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Balance Changes Coming (7/4)


Balance Changes Coming (7/4)

News By Clash Royal 2016-06-29 17:56:23

Note: These changes are not live yet! They’re coming on 7/4.

The way we approach card balance in Clash Royale is a combination of playtesting and looking at the stats – in particular, card use rates and win rates. You can expect monthly balance changes to keep gameplay fine tuned and as fun as possible.

In this round of balance changes we’re taking a look at some of the lesser used and giving the a significant boost!

: Skeleton count increased to 21 (from 20)

  • We found him! The missing 4th Skeleton joined the army.

: cost decreased to 3 (from 4), Goblin deploy time increased to 1.2sec (from 1sec), removed impact damage

  • Our previous change didn’t hit the mark, so we’re trying something a bit wilder! 3 puts the on par with the for surprise attacks and value, while still remaining counterable by , Zap or .

: Damage increased by 20% (doesn’t affect Death Damage)

  • Getting to the enemy’s tower is quite challenging for the – as it should be – but at least with this change he’ll be one-shotting on the way.

: Damage increased by 8%

  • Until our last round of changes, the dealt half as much damage as the . This change brings his value back in line with his golden brother.

: Damage increased by 9%

  • Despite a few boosts already, the hasn’t seen a big uptake in usage at the top. Extra damage will make him even more deadly and hopefully a compelling choice again.

: Attack speed increased to 1.6sec (from 1.7sec)

  • A faster attack speed should increase the ’s value when compared to his more attractive cousin, the .

: Hitpoints increased by 6%

  • In the next update, Zap and will both reset the ’s damage. We’re giving the some more hitpoints to compensate for this, and for its low use rates.

: Now affected by slowing and speed up effects (, , Zap, , )

  • The has very high use rates. It hasn’t been affected by slowing or speed up effects (until now: 7/4), so this change will tone it down a little bit and also bring consistency with the change above.

: Hitpoints increased by 9%

  • The has tough competition as a 3 defensive option, resulting in low use rates. Extra hitpoints should make it more appealing and an interesting alternative to the .

: Hitpoints increased by 6%

  • The is seen extremely rarely at the top, but has a pretty good showing in the early to mid levels. A small hitpoint increase should make it more relevant and interesting in the high , without overpowering it in the low .