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Balance Changes in Context (Early February Update)


Balance Changes in Context (Early February Update)

News By Clash Royal 2016-01-22 18:15:26

: Damage decreased by 4%

are the most popular spell card in the game, and we felt you simply get too much value for the three cost.

: Radius decreased to 3 (from 4), duration increases by 0.3 seconds per level (from 0.4 seconds)

is one of the most popular in the game. High level was too powerful due to the long duration of the spell. Additionally, the big area of effect makes it too easy to the tower and catch all defending troops at the same time. will still be a strong play, but it’s now more open to counters.

: Damage decreased by 7%

is the most used troop among the top players. It’s slightly overpowered and has made the and nearly obsolete.

: Hitpoints decreased by 4%

are the second most used troop at the top, and are also a bit too strong. In a lot of cases they simply offer too much value for 5 .

: Attack speed increased to 1.9 seconds (from 2 seconds)

’s use rate is quite low – partly because of the is a much stronger alternative. After this boost, the should be a more enticing option.

: Hitpoints, damage and death damage increased by 43%
Golemite: Hitpoints, damage and death damage decreased by 43%

Many Clash of players felt that the didn’t live up to its lore. Golemites were way too strong and often dealt more damage than the itself! We’re transferring damage and hitpoints directly from the Golemites into the .

P.E.K.K.A: Hitpoints decreased by 13%, cost decreased to 7 (from 8)

P.E.K.K.A is one of the most iconic Clash characters, but unfortunately it wasn’t visible due to low use rates. You rarely encountered P.E.K.K.A in the Arena. It’s a massive risk to invest 8 into a card that’s so easily distracted by small troops. 7 should reduce the risk enough to make P.E.K.K.A a solid addition to some decks.

: Hitpoints decreased by 15%

Players with the card unlocked have used it in almost half of their matches. Seeing as the is quite a specialized card, both to use and to deal with, we didn’t think it was cool to see it in so many matches.

: Lifetime decreased to 45 seconds (from 60 seconds)

One of our balancing principles is, “offense over defense”, but the ’s very high use rate among top players doesn’t match this principle. Top players are facing Inferno Towers in roughly half of their matches and the battle can become more about getting the down instead of the Crown Tower. A shorter lifetime makes it harder to build a new one as soon as the previous one is destroyed, tipping the scales back in favor of offense.

: Cost decreased to 3 (from 6), range to 6 (from 7), lifetime to 40 seconds (from 60 seconds) and hitpoints by 55%

has been one of the least used , so we wanted to re-work it and give it a clearer purpose. A cost of 3 should make it more interesting and a significantly different alternative to the .

: Cost decreased to 4 (from 6), damage by 40% and lifetime to 20 seconds (from 40 seconds)

has also been one of the least used , as the is simply a more compelling choice in most cases. A cheaper cost and shorter lifetime should clearly differentiate it from the and make it a tempting play on both offense and defense.

: Level of mirrored Common increased by 4 and mirrored Rare by 2

is a super fun card, but unfortunately it doesn’t see much use. Because it’s an epic card and almost always a lower level than your commons and rares, it makes sense that it would also boost those to appropriate levels.

: Attack speed increased to 1.7 seconds (from 1.8 seconds)

has been one of the least used . We hope this small boost encourages more people to try it out.

: Hitpoints increased by 10%

Since are losing some hitpoints, the ’s hitpoints are being increased to compensate.