Our first game was called Gunshine.net. It was a real-time massively multiplayer online role-playing game. Remember, our original vision was to create cross-platform gaming services, so the idea was that one day players would be able to enter the world of Gunshine via desktop web, Facebook, tablet and mobile. That said, we had to start from somewhere, and the most logical place was the platform with the widest reach. And at that time, that platform was desktop web and Facebook, so we started to build the game on top of Flash technology.
We managed to launch the private beta version of Gunshine in February 2011, and the open beta launched a few months later. We also started to plan a mobile/tablet version of the game. At its peak in the summer of 2011, Gunshine had around half a million monthly players.
Unfortunately, we slowly started to realize that Gunshine just wasn’t delivering on our original product vision. There were three reasons why.
Most importantly, despite their initial excitement, players were getting bored with the game after a month or two. The sad truth was that this was not a game that anyone would play for years.
It was too hard to get into the game if you hadn’t played similar types of games before. This game would never become a mass-market phenomenon; a game that would have an impact on the lives of millions of people. Despite all our hard work, we realized Gunshine just wasn't going to be the game we had dreamed of.
Falling in love with mobile
When we started planning a mobile version of Gunshine, it quickly became clear that the experience wouldn't be great on the mobile platform. It was too hard to try to replicate the mouse/keyboard experience on touch screens. Also, we realized people play differently on desktop than they do on mobile. Mobile games have to be fun even if you only have a few minutes to play. Gunshine wasn’t.
It also became clear that our problem wasn’t just with Gunshine. We had a big problem with our product strategy, too.
One day, when playing around with some iPads we had ordered to the office, we noticed how all of us had fallen in love with this device. We started to call it “the ultimate games platform”. And we started to understand just how different this platform truly was; if we really wanted to create the best possible games for this platform we could focus on nothing else.
To make matters even more complicated, we had already begun developing the next wave of games, which were still aligned with our original cross-platform strategy.
The time had come to make some hard decisions. We decided to kill all ongoing productions for web and Facebook and bet the entire company on a strategy that we started to call “tablet first”. We started by perfecting the game for iPad. We would modify it later for smartphones. As time passed, we shifted our strategy to “mobile first” as smartphones have grown and it became increasingly difficult to distinguish them from tablets. Today it’s clear that this was the right decision, but in the fall of 2011 it was less obvious.
Probably the hardest decision at the time was killing a game with the codename Magic. We had a passionate five-member team working on that game day and night for nearly six months straight, and we were all really excited about it. It looked amazing, and it was a game that had never been seen before on Facebook. But in the end we killed it and started to work on something new for tablets. What makes this story a classic is that it was the Magic team that ultimately developed Clash of Clans, which, funnily enough, was also codenamed Magic before getting its official name.
36 teams are joining the ‘Clash Royale’ eSports league
Today, mobile game company Supercell announced that teams from 36 organizations from around the world will be added to the hit (and very, very lucrative) title Clash Royale's eSports league. The biggest names in competitive gaming will field squads, including Cloud9, Team SoloMid, Immortals, NRG, Complexity, Team Dignitas and Counter Logic Gaming.
If you haven't heard of the game, chances are one of your gaming friends has -- after all, over 27 million players from around the world competed in the title's open-to-all Crown Championship last August to qualify for the 16-person finals in December. For this year's league expansion, Supercell again opened up to the public, and an in-game event drew 25 million players to qualify for teams.
Teams will fill region-specific slots, with Cloud9, Team SoloMid and the other American organizations making up the eight North American teams. (FNATIC, Misfits and Team Liquid are among the Europeans joining, while EDG.M, GO, JDG will represent mainland China and CJ OGN, Sandbox, Kingzone will play for the general Asia division.)They'll have to field players from the aforementioned League Challenge, and teams will compete for a $1 million prize later this year.
The teams in China's division have already started their initial Spring season, which runs from March 23rd to June 3rd. Later in the year, squads in the Asia region will play from April 27th to July 14th. Other divisions (including Latin America, which doesn't have a list of participating organizations yet) will compete in fall for a winter 2018 global championship.
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The Clash Royale League, or CRL, is Clash Royale's official esports competition. It is held annually in the second half of the year and ends with the World Finals event in early December. In the CRL, players compete in Clash Royale battles in order to be crowned the World Champion and win cash prizes. A new format was introduced for 2021.
