{"id":1430,"date":"2016-06-19T21:38:00","date_gmt":"2016-06-19T21:38:00","guid":{"rendered":"http:\/\/clashroyale.wiki\/?p=1430"},"modified":"2022-03-16T12:56:59","modified_gmt":"2022-03-16T12:56:59","slug":"balance-changes-june-21st","status":"publish","type":"post","link":"https:\/\/clashroyale.wiki\/balance-changes-june-21st\/","title":{"rendered":"Balance Changes June 21st"},"content":{"rendered":"

Balance Changes Coming (6\/21)<\/h2>\n
\n
\n

Note: These changes are not live yet! They’re coming on 6\/21.<\/i><\/p>\n

In this round of balance changes we’re toning down the Hog Rider and giving alternative offensive options a boost, including… the X-Bow!<\/p>\n


\nHog Rider: Damage decreased by six\u00a0percent<\/b>
\n\"Hog_Rider\"– Hog Rider is currently the top choice for tower destruction! While we really enjoy seeing more offensive and action-packed games, we\u2019d ideally like to see a bigger range of offensive cards used. The first step to achieving this is toning down the Hog Rider a notch. The second step is making some of the lesser-used offense cards more enticing.<\/p><\/blockquote>\n

MY REACTION- \u00a0I<\/em> am actually really surprised about this nerf. \u00a0I can’t believe that super cell nerfed the hog before the royal giant. \u00a0The hog, to me, if fairly balanced because it can be countered by barbarians, regular shank goblins, skeletons, and any other defensive building like the cannon or inferno tower. \u00a0I thought the royal giant should have gotten a nerf because at higher arenas, it has more health, has more damage potential, and is used far more. \u00a0I know a lot of people who are angry about this, and I know I am. \u00a0I think super cell should have definitely nerfed the royal giant over the hog rider. \u00a0I think at higher arenas there will be less diversity because the royal giant will now take over the hog rider in most decks. \u00a0I do not approve of this change.<\/p><\/blockquote>\n

Prince: Damage increased by nine\u00a0percent<\/b><\/p>\n

\"imgres\"<\/b>– Prince terrorizes the early to mid Arenas, but as players become more experienced, he becomes less threatening. More damage will help him slice through even the toughest of Barbarians again!<\/p><\/blockquote>\n

MY REACTION-\u00a0<\/em>I think that this buff is fine. \u00a0The prince was never really a threat to me and this buff may make me pay a close eye on him. \u00a0What this buff probably does is that it takes one less shot to kill a barbarian based off the description. \u00a0It may also do a lot more damage when it has its charge on. \u00a0Also, with an addition to the pekka buff next update, it will definitely bring back the normal prince, dark prince, and pekka strategy back from its grave. \u00a0I think having this prince buff will change the meta a little bit and add more diversity to the game. \u00a0I approve of this change.<\/p>\n

P.E.K.K.A: Damage increased by eight\u00a0percent<\/b>
\n\"PEKKACard\"– This change will allow her to kill a Barbarian with each swing (at Tournament Rules levels) and make her an even more formidable offensive option.<\/p><\/blockquote>\n

MY REACTION- \u00a0<\/em>This is a major buff for the pekka in that it can one shot barbarians. \u00a0This makes a common counter to the pekka a lot weaker because it can only last half as long as what it use to be able to. \u00a0This damage percent will also show a lot on damaged inferno towers, where the pekka can kill around an 80 percent inferno tower in one swipe. \u00a0Additionally, when it hits the crown or arena tower, it will do a ton more damage. \u00a0I feel like this pekka buff will change the meta a little bit and add more diversity to the game. \u00a0It will definitely bring back the normal prince, dark prince, and pekka strategy back from its grave. \u00a0I approve of this change.<\/p><\/blockquote>\n

Goblin Barrel: Goblin spawn time decreased to one\u00a0sec (from 1.2 sec)<\/b>
\n–\"Goblin_Barrel\" As one of the original hallmark cards for Clash Royale\u2019s sillier side, we\u2019d love to see barrels flying across the Arena once again!<\/p><\/blockquote>\n

MY REACTION- <\/em>\u00a0I think this is a very great and fun buff. \u00a0Although it is not very significant of a buff, I think that some people may try it out more and give it a chance. \u00a0Personally, this is one of my\u00a0favorite card because of all the arrow juking and fire ball juking that you can do with it. \u00a0My only other most favorite card is the poison spell. \u00a0I think that this update may bring out the goblin barrel to light in lower to mid level arenas but the goblin barrel will not see the sun light in the higher arenas. \u00a0I approve of this change.<\/p>\n

