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Check out what's new in the November 5, 2018 Balance Update!

Balance Update December 3, 2018
Giant Snowball buff and an Electro Dragon nerf? Check out what's new in this December balance updates!
Written by: Approved and Originally Published by: on December 3, 2018
This article had a major update on .

Overview:

The Giant Snowball is getting additional love this holiday season as it is getting a 14% buff on its damage. Due to the lack of Royal Recruits usage, it will have an elixir cut and is now down to 7 elixirs from 8. Check out the other cards affected by the updates:

Electro Dragon: Nerf on HP and first attack speed

electro_dragon.png
Hitpoints -5%, first attack slower

The newest Dragon has come in a bit stronger than we would like! We are going to slow down the initial attack to allow a bigger window to react to placement. A Hitpoints reduction allows enemy Troops to defeat it easier and Lightning to take it down even if overleveled.

Royal Recruits: Buff on elixir cost, nerf on hitspeed

royal_recruits.png
Elixir Cost decreased 8 → 7, Hit Speed slower 1.2 → 1.3

Royal Recruits were very strong at 6 Elixir but too expensive at 8. We are setting them to 7 Elixir with a slight Hit Speed nerf, ideally this finds a good balance for such a unique squad.

Barbarian Barrel: Nerf on damage

barbarian_barrel.png
Damage -5%

We are absolutely thrilled by Barbarian Barrel’s rise to prominence. It has provided a clear alternative to Zap and Log, but its win rate has been a bit too high. We are reducing its damage to match Arrows, preventing Archers from being defeated by the Barrel roll.

Tesla: Buff first attack

tesla.png
First attack faster

Tesla Tower sits awkwardly for a bit too long before its first attack. The Electro Wizard and Master Builder took a wrench to their creation to speed up that first shock. This should make Tesla feel better as a reactive defense, especially for X-Bow decks.

Archers: Buff on damage, nerf on HP

archers.png
Damage +2.5%, Hitpoints -1%

The humble pair of Archers have fallen out of favor for the longer range Musketeers and utilitarian Wizards. These tweaks fix several rounding errors and work out to a slight buff for the pink haired duo.

Ice Wizard: Buff on damage, nerf on HP

tombstone.png
Damage +10%, Hitpoints -11%

Ice Wizard has been a balancing conundrum since his release. He outlives common Spells (like Poison) that kill much more expensive Wizards. In Arena Battles or Clan Wars, Ice Wizard is meant to kill Skeletons but this interaction fails if Ice Wizard is underleveled. These dual changes address both of these problems, ideally keeping the win rate roughly the same but introducing much more intuitive gameplay on both sides of the Arena.

Giant Snowball: Buff on damage

giant_snowball.png
Damage +14%

Giant Snowball is very fun Spell to play with, but unlike Barbarian Barrel it hasn’t risen to compete with the other 2-cost Spells. We are raising the damage to match Zap, reducing the trade-offs between the two Spells. Players can opt for a slower moving projectile with Knockback / Slow or an instant speed Stun.

Elixir Collector: No longer appears in opening hands

elixir_collector.png
No longer appears in opening hands

This Elixir generating building has been one of the most polarizing cards in the game. It warps match ups more than any other when it is in your opening hand. This change will make Elixir Collector always in the 5th to 8th slot in your deck, requiring a bit of action before you can play the first Collector.

Freeze: Duration always 5sec, now deals Area Damage

freeze.png
Duration always 5sec, now deals Area Damage

Freeze has been a difficult card to balance because it scaled on time duration instead of Damage or Hitpoints. We have decided to rework Freeze into a consistent duration with a small Damage value. This makes it competitive with Tornado as a lightly damaging control card that can swing a battle on offense or defense.

Final Overview:

Reworking Freeze to deal area damage is quite new in the land of Clash Royale. Although it can give a small damage value, we all know how important every tower HP is. The Clash Royale team also noticed that once the Elixir Pump is out, more or less the other team will have the upper hand. This is why they put it on the 5th-8th hand. For the Royal Recruits, I am still not seeing any decks with them in the arena even with the elixir buff.

What do you think of this update?

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Curing the itch from video games by Itchy Monkey

Last modified: 20, 12, 2018

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