CRL coverage is broadcast live and made available for subsequent viewing on the Clash Royale Esports YouTube channel. Standings and teams lists, CRL-related news, and other CRL information is made available on esports.clashroyale.com.
Format (2018 - 2020)
|This section describes content that has been replaced or removed from the game. This information is kept here for historical purposes.|
Each season consisted of 3 stages that players and teams progressed through on the path to the World Finals. At each stage, players/teams that ranked high enough moved on, while the rest were eliminated. In all stages, Clash Royale battles were played with Tournament Standard-level cards and towers.
Stage 1: 20-Win Challenge
CRL started with a 20-Win Special Event Challenge or a Global Tournament in-game. Players who achieved 20 wins qualified for one of the regional Combine Qualifiers.
Stage 2: Combine
The Combine Qualifiers were regional live events in which players compete in a tournament, and representatives from esports teams competing in CRL attend and observe the tournament in order to recruit promising players to join their teams and move on to the CRL.
Stage 3: CRL
In the 9-week CRL competition, the esports teams registered in the league brang their best players to battle against players from other teams in their global region. In each match-up, one team competed against another team in 1v1, 2v2, and King of the Hill.
- 1v1: A player from one team battles against a player from the other team. The team that gets the best of 3 battles wins the 1v1 set.
- 2v2: Two players from each team play 2v2 battles. The team that gets the best of 3 of these battles wins the 2v2 set.
- King of the Hill: Each team chooses 3 players for the set to play 1v1 battles. After each battle, the losing player is eliminated from the set. Whichever team eliminates the opponent team's 3 players first wins the set. This mode is commonly called "KOF" due to resemblance to the video game The King of Fighters.
Whichever team won 2 of those 3 sets would earn a win. At the end of the season, the teams with the most wins in their region moved on to compete in the World Finals.
Stage 4: World Finals
At the World Final, Asian Games or World Cyber Games event at the end of the season, the top players or teams from the CRL competed in a final tournament for the World Champion title and cash prizes.
There will be 8 seasons of CRL, with each season lasting a month and consisting of 3 stages that players will progress through on the path to the World Finals. At each stage, players that rank high enough will move on, while the rest will be eliminated.
Stage 1: Trophy Race
The first prerequisite required in order to have a chance to qualify for CRL is to be within the top 1000 spots on the global Trophy leaderboard by the end of the season. Qualifying players are contacted directly via the in-game messaging. Players will each gain a certain amount of points towards qualifying for the World Finals depending on their ranking:
Stage 2: Monthly Qualifier
Players that complete Stage 1 will then compete against other qualifying players in the Monthly Qualifier, which will take place over 2 days. The battle format for these qualifiers is Duels, a 1v1 best-of-3 game mode. Before the first day, players will sign up for 1 of 4 time slots to play in a Swiss format. After the first day, the top 8 players in each time slot will advance to the second day. On the second day, the 32 players will be sorted into groups of 4 and play Duels in a double round robin format. The top player in each group will advance to the Monthly Final, for a total of 8 players. If there is a tie between the results of two or more players in a group, their position in the Trophy Race will be used as a tiebreaker, with the highest placing player advancing. All players in the Monthly Qualifier will gain 5 points for each win they earned.
Monthly Qualifier Cash Prizes
|Ranking||Cash prize (USD)|
|9th - 16th||$1,500|
|17th - 32nd||$1,000|
The top 8 players will earn a cash prize based on their placement at the Monthly Final.
Stage 3: Monthly Final
The top 8 players from the Monthly Qualifier will then compete in the Monthly Final, which will take place over 2 days. Like the Monthly Qualifier, Duels will be the game format played. Over the two-day span, the players will compete in a double-elimination bracket for points and cash prizes.
|5th - 8th||35|
Monthly Final Cash Prizes
|Ranking||Cash prize (USD)|
|5th - 6th||$3,000|
|7th - 8th||$2,000|
After the last season, the top 24 players who have accumulated the most points will automatically advance to the World Finals. If there is a tie in points, the following tiebreakers will apply, with subsequent ones taking effect if the previous tiebreaker failed to determine a winner:
- Total number of Monthly Final wins
- Average placement across all Monthly Finals
- Average placement across all Trophy Race seasons
Stage 3a: Last Chance Qualifier
In the month following the last Monthly Final event, the next 32 ranked players in points (25th - 56th) will compete for the remaining 8 spots in the World Finals in a single-elimination tournament. Like the Monthly Qualfier, Duels will be the game mode played. The tournament will conclude after the round of 32 and round of 16 have completed, with the 8 players in the top of the bracket advancing to the World Finals.