X-Bow: Deploy time decreased to 4 sec (from 5 sec), hit points increased by 18\u00a0percent<\/b>
\n\"2Q==\"– We were a bit brutal with our earlier X-Bow changes, to the point where it\u2019s very rarely seen nowadays. We\u2019d like to see it appearing in battles from time to time, but not too often as it is such a specialized card. It will still be challenging to use, but hopefully more viable in the right hands.<\/p><\/blockquote>\n

MY REACTION- <\/em>\u00a0What can I say, I am like the rest of you, hating the x bow and the mortar. \u00a0I think that this change\u00a0will be like the goblin barrel buff. \u00a0I think that the x bow will be used more in the arenas right around where it is unlocked but still be pretty hidden in higher arenas. \u00a0I still think there will be some very skilled players that will know the best x bow deck and still do very well with it. \u00a0If any of you are using x bows at the moment, i bet you are really happy. \u00a0On a good note, this may change the meta a little bit and give diversity to the clash royale battles. \u00a0 \u00a0I approve of this change.<\/p>\n

Mortar: Deploy time decreased to 4 sec (from 5 sec)<\/b>
\n\"imgres\"– We were a bit brutal with our earlier\u00a0mortar\u00a0changes, to the point where it\u2019s very rarely seen nowadays. We\u2019d like to see it appearing in battles from time to time, but not too often as it is such a specialized card. It will still be challenging to use, but hopefully more viable in the right hands.<\/p><\/blockquote>\n

MY REACTION-<\/em> \u00a0I\u00a0hate the mortar as much as the x bow, maybe even a little bit more. \u00a0I definitely do not like this change but I also think it will have the same impact as the x bow. \u00a0This is what I thought about the x bow.. \u00a0I think that this change\u00a0will be like the goblin barrel buff. \u00a0I think that the x bow will be used more in the arenas right around where it is unlocked but still be pretty hidden in higher arenas. \u00a0I still think there will be some very skilled players that will know the best x bow deck and still do very well with it. \u00a0If any of you are using x bows at the moment, i bet you are really happy. \u00a0On a good note, this may change the meta a little bit and give diversity to the clash royale battles. \u00a0 \u00a0I approve of this change.<\/p>\n

Furnace: Lifetime increased to 50 sec (from 40 sec)<\/b>
\n\"imgres\"– Our previous boost clearly didn’t make it good enough. Adding 10 seconds to the lifetime will potentially allow for stacking of multiple Furnaces, leading to some different and interesting slow-push game play.<\/p><\/blockquote>\n

MY REACTION- <\/em>I personally thought the furnace was fine without this buff. \u00a0I had a fairly hard time getting to their tower if they had a furnace because my deck mostly contained those swarming type troops. \u00a0I have seen furnaces struggle against higher damage decks like ones that contain the pekka or the golem. \u00a0I did not see the furnace played that much during my matches is legendary arena so based off that, I could see why super cell wanted to buff this card. \u00a0They wanted to see more people use this card because they want a very diverse meta and probably a spawner deck cause no one can beat the. (I am Joking) \u00a0 I approve of this change.<\/p>\n

Guards: Removed push back effect when their shields break<\/b>
\n\"GuardsCard\"– Removing the push back will allow the ruthless bone brothers to get in a couple of extra jabs, and hopefully compete for a spot in your Battle Deck.<\/p><\/blockquote>\n

MY REACTION- \u00a0<\/em>I love this change in this june update. \u00a0I feel like the guards are a great card but the knock back they receive once their shield goes down makes them completely useless. \u00a0Now, they will actually be able to hit your enemy arena or crown tower and vise versa. \u00a0I rarely use any epic cards but this change to the guards may make me change my mind. \u00a0Also since the regular one elixir skeletons are getting a big nerf this update, it may be worth it to switch them out for guards. \u00a0The guards will help defend against the prince, pekka, and other high damage single target unit because it can take two shots from them. \u00a0In this sense, the guards are a better one on one defense than the barbarians for the prince or pekka. \u00a0I think this update for the guards will make them more commonly shown in battle at higher tier arenas. \u00a0I approve of this change.<\/p>\n

Witch: Damage increased by 17\u00a0percent<\/b>
\n\"9k=\"– Our previous change didn’t get her to the viable level we were hoping for. This change will, for example, allow her to kill Minions in three hits, instead of four (at Tournament Rules levels).<\/p><\/blockquote>\n

