Thoughts on the upcoming Clash Royale Balance Changes (11/1)

Editor’s Note: Just two weeks removed from the last balance change and the Clash Royale team felt compelled to give us another small one!  MoEsport contributing writer Cory is here to break down all the latest changes:

Ice Spirit: Freeze duration decreased to 1.5sec (from 2sec)

SC: Currently highly used at the top, Ice Spirit offers a bit too much stopping power for 1 Elixir.

Cory: This change will tone down the Ice Spirit, but it will still be used by many players. The stun duration will still be viable, so don’t expect Ice Spirit’s usage rate to go down.

Ice Golem: Death Damage increased by 74%

SC: This change ensures that Ice Golem’s Death Damage kills Skeletons (at the Tournament Rules card levels).

Cory: 74% might seem like a lot, but it’s only around a 50 damage increase. However, being able to kill skeletons with death damage is a pretty good buff. It will now be great against decks that run skeleton army, as now you can use your Ice Golem instead of a spell to take care of them.

Rage: Effect increased to 35% (from 30%)

SC: Rage can be a really fun and impactful spell when it makes an appearance in the Arena, but currently it isn’t seeing much usage. Increasing the effect should make it a more compelling choice.

Cory: Rage can be very deadly in the right hands, but it’s still not as good as the Freeze. Making the Rage effect stronger can help tone it up a bit to allow for even more extra damage. This is a good buff because increasing the duration will not help buff it by much, but increasing the Rage effect by too much can also make it overpowered.

Lumberjack: Rage effect increased to 35% (from 30%)

SC: For consistency with the Rage spell changes above.

Cory: Now the Lumberjack will have an even stronger Rage effect after it dies.  I don’t anticipate that this will affect Lumberjack usage rates though.

Inferno Tower: Hitpoints decreased by 6%

SC: Inferno Tower is currently one of the top defensive choices and as a result the “big guys” (Golem, etc.) become less appealing to use. Additionally, it can sometimes be hard to efficiently remove from the Arena, so we’re aiming to remedy both of these things with a small Hitpoint reduction.

Cory: Currently, Inferno Tower is the obvious number one defensive building. It shines against tanks, which are very popular cards right now in the current meta. However, this should make tanks slightly stronger, and Lightning can almost completely finish off an Inferno Tower. Expect to see more Teslas and Cannons, as they are a cheaper substitute.

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