability to fly would make them incredibly difficult to defeat for any ground troops, whether it’s a simple Knight or a powerful P.E.K.K.A. Add in their fire-breathing ability, and they’d dominate the battlefield. Even strong ground units like the Golem or Mega Knight wouldn’t stand a chance against an aerial attack.
Why are creatures like Goblins and Skeletons so ineffective in battle? It’s largely due to the laws of physics. Skeletons are fragile and lack muscles, so they couldn’t swing a weapon with any power and would easily break. Goblins are small and have no armor, meaning their small knives wouldn’t even make a dent against a knight’s armor. In a real fight, they simply don’t have enough strength or toughness to be a real threat – they’d be quickly defeated.
Would spells like Fireball and Lightning be significantly more powerful in reality? Definitely. A real Fireball wouldn’t just cause minor damage—it would be a huge, destructive explosion, instantly burning and shattering everything nearby. Likewise, a natural lightning strike has enough energy to vaporize whatever it hits. These spells wouldn’t be useful for small advantages in battle; they’d become incredibly powerful weapons capable of ending a fight with a single use.
You’re suggesting air forces would be overwhelmingly powerful. Would ground troops even have a chance? It would be extremely challenging. Traditional armies – knights and barbarians, for example – wouldn’t stand much of a chance against a large group of flying creatures like Minions or a Dragon. Their best bet would be specific defenses designed to target aerial units, such as a quickly firing crossbow mounted on a wall, or a well-placed lightning strike. However, generally, any army lacking its own air power would be at a severe disadvantage from the beginning.
You’re right to wonder if the game would turn into a slow, defensive stalemate with such strong buildings. It likely would. The game would become much slower because buildings would be nearly impossible to destroy quickly, making direct attacks too risky. Instead of fast-paced action, battles would become long sieges where players focus on gradually weakening each other’s defenses, perhaps using weapons like Mortars to wear down fortified positions.
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2025-11-26 13:36