Thoughts on the upcoming Clash Royale balance changes (3/13)

Editor’s Note: Cory is back to share his thoughts on the latest round of balance changes! Also be sure to stay tuned to MoEsport as we will share our first thoughts on the 4 new cards tomorrow!


Executioner: Axe hit radius +10%

CR: We’re returning some of his former glory – his original lane control power – to compensate for the upcoming bug fixes.

Cory: The bugs that revolved around Executioner made him broken, so Supercell had to give him some nerfs last time to make him balanced. With the new update, the Executioner’s bugs will be removed, so Supercell gave him his original axe radius to balance him. Executioner should still be viable, but competition should gain ground.

The Log: Damage -4%, Range to 11.1 (from 11.6)

CR: A bit less chip damage to towers and slightly shorter range will help tone down this highly used card.

Cory: With Log overtaking Zap as the most-used spell, it needed a tone down. This nerf shouldn’t affect usage rates that much, but Log will now do less damage to crown towers. All major interactions will stay the same. This is a small buff to Log-bait decks, who are already very popular.

Arrows: Projectile speed +33%

CR: Your Giant is often dead by the time Arrows land on the Minion Horde attacking him… so we’re making them fly a bit quicker, seeing as not everyone is a Jedi.

Cory: One of the main problem with arrows was that it traveled to slow for it to be effective. Zap was instant, Log was just as fast, and Fireball was also much faster. This buff should now make Arrows comparable to Fireball, and pesky swarm troops will be taken out faster than before.

Clone: No longer resets charging troops (Princes, Sparky, etc.)

CR: This is a nice quality of life improvement for the underused Clone spell. Troops affected by a Clone will no longer stop charging – be it a charging Prince or a charging-up Sparky. However, the Clones themselves will start charging from scratch, as if just deployed.

Cory: Even Clone can counter a Sparky! However, this should not be the case anymore, and we could start seeing Clone paired up with Sparky and Princes more now. Still, we expect Clone to still be extremely underused, as it is a niche card that doesn’t fit well with many troops.

Lumberjack: Rage Duration +1.5sec and +0.5sec per level

CR: This change is for consistency with the Rage spell, but it also serves as a little boost to the Lumberjack.

Cory: The Rage spell that Lumberjack will be on par with tourney standards now. A level one Lumberjack will drop a level four rage spell in tournament standards. This is also a small buff to the Lumberjack, which is currently an underused legendary.

Bomb Tower: Projectile speed +66%

CR: A slight boost to help the Bomb Tower hit faster moving targets.

Cory: Before, troops like Ice Spirit, Goblins, and Fire Spirits would still get damage onto the Bomb Tower. Now, troops that fall under the very-fast category will finally get hit by the bombs. This is a nice buff for Bomb Tower, which is very underused in the latter arenas, but don’t expect to see it overtaking the likes of Tombstone and Inferno Tower in usage.

Electro Wizard: No longer permanently stuns

CR: This is a fix and clarification of the stun/freeze mechanics: All stun/freeze effects will now pause the target’s attack, causing them to retarget when they resume. Exceptions are Sparky, Inferno Tower and Inferno Dragon, which will still be reset by stun/freeze effects.

Cory: Before, troops like Bowler could be “permanently” stunned by Electro Wizard. This fix will remove that situation, and is an indirect buff to the Bowler. Usage rates for Electro Wizard shouldn’t be affected with this small change though.

Tornado: Can be placed on top of buildings

CR: Tornado still won’t deal any damage to buildings (or pull them), but at least you’ll be able to play it directly on top of them if you wish!

Cory: In some situations, a Tornado on the tower could be extremely useful, but couldn’t be done. This should remove that situation, and now Tornado will be a little better. This could make Tornado usage rates go up, as players may find more combos for Tornado outside of just Executioner. 

 

5 Comments

  1. cameron brown

    you need a inferno goblin

    Reply
  2. iStull

    As an avid Tornado user, I think there will be a small adjustment period to get used to the change specifically in the case of drawing troops to the King Tower (eg. Miner) as even being 1 tile off can determine success or failue… but it will make plastering troops to the enemy tower while splash troops chip at it easier (hopefully)

    Reply
    1. Cory

      Good point. Do you use tornado with executioner? Thanks for the reply!

      Reply
  3. thiha htet

    Why did you guys decrease the log damage!!
    Thiha Thiha Htoo

    Reply
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