Stage 4: World Finals
At World Finals, the 32 qualifying players will compete for the title of World Champion and earn their share of the prize pool.
World Finals Prize Pool (approximate)
|Position||Cash prize (USD)|
|5th - 8th||$35,000|
|9th - 16th||$25,000|
|17th - 32nd||$15,000|
Crown Championship Global Series
2017 was the first year for Clash Royale's official esports competition. The 2017 season was called the Crown Championship Global Series, and the format was different. Rather than teams competing in stages 3 and 4, individual players competed alone in exclusively 1v1 matches against other solo players. In 2018, the competition was renamed to the Clash Royale League, and the format was changed to the form described above. In 2021, the format changed back to solo 1v1 matches, more closely resembling the format used in 2017.
The 2017 Crown Championship Global Series World Finals took place in London, England on Sunday December 3. The top 16 players of the season competed in a single-elimination bracket in which each match-up of two players was decided by best of 3 (best of 5 in the final round) 1v1 battles. In each match-up, each player could choose a single card to ban for the entirety of that match-up.
Sergioramos:) was crowned the 1st-place winner and won $150,000 with runner-up, MusicMaster, winning $75,000. The eliminated semi-finalists, Tali and Winds, each won $27,500. Quarter-finalists, Berin, Electr1fy, quiet, and Adrian Piedra, each won $15,000. The remaining competitors, Amaterasu, loupanji, CMcHugh, X-Bow Master, Fuchi, Coltonw83, Geltube, and YaoYao, each won $7,500.
The 2018 CRL World Finals took place in Tokyo, Japan on Saturday December 1. The top team from each of the six CRL regions competed:
|Rank||Team||CRL Region||Prize money|
|2nd||Vivo Keyd||Latin America||?|
|3rd||PONOS Sports||Asia (other)||?|
|KING-ZONE DragonX||Japan (Host)|
2019: Los Angeles
The 2019 CRL World Finals took place in Los Angeles, United States on Sunday December 8. The top team from each of the six CRL regions competed:
|Rank||Team||CRL Region||Prize money|
The 2020 CRL World Finals took place in Shanghai, China between December 5 and 6, with part of it being played online. 8 qualifying teams competed in best-of-5 sets in a single-elimination format (along with a tiebreaker match for 3rd place).
|Rank||Team||CRL Region||Prize money|
|3rd||PONOS Sports||Asia (other)||$50,000|
|4th||paiN Gaming||Latin America||$40,000|
|5th - 8th||FAV Gaming||Japan||$30,000|
|Tribe Gaming||North America|
Clash Royale was an event in the 2018 Asian Games as a demonstration event. See the Wikipedia page for details.
|Rank||Name||In-Game Name||Country||CRL Team|
|1st||Ridel Yesaya Sumarandak||BenZerRidel||Indonesia (Host)||KIX|
|2nd||Huang Chenghui||Lciop||China||Nova Esports|
Supercell has announced that the Clash Royale League will return for 2021, but with major structural changes in tow, along with a larger overall prize pool.
The revised league structure will adopt a global approach that spotlights individual competitors, scrapping the previous regional, team-based format based around participating organisations.
RELATED: Ross Video’s success story with the Clash Royale League World Finals
For the last three seasons, the Clash Royale League was based around team organisations such as Team Liquid, Dignitas, Tribe Gaming, Team Queso, and others, and included a mix of 1v1 and 2v2 events during each competition. In the recently-concluded season, the league was split into East and West divisions.
In 2021, however, players will compete individually online in global events. The format will span eight-month-long seasons, each allowing all eligible players to earn trophies to qualify for the monthly qualifiers and finals. Over the course of the season, the top 24 highest points earners will qualify for the World Finals, with another eight players added through a last chance qualifier in October.
