Thoughts on the upcoming Clash Royale Balance Changes (9/19)

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Editor’s Note: A small round of balance changes to go with a HUGE update coming up tomorrow! Guest writer Cory has broken down each of the balance changes below.


Giant: Damage decreased by 5%

SC: The Giant will still hit hard after this change – he has really big fists after all – we just wanted to take a little bit of power from his offensive capabilities, as his main role is to soak up damage.

Cory: I still see Giant as an A-tier card after this balance change. However, the damage decrease is a good way to tone down the Giant, and make him more of a tank instead of a hard hitter. Right now, the Giant can do a surprising amount of damage to your tower, with even a little bit of health. This should lower its offensive capabilities by a good amount.

Rage: Elixir cost decreased to 2 (from 3), effect decreased to 30% (from 40%), duration decreased by 2sec

SC: The Rage spell hasn’t seen much usage and is in need of a bigger change, especially with the introduction of the Lumberjack’s “free” Rage. Decreasing the Elixir cost to 2 should make Rage a really viable and exciting combo card!

Cory: I’m excited about this change.. This is a good buff to an underused card. Rage can be used an an alternative as a zap now, with it’s cheap cost and ability to get an extra shot off by an offensive card. The duration nerf isn’t a big deal, as most people use it as a short burst card anyway. I expect to see a lot more Rage after this.

Lumberjack: Rage effect decreased to 30% (from 40%), Rage duration decreased by 2sec

SC: For consistency with the Rage spell changes above.

Cory: Right now the Lumberjack offers a little too much value for four elixir, to this should make the Rage affect a little less effective.

Mirror: Mirrors cards 1 level higher than its own level

SC: We love the surprise element Mirror brings and we’ve been having a blast playtesting this new version! At Tournament Rules card levels, Mirror will bring a truly unique element to your deck, making your cards 1 level higher than the tournament cap! Also, a max level Mirror will create max level +1 cards!

Cory: This is a big change to the Mirror. This makes it an exciting card for maxed players and tournament level battles. It can now Mirror a card and make it past card levels for maxed players, and over tourney standard at tournament level battles. Mirrored goblin barrels can’t be taken out by Zap, and Musketeers can one shot Ice Spirits. Expect to see some crazy gameplay with Mirror users.

Lightning: Stuns targets for 0.5sec

SC: Due to Lightning’s low use rate, and partly for consistency with Zap, we’re adding a brief stun effect to make it more unique and hopefully an interesting addition to some decks.

Cory: This is a big buff. Lightning right now just isn’t as used as much as Rocket, and it’s hard to get good value out of the spell.  This should make the card more popular, as it can now reset inferno, sparky and prince charges. A stun effect can change a lot, as seen with one other popular spell. I see a lot of Giant-Lightning in the future, because it can take out Inferno Towers, damage the Crown Tower, and damage one more card. It can also be used on defense, being able to wipe out medium health cards (tank support) and reset Sparkies and Princes.

The Log: Knocks back ALL ground troops

SC: This change will make The Log feel like the Legendary Card it was born to be.

Cory: The log was a good card, but it just didn’t feel unique enough nor powerful enough to be a legendary. This change should finally do the job. Being able to knock back Golems, Sparkies, and resetting Princes can make this a powerful defensive tool. It only costs two elixir too, so it can be frustrating to fight against. However, the knockback can also hurt you: knocking back tanks allows for even bigger pushes.

Bomber: Hitpoints decreased by 2%, Damage increased by 2%

SC: A small tweak to fix a couple of inconsistencies with card interactions at certain levels.

Cory: This fix was most likely to help par it with Ice Wizard. It also feels a lot more like a glass cannon now, with very low health but very high damage.

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