Thoughts on the upcoming Clash Royale Balance Changes (12/15)

Editor’s Note: Some big buffs coming for a number of under utilized cards! MoEsport contributing writer Cory is here once again to break down all the latest changes:


Elite Barbarians: Hitpoints +19%, Damage +14%, Hit Speed to 1.4sec (from 1.5sec)

SC: We undershot their power at launch and want to do some pretty big changes to make them really elite! With these changes they’ll hit harder and faster, while being tougher to take down.

Cory: Prepare yourselves for elite barbarian requests incoming. Elite Barbarians were pretty soft at launch, so Supercell decided to ramp everything up. The hitpoints increase will almost give it a two level health buff, and the damage gives it almost a 1.5 level health buff. Hit speed reduction will give it even more damage per second. As this card is a common, it will be easy to over level them, and they can be a pain in the ladder. This card should now be intimidating as a win-condition, and also do work on defense. Expect to see a lot more Elite Barbarians running around the arena.

Tornado: Radius +10%, stronger pulling power

SC: Tornado can create some really fun and interesting interactions, but it’s currently hard to use consistently. A bigger radius and increased pulling power opens up more opportunities for successful Tornadoing!

Cory: The Tornado wasn’t a bad card, but was underwhelming compared to other spells. This should make it easier to activate king towers, and the pull power should drag troops much faster. Before, the Tornado only stalled big troops; but now, it should even pull back troops such as Golems and P.E.K.K.A.s with ease.

Inferno Dragon: Hitpoints +5%, re-targets 0.4sec quicker

SC: Inferno Dragon’s use rate is very low at the top, so we think there’s room for a few more Hitpoints – he’s wearing a mean-looking helmet after all! Quicker re-targeting will make him less vulnerable to distraction.

Cory: Considered one of the worst legendaries, this card was over-hyped and under performed. A slight health point boost should make it more effective in melting towers and troops, and faster re-targeting should make it less vulnerable to swarm. This buff isn’t going to be very significant, but the inferno dragon should now deal more damage in it’s life time.

Balloon: Death Damage +105%, Death Damage explosion radius +50%

SC: When your Balloon reaches the opponent’s tower it’s huge, but when it doesn’t it’s a bit of a flop. Increasing the Death Damage, so that it kills Goblins and even Archers, will allow the Balloon to have a more consistent impact in the Arena.

Cory: The balloon got a severe indirect nerf when the Mega Minion rose to power. This buff will make it shut down Goblins, Archers, Princesses, and Minions. Many of those cards are common counters to the Balloon, so now the Balloon can even log positive Elixir trades. Prepare to see more Balloons floating around.

Wizard: Hit Speed to 1.4sec (from 1.6sec), initial attack comes 0.2sec slower

SC: As a 5 Elixir card that can be killed by Lightning (in a relatively Lightning heavy meta), the Wizard needs some more power to be worth the risk.

Cory: When Lightning started to get used more, Wizard usage went down. Although this buff won’t change interactions with the Lightning spell, the Wizard should dish out a lot more damage when it’s on the field. The initial attack change is to make the Wizard look less clumsy after charging a Fireball.

Giant Skeleton: Damage +8%

SC: Everyone’s favorite oversized skelly with a bomb is back! Hopefully. His use rates are on the lower end of the spectrum, and we’re still thinking about interesting ways to make him more appealing; but in the meantime, a small damage increase to help him punch his way through a pack of Goblins will be a nice addition.

Cory: The giant skeleton is an interesting, but under-used card. With an 8% damage buff, it will now one-shot goblins, to clear an easier path to the tower. Supercell seems interested in buffing this card even more, but this slight buff should suffice for now.

Lumberjack: Hitpoints +6%

SC: More Hitpoints will allow him to survive longer and give your supporting troops enough time to get in range of his Rage!

This buff allows the lumberjack to survive one more tower shot, which means if he is ignored, he can deal one more shot to the tower (which is 200+ damage). He won’t be as fragile, so it will be safer to use him on defense.

Bomber: Damage +4%

SC: This change will allow the Bomber to one-shot Archers, which should make room for him in some decks.

Cory: Bombers are just not as powerful as Valkyries or Ice Wizards, so this buff can give him the ability to one-bomb a popular card, Archers. However, this shouldn’t change too many interactions, and don’t expect usage rates to soar, as it is still very fragile to many spells.

Mortar: Boulder explosion radius +11%

SC: The Mortar’s boulders will land with a bigger splash, damaging a larger area. We’re aiming to make Mortar gameplay more reliable, without increasing its power levels too much.

Cory: As a mortar user myself, I can relate to the problem of mortar shells completely missing faster moving troops. A larger splash area should solve that problem, and give it an easier way to dump on the tower. Supercell is being cautious though, as mortars use to be an annoying powerful card.

Mirror: Level 8 Mirror will create max level +1 cards (again)

SC: We’re reverting this temporary fix.

The mirror change was to revert itself back to its old ways. Last change, the mirror had to create less powerful cards in order to fix a bug. Mirror should be an interesting card once more.

 

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