Balance changes to Mortars, Bomb Towers and more in the next Clash Royale Update (5/3)

With all the updates and changes that have been announced in the past weeks (Such as the Live Spectator Mode, New Tournament Caps and Crown Chest rewards, and New Max Level Caps), Clash Royale players have been eagerly waiting to finding out when the next update will finally drop.  Today, the Clash Royale team has finally announced that the big update will be arriving on next Tuesday, May 3rd!

And what’s a round of updates without some new balance changes?  As always, below is a recap of all the changes, along with our analysis:

Mortar: Deployment time increased to 5sec (from 3sec), damage decreased by 10%

CR: For a building with both offensive and defensive capabilities, the Mortar is currently too strong and offers too much value for 4 Elixir. Its use rate in Arena 8 is a bit high for such a specialized, and contentious, card. Additionally, we wanted to take into consideration that when the new Tournament Rules come into play, Mortars will be capped at level 9 instead of level 8.

MoEsport: RIP Mortar decks!  As the SC had correctly noted, Mortars would become too powerful for most players to overcome under the Tournament caps if the card was not rebalanced; if steroidi69 was able to make it into the finals of the Helsinki tournament with a level 8 Mortar, then who knows what he can do with a level 9!  And while Mortars are not as popular with players on top of the trophy rankings, they are a menace to your average competitive player in Arena 7 and 8.  OP or not, it’s no fun to be playing against Mortar decks 5 times in a row, and this nerf has as much to do with improving everyone’s overall playing experience as it does with the balancing of the game.

Bomb Tower: Lifetime decreased to 40sec (from 60sec)

CR: The Bomb Tower is a bit too dominant and difficult to deal with in the low to mid Arenas currently. A lower lifetime will help with this and also bring it more in line with the other defensive buildings.

MoEsport: You don’t hear top players complain about Bomb Towers as they can hack through the tower with Legendaries and high level cards, but this defense building is an absolute menace to lower level player with its high HP and 60 second lifetime.  With almost every other defense building’s lifetime nerfed down to 40 seconds, it makes sense for Bomb Tower to be nerfed in the same way as well.

Elixir Collector: Hitpoints decreased by 20%

CR: The Elixir Collector’s use rate is very high at the top and feels like too much of an obvious choice in many decks. Additionally, being able to use it as a distraction and damage absorber is interesting, but it’s a bit too good at the latter right now. Less hitpoints should remedy this.

MoEsport: Top player Bosshogg noted in our Chat by the Arena that the “Pump” is arguably the most powerful card in the game right now, so it makes sense that the card is finally getting a bit of a nerf.  While the nerf does not effect the card’s main ability (generating Elixir over time), it’s weakened body will make it easier for opponents to destroy the building with spells, and make it less effective as a distraction for attacking troops like Hog Rider.  It’ll be interesting to see how this will affect the card’s usage rate.

Cannon: Hitpoints decreased by 11%

CR: The Cannon simply offers too much value for 3 Elixir.

MoEsport: The theme for this balance change is pretty obvious: make defense towers weaker and the game less frustrating for players.  Cannon is currently the most popular defense tower amongst top players due to its cheap cost, but this HP decrease may encourage players to consider playing Tesla or Inferno Tower again.  And with all the defense tower nerfs, maybe Freeze is now a viable option for defense over buildings??

Royal Giant: Range increased by 1

CR: The Royale Giant’s low use rate shows that he hasn’t yet found his purpose. A longer range will allow him to outrange most defensive buildings and make him the demolitionist he was born to be!

MoEsport: An indirect blow to defense buildings.  A 7 range attack will allow Royal Giant to attack any defense tower without taking any damage!  But even with this buff, I can’t see too many players opting to play the Royal Giant over its original cousin Giant (now proven to be effective again by the Jason deck).

Mirror: Common and Rare Cards mirrored 1 level higher

CR: This change will mean a Tournament Rules level Mirror (4), mirrors all card rarities to their respective Tournament Rules levels (1, 4, 7, 9); and a max level Mirror (8), mirrors max level cards. It should also help boost the Mirror’s overall value and appeal.

MoEsport: A change that makes perfect sense in the context of the new tournament and max caps.  This extra level bump with Commons and Rares may very well make Mirror a playable card amongst top players again.

Valkyrie & Mini P.E.K.K.A: Will be affected by pushback (e.g. when hit by Fireball)

CR: When a rather large Fireball lands on your face you should feel it, and look as though you felt it. The Valkyrie is tough as nails, but she’s not that tough. This change is for consistency with all other small to medium sized troops.  Same goes for Mini P.E.K.K.A.

MoEsport: A bigger nerf for Mini P.E.K.K.A than Valkyrie as the former has a weaker body and has enough speed to trounce his way in to do some massive damage to crown towers.   With the pushback, a Fireball can now essentially finish off Mini P.E.K.K.A with the help of the Crown Towers.

All these changes will be coming just in time for our Clan Wars Invitation Tournament next weekend, so be sure to tune in to see how some of the best players in the world will play with under the new caps and balance changes LIVE!

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