Ultimately, the 2021 season will award more than $1.6m (£1.2m) in prize pool funds. Previous seasons awarded approximately $1m (£750,000) over the course of each season.
RELATED: PUBG MOBILE reveals 2021 plans with $14m esports programme planned
According to a PR email, “players will no longer be a part of a professional esports organisation” under the new format, although it’s unclear whether organisations can still sponsor individual players and if so, whether their branding will be used during official broadcasts and content.
UPDATE: Esports Insider was provided the following statement from the Clash Royale esports team regarding the place of organisations within the league ecosystem under the new format:
“Organisations are absolutely welcome in CRL moving forward, just as we see them participating in our equivalent Brawl Stars and Clash of Clans esports ecosystems. In 2021, the structure will be far more flexible for both players and orgs – instead of a limited number of teams signing a fixed number of players, we want players and orgs to find relationships that work best for them. Orgs can invest into 1-2 star players, or cast a wide net and try to get as many winners as possible. For players, they may opt to join an org or remain independent, based on their personal needs.”
Esports Insider says: This is a major change for the Clash Royale League. The previous format was appealing for teams and brought in many of the major multi-game organisations, but I wonder if this new approach will pare that list down to mostly mobile-centric orgs like Tribe, Team Queso, and Nova Esports. In any case, this format is probably easier to execute during the pandemic, and it’s good to see Clash Royale esports continue on in some form.
Read The Esports Journal
Andrew HaywardSours: https://esportsinsider.com/2020/12/clash-royale-league-adopts-new-individual-format-for-2021/
Royale teams clash
Real-time strategy mobile game
Parts of this article (those related to Clan Wars) need to be updated. Please help update this article to reflect recent events or newly available information.(November 2020)
2016 video game
Clash Royale is a free-to-playreal-time strategy video game developed and published by Supercell. The game combines elements from collectible card games, tower defense, and multiplayer online battle arena. The game was released globally on March 2, 2016.Clash Royale reached $1 billion in revenue in less than a year on the market. In three years, Clash Royale’ made $2.5 billion in revenue according to market intelligence company Sensor Tower.
A screenshot of a 1v1 game - elixir generation at the bottom
A screenshot of a 2v2 game - two king towers
Clash Royale is a tower rush video game which pits players in games featuring two or four players (1v1 or 2v2) in which the objective is to destroy the most opposing towers, with the destruction of the "King's Tower" being an instantaneous win. After three minutes, if both of the players/teams have an equal number of crowns or none at all the match continues into a 2-minute overtime period and the player who destroys an opposing tower wins instantaneously. If no towers are destroyed during overtime, there is a tiebreaker, where all towers rapidly lose health, and the tower with the least health is destroyed. If two towers have the same health, there is a draw. After an update in late 2018, leaving a 2v2 match multiple times prevents the player from playing 2v2 with random players for some time.
In Clash Royale, players are ranked by their number of trophies. Players level up by gaining Experience (or King Level) points through donating and upgrading cards. The highest possible level is level 13. The December 2018 Update added Star Points for excessive Experience when players reach level 13, and will award Star Points for previously leftover Experience.
Trophies are won or lost through multiplayer battles, a player wins a battle by destroying more towers than the opponent (each destroyed tower being represented as a 'crown'), or by destroying the opponent's King's Tower, resulting in an automatic "three-crown" victory (unless the King's Tower was destroyed at the same time by both players, resulting in a draw).
There are fifteen playing arenas in total (excluding the tutorial arena, Training Camp): Goblin Stadium, Bone Pit, Barbarian Bowl, P.E.K.K.A's Playhouse, Spell Valley, Builder's Workshop, Royal Arena, Frozen Peak, Jungle Arena, Hog Mountain, Electro Valley, Spooky Town, Rascal's Hideout, Serenity Peak and The Legendary Arena, with each arena corresponding to a certain trophy range. A player reaches leagues after reaching 5000 Trophies.
Playable troops, buildings, and spells are represented as cards. Many cards are directly based on troops and buildings from Supercell's previous game Clash of Clans, such as giants and cannons, and the game uses a similar artstyle. Prior to each battle (with the exception of the first battle in Training Camp), players construct a deck of eight cards which they use to attack and defend against their opponent's cards. At the start of each game, both players begin with four randomly chosen cards from their deck of eight, except Mirror and Elixir Collector.
