Clash Royale Balance Changes (18 May 2016)
These changes are live!
We were a bit too cautious with the numbers for the new cards, so we’re looking to give them a boost and encourage everyone to give them a go! Sparky is looking quite good overall – her use rates and win rates are healthy – but she’s certainly a card that can take people by surprise and feel overpowered. Once you’ve figured her out, however, she’s not so scary.
Royal Giant: Damage decreased by 4%
He’s great again! Maybe a little bit too great. We don’t want to tone down him down too much, as his use rates and win rates don’t suggest he’s overpowered. A small damage reduction should reign him in a bit, and we’ll continue to keep an eye on him.
“There is definitely an increase in players using the Royal Giant after the buff in the previous patch. The Royal Giant’s range allows it to attack most building cards without getting damaged. Hence, with the decrease in damage, the Royal Giant will be more balance, however, we might see lesser players using the Royal Giant.”
Freeze: Duration decreased by 1 sec
Hog+Freeze can be a devastating combo when pulled off correctly and is highly used at all levels. We don’t want to deter offensive gameplay, so instead of adjusting the Hog Rider, we wanted to first see how a change to Freeze would shake things up.
“Finally! The Freeze has finally been nerfed! The Hog+Freeze combo is extremely powerful as the Hog Rider is basically getting free hits on your opponent’s tower. It is very difficult for players, especially players who are in Arena 4/5 to defend against the Hog+Freeze combo as they do not have the necessary cards to defend against it. With the nerf in Freeze, one-trick ponies will also have up with new combos in their offense!”
Furnace: Elixir cost decreased to 4 (from 5), hitpoints decreased by 14% and lifetime decreased to 40sec (from 50sec)
The Furnace has a very low use rate so we decided a small re-work was in order. A lower Elixir cost, combined with decreased hitpoints and lifetime for balance, should make it a viable choice.
“The Furnace, is seldom seen in the Arena, as their spawns (Fire Spirits) are too weak to be used offensively, which makes it rather limited. With even more nerfs, in terms of its hitpoints and lifetime, do not expect to see the Furnace too often in the Arena just yet!”
Fire Spirits: Area Damage radius increased by 25%
“Unlike the Furnace, we should see an increase in players using the Fire Spirits as it is a cheap alternative to the Arrows. The Fire Spirits, if used properly can be used to wipe out the Barbarians. It is also much faster, unlike the Arrows which takes time to travel. The Fire Spirits, if deployed at the perfect timing/position will definitely allow you to wipe out swarms of troop. At a cost of just 2 Elixir, you will definitely have an elixir advantage!”
Guards: Hitpoints and damage increased by 8%
“The Guards, is seldom seen in the Arena as it is too weak to be used offensively. Hence, making it not versatile enough. Also, players can opt to use the Dark Prince which deals splash damage and it is much more tanky and it deals more damage as compared to the Guards. With this buff, we might see an increase in players using this card, but I still feel that players will opt for the Dark Prince instead of the Guards.”
Miner: Hitpoints increased by 6%
The Miner is a really fun card and people are still figuring out the best uses for him. He’s in pretty good shape overall, but a few more hitpoints should help him find his place in the Arena.
“The Miner, is already a very overpowered card as it is able to be deployed anywhere in the Arena and it is only for a cost of 3 Elixir. I feel that with this buff, we will definitely see an increase in players using it. But, do not get too excited over it. I feel that there will definitely be a nerf for it on the next patch as there will definitely be players complaining about how overpowered the Miner is.
Lava Hound: Hitpoints increased by 3%
Lava Pups: Hitpoints increased by 9%
As an 7 Elixir Legendary Card we don’t think the Lava Hound is impressive enough yet. In particular, his “second phase” when the Pups pop out could do with a boost to make him a more enticing choice.
“I feel that the Lava Hound/Pups should have an increase in its attack damage as it is too low. Players can opt for the Giant/Royal Giant which deals more damage and they cost even lesser Elixir as compared to the Lava Hound which costs 7 Elixir. At such a high cost, players are not able to stack up their troops. The Lava Hound itself is also useless, as its damage is too low. Hence, I predict that there will be another buff for the Lava Hound in the next patch.”
Elixir Collector: Hitpoints decreased by 9%
Use rate at the top is incredibly high – the most used card, in fact – making the Elixir Collector seem like too much of a compulsory choice (evidently our last change wasn’t enough). We don’t want any card to feel like a such an obvious choice, so we’re shaving some more hitpoints off.
