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News: The Electrifying Update is here!!
Check out our New Arena and Card Reveals that includes images of the new cards and chests!
Along with the update is the Clash Royale Balance Changes, read more about it.
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A quick and short list of balance changes to start the month of November. Check it out!

Overview:

A quick balance update for the Halloween has been revealed. It is a very short list as it focuses on Ice Spirit, Ice Golem, Rage and Inferno Tower. This may not be a huge change for the current meta, but these changes definitely increase or decrease the value of these cards.

Ice Spirit: Freeze duration decreased to 1.5sec (from 2sec):

IceSpirit.png
Currently highly used at the top, Ice Spirit offers a bit too much stopping power for 1 Elixir.

It is true that a lot of people right now use Ice Spirit because of its Freeze effect. This is a good change since 2 seconds is basically a really long time in a match. It can literally stop a push with an Ice Spirit plus a splash/AOE unit. Although, another way to decrease Ice Spirit's value is to lessen its health point so a Zap can kill instantly kill it.

Ice Golem: Death Damage increased by 74%

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This change ensures that Ice Golem's Death Damage kills Skeletons (at the Tournament Rules card levels).

Ice Golem is still an oddball unit for me. Its main use is to be a distraction from opponent's units while you create a push behind it. (i.e Trifecta Ice Golem Deck for Arena 8 and Above!) Hopefully, this change gives him great value for those who are currently using him. I actually hope that they increase its damage and health a little bit so it can actually do some damage to the tower.

LumberJack/Rage: Effect increased to 35% (from 30%):

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Rage can be a really fun and impactful spell when it makes an appearance in the Arena, but currently it isn't seeing much usage. Increasing the effect should make it a more compelling choice.


LumberJack also gets an update for consistency.

Currently, I am experimenting Rage with several cards such as Sparky. Rage is a really fun card to tinker, and it can easily change the flow of the match in an instant. For 2 elixirs, it already has great value especially with this new change. To be fair, 35% effect is actually one of its original percentages when it still has 3 elixirs cost. LumberJack, on the other hand, increases its value big time with this change.

Inferno Tower: Hitpoints decreased by 6%

inferno_tower.png
Inferno Tower is currently one of the top defensive choices and as a result the "big guys" (Golem, etc.) become less appealing to use. Additionally, it can sometimes be hard to efficiently remove from the Arena, so we're aiming to remedy both of these things with a small Hitpoint reduction.

One of the counters for the Inferno Tower is by using Lightning or Rocket to decrease its health significantly or even destroy it. Another counter is to drop low HP units (i.e Minion Horde, Skeleton Army, etc) or Barbarians in front of your tank. It will distract the Inferno Tower since it is a single-unit target only. I actually doubt whether this change is significant since most tanks, except Giant, cost 6 elixirs or more. It already is an elixir disadvantage especially if your opponent drops a splash damage unit like Wizard or Ice Wizard to stop your distraction units.

What do you think:

This list is actually shorter than the previous change. Hopefully, this is not the last balance update we will be seeing for the month. I particularly like Rage's change since I am currently using it with experimental decks.

What do you think? Do you hate the changes or love it?

For more Clash Royale Strategies, always click on the sidebar or in any related articles below!

Article written by: KarlSanada

Last modified: 6, 01, 2017

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