Each card costs a certain amount of elixir to play. Players start the battle with five elixir points (zero in Double and Triple Elixir modes), and one elixir point is replenished every 2.8 seconds (or 1.4 seconds in Double Elixir Mode, the final 60 seconds of the game and the first minute of overtime, and roughly every 0.9 seconds during Triple Elixir Mode and the last minute of overtime), to a maximum of ten elixir points. Once a card is played, a new card is automatically drawn from the player's eight card deck.
Clash Royale first launched with 42 cards, there were 14 cards for each of the three rarities that existed at that time: Common, Rare, and Epic. The February 2016 update added a new rarity: Legendary, with the introduction of two new legendary cards to the game. As of June 2021[update], there are 103 cards in the game, coming in four rarities: Common, Rare, Epic, and Legendary. The September 2018 update changed card levels as not to confuse new players. All cards now cap at level 13, with common cards starting at level 1, rare cards starting at level 3, epic cards starting at level 6, and legendary cards starting at level 9. All cards are level 9 for all tournaments. The December 2018 update added Star Points to unlock special golden cosmetics for Max Level cards.
The June 2018 update added the emote deck, allowing players to use up to eight emotes from their emote collection. Players start with four free King emotes, but they can get more from the shop or challenges.
Trade tokens were introduced in the September 2018 update. They can be used to trade common, rare, epic, and legendary cards with clanmates so players can get more of the cards they need and get rid of the cards they do not want. They can be won from challenges, clan war rewards and purchased from the Shop in special offers.
In October 2019, a free emote became available to anyone who links their account to their email through Supercell ID.
Starting from Experience level 1, players can join or form clans. Joining or forming a clan enables the player to engage in friendly battles and clan wars. It also unlocks the feature of trading and requesting cards from clanmates after becoming level 2. Clan members can also chat and share emotes with their clanmates. A clan has a maximum player limit of 50.
On April 25, 2018, Clan Wars were added. A clan war is separated into two days: 'Collection Day' and 'War Day'. To play in a Clan War, a Clan must have a minimum of ten players that are level 8 and above. On Collection Day, each player in a Clan gets to do three battles in a variety of game modes, which rotate every month. Upon completing a battle, the player earns cards, which go into their Clan's card collection. More cards are awarded upon winning a battle, and players earn more cards in higher Arenas. For the Clan War to progress to War Day, a minimum of ten players need to do at least one battle each. On War Day, a Clan is matched with four other Clans with a similar number of participants and Clan Trophies. Each participant gets to build a deck using only the cards that their Clan unlocked on Collection Day. Card levels are limited to the player's card level and the number of duplicate cards gained on Collection Day, with the lowest level having priority. Players also must have a card unlocked in their own collection to use it. Players use the deck they built in one battle (sometimes two). Each clan is ranked from 1st to 5th place based on the number of wins they have, with the rank decided by the number of Crowns each Clan has in the event that two Clans have the same number of wins. At the end of the War Day, all players that participated in the War receive a War Bounty containing Gold and sometimes Gems or Trade Tokens. Based on the War rank, Clans lose or gain a certain number of Clan Trophies. Clans progress through Clan Leagues by gaining Clan Trophies, and higher leagues result in better rewards. Clan Seasons last two weeks, and at the end of each season, a chest is awarded to every player that participated in a war during the season, with the number of cards in the chest being determined by the highest war rank the Clan had during the season and the highest league the Clan was in during the season.
In July 2016, Supercell introduced a new Tournament feature. Tournaments are similar to normal battles, but all cards are capped at level 9. This feature is unlocked at player experience Level 5, but can only be played from experience level 8. Tournaments can only be created by using gems, and the creator can choose to make it password protected or open. Based on tournament performance, players are rewarded with tournament chests. As well as tournaments, there are two types of Victory Challenges, one in which the goal is to win twelve times while losing no more than two times and the other's goal is to play until you finish the entire challenge by winning all crowns or battles, regardless of losses. A Grand Challenge costs 100 gems to enter, and a Classic Challenge costs 10. Completing (or getting 12 wins on) a Grand Challenge gives you 22000 gold and 1100 cards, and completing a Classic Challenge will give you 2000 gold and 100 cards. Supercell has also added various event challenges, for limited periods of time, that add special features to the battles, or allow players to receive special cards. These event challenges can also sometimes be played in Friendly Battles. As of the October 2017 update, players would no longer get a refund on gems if no matches take place in their custom tournaments. In December 2018 update added Global Tournaments while Custom Tournaments is renamed to Private Tournaments which removed the prizes but added more options.
