Surprising how quick Supercell jumped on nerfing them, especially given how long they have taken to do so on similarly OP cards in the past.
Oh man i finally made it to 4000 and got the chest!! Didnt get anything good in it but i did it! Back into CR lol
Did you join another clan? If not and you're playing again, we're have a spot open.
If I'm remembering correctly, they said a fix for that bug is coming in the next update.So many updates, and they still don't fix the damn results screen after a clan war. It's unskippable and even worse it happens twice when you open the bag
Shout out to our clan member Hige who got above 5500 this season. Is he the highest from any of our clans?
Nice! Sounds like he might be. Highest in ours is ~5300.Shout out to our clan member Hige who got above 5500 this season. Is he the highest from any of our clans?
Nice! Sounds like he might be. Highest in ours is ~5300.
What deck does he use?
The way we approach card balance in Clash Royale is a combination of playtesting, listening to the community and looking at the stats. You can expect monthly balance updates to keep gameplay fine tuned and as fun as possible.
In this balance update we're taking a look at Royal Hogs, Tombstone, Giant and more!
Watch the quick-look video! Edit: The Royal Ghost is actually getting his Hitpoints decreased by -9%, not -6% as the video states. Apologies for the confusion!
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The dead king has maintained a high level of performance throughout multiple metas, always floating (GET IT?!) above the acceptable win rate range. Despite counters like Prince, Valkyrie, and Knight having a strong presence in the metagame, Royal Ghost just keeps looking better. A health reduction should help keep him grounded.
- Royal Ghost: Hitpoints -9%
The King's personal pets have slimmed down a little bit! Each Hog had the same in-game Mass as a Hog Rider which made them push defenders out of the way a bit too easily. The lower weight and less damage should rein in the most winning-est win condition in the game.
- Royal Hogs: Damage -6%
Classic control-style decks have fallen out of favor recently. The natural predator to Giants, Lava Hounds, and Golems hasn't been as reliable in a world of Zaps, Electro Wizards, and Electro Dragons. Lasting a bit longer allows the Inferno Tower to deal even more damage.
- Inferno Tower: Hitpoints +3%
Skeleton Barrel deserved a buff, but we didn't want to encourage more Spell Bait style strategies. Increasing the Death Damage rewards players who can get it to a Tower and increases its defensive value as a blocker. When a huge barrel drops on your head from the sky, it ought to be enough to donk Spear Goblins into the ground... so it will!
- Skeleton Barrel: Death Damage +62%
Mega Knight is a bit too weak against single targets, we wanted to shore up that weakness without increasing DPS too much. While still countered by smaller Troops like Knight or Valkyrie, this should make the Mega Knight a bit more formidable 1-on-1.
- Mega Knight: Hit Speed faster 1.8sec -> 1.7sec
One the linchpins of Beatdown decks like LavaLoon is being able to counter a wide range of punishing attacks with a single 3-cost Tombstone. Being a building up front and a swarm on the backend is very versatile and as a result Tombstone has held a very high win rate across multiple metagames. Reducing the total Skeleton count by 1 should make it less frustrating to handle.
- Tombstone: Spawn Speed slower 2.9sec -> 3.1sec. When destroyed, spawned skeletons reduced 4 -> 3
For only 5 Elixir, Giant doubles as a powerful tank and a standalone offensive threat. While not overly powerful, Giant does overshadow the more expensive tanks as the centerpiece of multiple decks. This tiny health reduction allows the Tower take 1 less shot to take him down.
- Giant: Hitpoints -2%
Over the last year or so, the decks that bait out small Spells like Zap or Log have evolved into baiting larger Spells like Fireball. These decks are effective because many cards that die to Fireball have a very high payoff if they survive. Magic Archer is absolutely one of those cards, so we are reducing its initial Hit Speed to give opponents more time to react to his placement whilst reducing his overall DPS.
- Magic Archer: First attack slower
The rolling, strolling gun-on-wheels has been the backbone of high-pressure Graveyard decks. With its ability to generate value on defense and become a huge threat on offense, we wanted to slow down its overall DPS. This should make it less appealing against traditional offensive options while keeping its two-way versatility alive.
- Cannon Cart: Hit Speed slower 1.2sec -> 1.3sec
This narrowly beat an Archers health buff in the Community vote! The little masked goblin is a bit less popular than the sturdier Flying Machine. We felt that Dart Goblin should be a high-risk, high-reward card, so bringing its damage up a smidge should make him a compelling choice against other ranged attackers.