“The Elixir Collector can’t seem to catch a break as it is being nerfed in almost every patch. I personally feel that the nerf on the Elixir Collector on the previous patch is more than enough. Its not like the Elixir Collector cannot be destroyed and it is not that overpowered anymore as most building cards are already nerfed. (For example, the Mortar.) If it is nerfed some more, the Elixir Collector will be totally useless.”
Knight: Hitpoints increased by 10%
The Knight is a great well-rounded basic troop, but his simple functionality can be overlooked by the snazzier cards you unlock later on, and as a result his use rates are very low overall. We’d like to see more of this mini-tank in the Arena.
“The Knight, is so underappreciated as it is extremely elixir efficient. Costing you just 3 Elixir, it provides you decent amount of damage and tank. The Knight, can be used for offensively and defensively. Hence, it is one of the stronger versatile cards with low elixir cost. Hopefully, with the buff, we will see an increase in players opting for the Knight.”
Bomber: Damage increased by 10%
Bomber is currently an underrepresented basic troop which offers so much in the early to mid game. More damage should help him to compete at the top also.
“Really? The Bomber being buffed? The Bomber, at a cost of 3 Elixir, is able to clear one whole wave of Barbarians by itself. With the buff in its damage, we will definitely see an increase in players abusing it.. Also, keep a look out for the next patch as I sense players complaining about how overpowered the Bomber is.”
Cannon: Hitpoints decreased by 5%
With the Royal Giant’s meteoric rise in fame, the Cannon has remained very popular, despite our last round of balance changes, and is the second most used card at the top. We’d like to take a few more hitpoints away and make it less of an obvious inclusion in so many decks.
“The Cannon, is not even overpowered anymore. Just like the Elixir Collector, the Cannon can’t seem to catch a break as it is being nerfed in like almost every patch. Nerfing it even more and the Cannon will be useless. The Cannon is powerful but it can be destroyed.”
Tesla: Hitpoints increased by 5%
Tesla doesn’t currently stack up as a compelling choice next to the Cannon – a combination of this small boost and the Cannon’s hitpoint decrease should make choosing between the two a more interesting decision.
“With the Cannon being constantly nerfed and the buff in Tesla, players will definitely be opting for the Tesla as it provides player’s with a huge upgrade at a cost of just 1 more Elixir. Be prepared to see an increase in Tesla’s being used in the Arena!”
Golem & Golemite: Hitpoints increased by 5%
The Golem’s use rate is relatively low, in part due to the popularity of direct counters such as the Minion Horde, and also because the new Tournament Rules and max card levels decreased the relative strength of Epic Cards. A small hitpoint boost should help the Golem become more viable.
“The Golem, is seldom used as it is very easily countered. Even with the buff in hitpoints, I personally feel that the Golem will still not be used frequently as it is just too one-dimensional. At a cost of 7 Elixir, it is too easily countered and players are not able to stack up their troops to support the Golem.”
Witch: Damage increased by 10%
The Witch is an excellent early game pusher, but doesn’t get much playtime in the higher Arenas. More damage, plus the Skeleton boost below will hopefully make her an interesting choice at more levels of play.
“The Witch, is a very popular card in the early stages of the game, but as the player progresses, the Witch is seldom used as its damage is too low and the Skeletons are too weak. Hence, with another buff to her damage, we might see some players opt for the Witch. The Skeletons, which is also buffed, is extremely useful defensively too, hence making the Witch one of the stronger versatile cards, both defensively and offensively.”
Skeletons (affects Tombstone, Skeleton Army, Witch, Skeletons): Hitpoints and damage increased by 5%
“As stated above, the Witch will definitely be used more frequently. Along with the Witch, more players may also opt for the Skeletons and Skeleton Army. They are extremely useful defensively and they are pretty cheap too. At a cost of 1 Elixir and 4 Elixir respectively. The same cannot be said for the Tombstone as it is not as useful compared to the other spawn cards.”
Tombstone: Hitpoints increased by 10%
Tombstone has fallen out of favor, but because it’s such a staple counter for the Prince in the early game, we’d like to see it as a more viable choice again. Additionally, this change should make it a possible alternative to the Cannon or Tesla in some decks.
“Even with the buff to the Skeletons produced and the buff in its hitpoints, I still do not see the Tombstone being used too frequently as it is sort of a one-trick pony card. (To counter the Prince) If your opponent does not use the Prince, the Tombstone is not as useful compared to the other building cards.”
Card Upgrade XP: Fixed for Epic and Legendary Cards
XP gained for upgrading Epic and Legendary Cards will be in line with the equivalent levels of Common and Rare Cards.
Feel free to leave a comment below to let us know about your thoughts on the latest patch which is happening on the 18th of May 2016!