In March 2017, "Leagues" were added to the game. Once above 4000 trophies, players are placed in one of nine different leagues ranging from Challenger I to Ultimate Champion. At the end of each season, players receive rewards based on the highest league achieved during that season. After the season ends the player is reset to half of the trophies they gained above 4000 trophies. So if they got to 6400 they would be reset to 5200 trophies at the end of the season. Another feature that was introduced is Clan Battles. Two players get to battle side by side with another member of their clan facing off against two other opponents from another clan. This is the first update to include a new game mode. As of November 2018, clan battles have been transferred into clan wars as 2v2 battles.
Quests were added in the October 2017 update as a set of achievements where some players have to complete certain tasks to receive rewards. The Quests section also includes a free reward which is given to the player every four hours, up to three times a day. This was added when the developers decided to remove standalone free chests from the game.
The game was soft-launched in Canada, Hong Kong, Australia, Sweden, Norway, Denmark, Iceland, Finland, and New Zealand for iOS platforms on January 4, 2016. The game was soft-launched on Android for those same countries on February 16, 2016 in the form of an Android application package. Both platforms received a global release on March 2, 2016.
Upon its release, Clash Royale became the most downloaded and top-grossing app on the U.S. iOS App Store.
Clash Royale mainly received positive reviews, with TouchArcade's Eli Hodapp calling it "absolutely phenomenal" in his five-star review.Pocket Gamer's Harry Slater gave the game a score of 9/10, summing up "It's an incredible amount of rewarding fun, it's nail-biting at times, and there's content here that will keep you busy for weeks if not months." Writing for Geek.com, James Plafke criticized "Clash Royale for being genuinely fun—more so than Clash of Clans—while the developer chronically interrupts the player from enjoying it."Clash Royale has received a very positive response from its players, with an average score of 4.5 out of 5 on the Google Play Store and an average score of 4 out of 5 on the Apple App Store.
Clash Royale League
The Clash Royale League is the official teamesportsworld championship on a league format, developed by Supercell. It consists of 5 leagues: North America, Europe, Latin America, Asia, and China. It started on August 20, 2018 kickstarting Season 1 of the CRL. After the regular season which consisted of 15 games per team the playoffs were held in each region. After the playoffs ended the World Finals were held in Tokyo, Japan on December 1. The Finalists consisted of Nova Esports (China), KingZone Dragon-X (Asia), Vivo Keyd (Latin America), Team Queso (Europe), Immortals (North America), and Ponos Sports from Japan. Ponos achieved second in Asia and was allowed into the World Finals because they were hosting them. A seeding tournament was then held which ranked the teams. After that the top two teams from the seeding tournament got a bye for the Quarter-Finals and automatically made it into the Semi-Finals. After the Quarter Finals it was the Semi-Finals then the Finals. The Season One World Champions are Nova Esports.
|1||December 1, 2018||Makuhari Messe Hall 6, Tokyo, Japan||Nova Esports||Vivo Keyd||$1,000,000|||
|2||December 7, 2019||The Shrine Expo Hall, Los Angeles, California||Team Liquid||W.EDGM||$400,000|||
The Clash Royale Crown Championship was the official esports world championship of the game, developed by Supercell. The tournament connects the best players all over the world from North America, Asia, Latin America, Europe, and more. The first edition had over 28 million participants all over the world, becoming the world's largest Clash Royale event. The first world champion was Sergio Ramos who beat MusicMaster by three games to one on the Crown Championship World Finals. The 2017 Crown Championship in London, top 16 “Clash Royale” players in the world competed for a $400,000 prize pool. The 2018 Clash Royale Crown Championship is scheduled to be held in Asia.
Main article: Clash Royale at the 2018 Asian Games
Clash Royale are part of an esport demonstration event during Asian Games 2018 held in Indonesia. Eight countries are able to participate after having qualified from their respective regional qualification with Indonesia automatically qualified as host.