- Dart Goblin: Damage +4%
Glad to see them finally nerf Giant. It's omnipresent on Ladder. I don't think the change will do much though.
The change to Royal Hogs sounds like they will barely see use again. I think the Tombstone only needed one of the two changes they implemented, and other buildings need a buff instead. The issue isn't that Tombstone is hugely OP, but rather that all the other buildings have been pushed out of viability by their nerfs over time. The Inferno Tower buff is so negligible I doubt it will do anything. The Skeleton Barrel change sounds interesting. Oh, and Dart Goblin isn't a "high risk" card at all. It's like Princess, you will almost always get value by playing it.
Yeah, by the time you can drop something to defend it usually it has already locked onto the tower and will get at least 2 hits.I use dart gob and it's a no brainer to just dump it at the bridge. Unless your opponent reacts quickly it's taking 400 damage off their tower. Such an underrated card
Electro Dragon: Hitpoints -5%, First attack slower
The newest Dragon has come in a bit stronger than we would like! We are going to slow down the initial attack to allow a bigger window to react to placement. A Hitpoints reduction allows enemy Troops to defeat it easier and Lightning to take it down even if overleveled.
Royal Recruits: Elixir Cost decreased 8 -> 7, Hit Speed slower 1.2 -> 1.3
Royal Recruits were very strong at 6 Elixir but too expensive at 8. We are setting them to 7 Elixir with a slight Hit Speed nerf, ideally this finds a good balance for such a unique squad.
Barbarian Barrel: Damage -5%
We are absolutely thrilled by Barbarian Barrel's rise to prominence. It has provided a clear alternative to Zap and Log, but its win rate has been a bit too high. We are reducing its damage to match Arrows, preventing Archers from being defeated by the Barrel roll.
Tesla: First attack faster
Tesla Tower sits awkwardly for a bit too long before its first attack. The Electro Wizard and Master Builder took a wrench to their creation to speed up that first shock. This should make Tesla feel better as a reactive defense, especially for X-Bow decks.
Archers: Damage +2.5%, Hitpoints -1%
The humble pair of Archers have fallen out of favor for the longer range Musketeers and utilitarian Wizards. These tweaks fix several rounding errors and work out to a slight buff for the pink haired duo.
Ice Wizard: Damage +10%, Hitpoints -11%
Ice Wizard has been a balancing conundrum since his release. He outlives common Spells (like Poison) that kill much more expensive Wizards. In Arena Battles or Clan Wars, Ice Wizard is meant to kill Skeletons but this interaction fails if Ice Wizard is underleveled. These dual changes address both of these problems, ideally keeping the win rate roughly the same but introducing much more intuitive gameplay on both sides of the Arena.
Giant Snowball: Damage +14%
Giant Snowball is very fun Spell to play with, but unlike Barbarian Barrel it hasn't risen to compete with the other 2-cost Spells. We are raising the damage to match Zap, reducing the trade-offs between the two Spells. Players can opt for a slower moving projectile with Knockback / Slow or an instant speed Stun.
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Changes going live 12/5...
Elixir Collector: No longer appears in opening hands
This Elixir generating building has been one of the most polarizing cards in the game. It warps match ups more than any other when it is in your opening hand. This change will make Elixir Collector always in the 5th to 8th slot in your deck, requiring a bit of action before you can play the first Collector.
REWORK!
Freeze: Duration 5sec, deals Area Damage
Freeze has been a difficult card to balance because it scaled on time duration instead of Damage or Hitpoints. We have decided to rework Freeze into a consistent duration with a small Damage value. This makes it competitive with Tornado as a lightly damaging control card that can swing a battle on offense or defense.
i am stuck near 4800 trophy level. Its very tough for me to go up now. I am using giant 3 musket battle ram deck.
Oh, I hate that deck.
There are decks I can beat handily, and there are decks that I struggle to ever beat, and then there's that deck, where I often (maybe even usually) beat it but one slip-up and I'm toast.
What are your card levels, and how close are they to going up?
i am stuck near 4800 trophy level. Its very tough for me to go up now. I am using giant 3 musket battle ram deck.
What deck you are using?I didn't max my king tower until almost 5200. But I had 3 maxed cards at that level.
I'm not a fan of both parties needing a trade token. It can take time to find a trade partner for certain cards even though the other party doesn't need a token now. When they will be required to have the same one as you, seems rough.
Maybe it'll even out over time with more trade tokens being put out there. We'll see.