Clash Royale December Balance Changes Update
Supercell is releasing the the December Balance Changs supdate for Clash Royale on December 11th.
Clash Royale December Balance Changes
Please note that these changes are not live yet. They are coming on December 11th 2017.
Hit speed to 1.6sec (from 1.5sec), first attack comes 0.1sec slower
Hit speed to 1.2sec (from 1.1sec)
Hitpoints +5%, hit speed to 1.4sec (from 1.5sec)
Damage Spells (Fireball, Lightning, Zap, Log, Poison, Rocket, Arrows)
Damage -5% to Crown Towers
Death Damage slow effect duration to 1sec (from 2sec)
Added Death Damage
Damage +5%, hitpoints +5%, hit speed to 1.1sec (from 1.2sec)
Goblins (affects Goblins, Goblin Gang, Goblin Barrel)
- Mortar – FIXED: Minimum range bug
- Inferno Dragon, Inferno Tower – FIXED: Damage not resetting after breaking through a shield (e.g. Guards, Dark Prince, Cannon Cart)
What do you think about these balance changes?
Don’t hesitate to share your thoughts guys!
1 silent minute for Hog users…
honestly hog didn’t need that nerf, they should’ve just added pig push stuff again.
Hog needed it I am SO glad they nerfed him
Now my deck is even more powerful, and it hard counters things that weren’t need, but still meta
Actually hog is always balanced
That’s the problem: hog cannot be in every meta!
I dont consider hog being too meta.
It’s not META, but it’s always somewhat viable, that should change sometimes
Yes i gotta admit hog is too viable but i get raged for people who rudely express their prespective.Unlike you,Terror53 was somewhat a jerk from my point of view.
It’s time for him to go down hrough because of the ver6 thing you said
What does ver6 means?
Typo for very, i will fix it
RIP. My hog was my first lvl 8 epic
I’m pretty sure he meant rare, my first lvl 8 rare was musketeer
mine was ice golem
Rip me. Guess I gotta go ye old classic lavaloon/gskele route to push farther.
u know what i mean xD
What about the achievement?
I’m pretty sure supercell said they’re removing the achievements in the next client update
Wow these are some bold ballance changes. Congrats supercell
When all your decks are hog cycle/logbait…RIP. Guess it’s back to golem beatdown!
Rest in peace all damage dealing spells. You will forever be missed. 🙁
And wow, they really have a grudge against the Elixir collector don’t they
Prince didn’t need that… Guards viable now?
Also, the image for Skele Barrel is wrong
These Balance Changes suck.
Now the good ole hog is useless on the ladder-fml.. rip, hog
the Prince is going to rise where people bridgespam and the meta will be endless bridge spam
the Ice Golem being worse is a situation that is just worse than before
The Giant Skeleton-mostly, only noobs use him anyway
Guards: Nice, but until they will be able to counter overleveled Elite Barbarians they still suck for 3 elixir
Skeleton Barrel-I don’t understand. If there is a picture of a Goblin Barrel and the name wrote is Skeleton Barrel, which barrel is it?
Also, if it’s the Skeleton Barrel, it will still be too useless for being a win condition and it just takes a card slot where you can have in you deck other cards that have value on the offense while they can kill some things on the defense like cannon cart, lumber jack, bandit etc
Knight-NOOOOOOOOOO WHY IS THAT WHY NOW ELITE BARBS WILL GET COUNTERED LESS EFFICIENTLY WHY MOMMY WAAAAA
Elixir Collector-no opinion, I dont use it much since YOU GET PUNISH ON THE LADDER BECAUSE PEOPLE JUST EBARBS YOU
I’m a big collector player and I am happy when I see ebarbs instantly attack on the drop. They’re so damn easy to stop and distract. Couple of small cards which you can still afford with 4+ elixir left.
I’ve never understood why ppl hate them so much. So many decks have so many cards that for 6x elixir can easy stop, then even chip counter attack. It does take good placements though.
yeah just use knight/icegolem + glass cannon
Alex Lord the thing is that you must be the most focused you can as a human being to not let the ebarbs damage your tower
I know what you mean about focus, but it is fairly repetitive sequence you follow. 1 drop cheap distraction 2 drop a damaging unit out of range of the distraction unit. 3 back up/replace the two above if spells are used. As long as you seperate the units then the ebarbs just run around a lot whilst you tower chips in. Not one strike on tower usually. Hog is harder to stop I find.
I completely agree, now the hog knight decks are complete shit on ladder, and hog is going to be dead in competitive play.
I use Valkyrie, so ebarbs aren’t that big of a problem
Nothing too meta meta changing.
see why i hate deez balancings?
decks: zap (10)/fireball (8)/hog rider (8)/mirror (5)/rage (4)/skeleton army (4)/baby dragon (4)/balloon (4)
zap (10)/fireball (8)/hog rider (8)/mirror (5)/rage (4)/skeleton army (4)/princess (1)/lumberjack (i call him lumby) (2)
zap (10)/fireball (8)/hog rider (8)/mirror (5)/rage (4)/skeleton army (4)/tornado (4)/balloon (4)
zap (10)/fireball (8)/hog rider (8)/mirror (5)/princess (1)/skeleton army (4)/tornado(4)/lumby (2)
But Supercell, Log Bait is fun! You killed it!