MY REACTION-\u00a0<\/em>Out of the pass updates, the witch was buffed indirectly or directly most of the time, whether it was stats increased on her or her skeletons. \u00a0Super cell obviously does not know how to make her good and that is why her damage is so high. \u00a0I think the new meta will be the witch and royal giant, possibly with the bomber in that combo too. \u00a0This will eliminate all counters because the witch will negate the inferno tower with her endless supply of skeletons, the bomber and witch can take out the barbarians in a combined force so they are no longer useful, and the witch can take down the minions or minion horde so easily now. \u00a0I think we are about to see the worst stage of clash royale history and the royal giant will reign supreme for at least another month.\u00a0I do not and never will approve of this change.<\/p>\n

Lava Hound: Damage increased by 28\u00a0percent<\/b>
\n\"LavaHoundCard\"– The Lava Hound itself isn’t scary enough right now – compared to the pups<\/i> – and can sometimes be ignored. This change is relatively small, but it brings the damage of the hound and the pups in line with one another.<\/p><\/blockquote>\n

MY REACTION- \u00a0<\/em>I think this is a great buff for the lava hound. \u00a0Personally, I sometimes have trouble with the hound if my inferno tower is not in my hand because my troops are mostly ground base. \u00a0However, I know how weak it is compared to other legendary cards, and common cards for that matter, and I agree the lava hound needed a buff in some way, shape, or form. \u00a0I think this damage increase will make people at least try the lava hound. \u00a0I also think that with this new change to the lava hound, you can no longer leave it uncontested until the pups come out because it will do so much damage because its health will let it live for a long time. \u00a0If super cell wanted to greatly buff the lava hound and felt that it was really under powered, they would have buffed the lava pups. \u00a0Either way, I think the lava hound will show up in more decks and possible shake up the higher level arenas. \u00a0I approve of this change.<\/p>\n

Skeletons: Spawns three\u00a0(from four)<\/b>
\n\"imgres\"– They offer too much distraction and damage value for 1 Elixir!<\/p><\/blockquote>\n

MY REACTION-<\/em> \u00a0I think this is a giant nerf to the skeleton and I absolutely hate it. \u00a0This changes the complete mechanics of the skeletons because you are taking a whole skeleton out. \u00a0If they reduced the health or damage, I would have been ok with that. \u00a0But to me, taking out part of this card’s main feature and focus is just to much. \u00a0Even though I do not rely on this card, I would be super angry if this happened. \u00a0In my opinion, this is the biggest nerf in clash royale history and makes this card a lot more situation and harder to use. \u00a0I do not like this nerf one bit and I will never, ever stand by this change as a good call. \u00a0I hope you guys agree with me that is to big of a game changer and the skeletons should have had a decrease in damage or health points if it deserved a nerf at all.<\/p>\n

Cannon: Hit points decreased by eight\u00a0percent<\/b><\/p><\/blockquote>\n

\"2Q==\"MY REACTION- <\/em>This is a pretty good nerf to the cannon but I am surprised that this received a nerf at all. \u00a0Just like the witch, it has been changed a lot during the past few updates. \u00a0But instead of constant buffs like the witch got, the cannon got constant nerfs. \u00a0I think the cannon is still pretty strong because it can take out a hog rider. \u00a0I do not think it needed a nerf as it stood with the hog rider being in check, but now that the hog rider is being nerfed for some reason, i also think the cannon should be nerfed. \u00a0This will make the counter a bit softer and help the attacker when trying to take down a cannon. \u00a0This also ppromotes the offense over defense super cell is trying to promote. \u00a0I agree with this change the cannon got.<\/p><\/blockquote>\n

Tesla: Hit points increased by eight\u00a0percent<\/b>
\n\"imgres\"– We\u2019d like to see the Cannon and Tesla as interchangeable options depending on your deck preference and needs. Currently the Cannon offers more value and is the clear choice. This change will hopefully make the decision more interesting.<\/p>\n<\/div>\n

<\/div>\n
MY REACTION- \u00a0<\/em>I think the tesla’s buff will make it a lot more common card as it can out range the royale giant and because it can attack both air an ground units effectively. \u00a0I think the tesla may be the new meta defense if a defense is in a deck. \u00a0The other defense that probably will be common is the inferno tower. \u00a0If I had to chose between the cannon and tesla, I would easily go for the tesla as it can do more for its four elixir cost. \u00a0Another reason I like the tesla, that does not affect game play, is that it is a two by two structure. \u00a0This lets me place the defense exactly in the center not having to off set it by anything. \u00a0I agree with the change to the tesla that this update has created.<\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"

Balance Changes Coming (6\/21) Note: These changes are not live yet! They’re coming on 6\/21. In this round of balance changes we’re toning down the Hog Rider and giving alternative offensive options a boost, including… the X-Bow! Hog Rider: Damage decreased by six\u00a0percent – Hog Rider is currently the top choice for tower destruction! 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