Awards and nominations
|May 19, 2016||Google Play Awards||Best Game||Won|
|December 1, 2016||The Game Awards||Best Mobile/Handheld game||Nominated|
|April 6, 2017||British Academy Games Awards||AMD eSports Audience Award||Won|
|March 15, 2016||International Mobile Gaming Awards||Best Upcoming Game||Won|
|February 28, 2017||Best Multiplayer Game||Won|
|March 1, 2017||Game Developer Choice Awards||Best Mobile/Handheld Game||Nominated|
|March 16–18, 2017||SXSW Gaming Awards||Mobile Game of the Year||Nominated|
|April 27, 2017||Finnish Game Awards||The Small Screen Game of the Year 2016||Won|
|The Main Award – The Finnish Game of the Year 2016||Won|
|May 17–19, 2017||Nordic Game Awards||Nordic Game of the Year – Small Screen||Nominated|
|Nordic Game of the Year||Nominated|
|April 12, 2018||British Academy Games Awards||Evolving Game||Nominated|
|April 4, 2019||British Academy Games Awards||EE Mobile Game of the Year||Nominated|
|January 21, 2020||Pocket Gamer Mobile Games Awards||Best Mobile eSport||Won|
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Clash Royale esports will no longer be a team competition next year
Supercell’s mobile strategy game Clash Royale is planning to implement big changes on its esports format next year.
Coming into 2021, the Clash Royale League (CRL) will now hold single-player competitions instead of team competitions since the game was originally meant to be played individually. We might be saying goodbye to the current King of the Hill format, and will be greeted by a new format that “will more closely resemble what all players at home experience” soon according to an official press release from Supercell.
The top 1,000 players in the game will earn a spot at the CRL Seasonal Qualifiers, packed with over US$600,000 in total prize pools. Ultimately, the top 24 players with the highest amount of points by end of September will qualify to compete at the 2021 Clash Royale League World Finals.
The Clash Royale League also announced that they would be upping their World Finals prize pool to a whopping US$1 million. This year’s CRL World Finals prize pool was set at US$380,000, with the lion’s share won by Spanish team Team Queso.
Another Supercell game, Brawl Stars, already got a head start and have increased their World Finals prize pool from US$250,000 to US$1 million this year. Singapore’s PSG Esports was hailed as the World Champions for Brawl Stars World Finals 2020.
More information about the new CRL format will be released next week.
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After almost three years of active participation, Team Liquid is stepping back from Clash Royale esports. The announcement comes as no surprise considering the new format for the Clash Royale League (CRL) in 2021.
Supercell has announced the Clash Royale League is going back to individual competitions. It will feature open-for-all qualifiers leading to a monthly final. The top players will then compete in the CRL World Finals 2021.
“We think that the changes made to CRL in 2021 reduce the benefits esports organizations and their players can get from tournaments,” Team Liquid said. “However, we still believe in Clash Royale as a game and a community.”
The North American organization isn’t completely parting ways with the mobile game. Team Liquid will now focus more on content creation and will also continue to host community tournaments.
With these new changes, Razzer and Clash Royale coach Erick are leaving the organization. Team Liquid is also releasing its academy team.
The other players in Liquid’s Clash Royale roster, namely Egor, Surgical Goblin, and Kanario will remain with the organization. Egor is the only player who will continue competing in the CRL this year.
Surgical Goblin already announced last year that he was stepping away from competitive Clash Royale to begin a career in content creation. The former pro has been streaming Fortnite on his Twitch channel, although he sometimes plays Clash Royale as well.
Finally, Kanario is also switching to content creation but will continue with Clash Royale. The player will also be seen in action at the CRL 2021 although he will primarily focus on content.
Team Liquid enjoyed a lot of success in Clash Royale Esports in the past three years. In 2019, the org was crowned the CRL West champions for the spring season. In the fall season of the same year, they placed second. Team Liquid ended the year on a high after winning the CRL World Finals 2019 to become the world champions.
The defending world champions couldn’t replicate their performance in 2020, though. In the spring season last year, they finished top six. Team Liquid couldn’t secure a slot at the CRL World Finals 2020 either after placing ninth in the fall season.