My friend gave me his account, but I don’t have princess or log on my main. Using his p2w log bait deck, I had so much fun!
Ice golem and Spell nerfs are unnecessary.
Welp.. Guess it’s splashyard only now.. Rip ladder hog hybrid deck with virtually every card in it nerfed..
Well, What will be the best deck right now? What will be new meta?
Honestly, the changes aren’t too drastic but it can changes some interactions. Also, that extra hit from Hog Rider before dying may not occur. Spell cycling can probably be more difficult. We need to wait and see what happens in practice…
They didn’t nerf Miner damage though….. >:D
Is cr trying to destroy ice golem?
Finally! Hog rider gets nerfed.
Why are you so evil?Hog rider never needed a nerf
I agree, it doesn’t need to be nerfed, it should be removed from the game :))
What is wrong with you?
Do you hate hog this much?
Well then if you dont like hog probably because you suck playing against it
Neah i love 3-crowning hog rider users, i just hate that without a building in the deck the hog almost always gets a hit.
If you hate hog almost always get a hit on your tower,start using buildings then.Dont go crying in your room just because a hog rider whacked youre tower once.
Dude, i give no fuck about the hog. I win 80% of times against it. What I hate is that it gives too much value for just 4 elixir. Left alone, it kills the tower. Use ur brain
Too much value for 4 elixir?I dont think so.And in fact i do use my brain,dont go overboard of saying that just because you freakin hate hog rider.
You started this thing. Should I remind you that?
Well you couldve just reply more nicely
You’re right, I wasn’t really nice either. Sorry if i went to far with this.
Dont play clash royale if you want hog rider be removed
Lol hog was in the meta for way too long
Hog was never meta,he maybe common but what you dont get is the easy synergy he gets.
Not meta? 40% or so of my opponents use it
Read the sentence inside the paranthesis you dimwit.
Na he was actually quite underused during bridge spam meta (he was often swapped for battle ram at that time)
Hog rider needed a nerf but not damage nerf but deploy time nerf..cz hogs damage is everything…it rarely gets more than two hits rip
Hog rider doesnt need a nerf.His quick speed is designed to at least get a hit off the tower.What supercell needs to do is listen to community more and get rid of stupid spam metas.
I have 1 solution: arena caps
2nd no one claimed
Knight and hog finally get a nerf! Massive over use. Wonderful news. Not sure on ice golem. Guards been under loved a long time. Bold but needed changes imo
Knight and hog are both balanced you know!!!!!
Yes and no, their usage is very excessive. So so bored of facing them ALL the time.
If youre bored then deal with it.
This is my opinion:
Hog rider:is supercell nuts?
Knight:Check hog rider.
Prince:fine,fine but b.s. though
Damage spells:absolutely not needed
Ice golem:this is even more unnecessary
Others are fine but is supercell trying to overkill elixir pump?
Hog rider – hog rider is the most used win condition on ladder followed by mortar, both prevalent for F2P. In my opinion, hog rider has escaped nerfs for half a dozen metas now since his last nerf/buff where DPS was lowered but HP was increased. I think any good hog player will still work almost as well as before with this nerf, but now it just wont be as easy to get value hits and damage from hogs which is currently too easy. For 4 elixir he’s too strong compared to, say, an equal level miner.
Knight – He is the single most overused card in the game other than spells. Nerf has been called on for a long time to make other cards relevant again. This along with ice golem being nerfed will give more opportunities for other mini tanks like valkyrie, dark prince, etc to have a role in decks rather than just being off-meta alternatives to knight like they are at the moment. More variety but knight is still high value at 3 elixir.
Prince – desperately needed something to become relevant again. Even with this I don’t think he’ll be competitive but I do think he’ll be more usable for players intent on putting him in.
Spell damage – Doesn’t really affect much. Spells already get huge value when you kill things with it and get tower damage on top, this just makes spell cycle harder.
Ice gol – Like with knight, heavily overused and needed some kind of nerf. Knight was more prevalent on ladder but ice golem more for challenges. The reduction in slowdown from the frost nova isn’t going to stop people using it because it still is the cheapest tank in the game at 2 elixir, it still is the best kiter in the game and at tourney standards it still counters skeletons and bats with the frost nova. It will still synergize with zap perfectly. GREAT for decks that require a fast cycle anyway.
Pump – Will need someone like Orange Juice to crunch the numbers to see if that’s overkill or not. Pump needed a nerf but I’m not sure how much the 13% will impact it.
First-hog rider maybe the most used win con but dude check the versatility.Hog rider is balanced and always will be,supercell dont need to nerf hog rider.
Second-knight is overused,yes i know but again hes also balanced despite the overuse.
Third-true that but prince is gonna bring back bridge spam.
Fourth-spell damage to crown towers being reduced.This is totally unnecessary.
Fifth-Ice golem is overysed probably of its cost but ice golem being nerfed again may kill it.Oh and IMO reduction by 1 sec could cost you a game.
What do you define as balanced? If something is widely overused on not just ladder, but also challenges and the competitive scene (note how often it was used in CCGS), I consider that leaning on the side of too strong more than balanced. Balanced is a card like miner, which as a win condition can be very good with a good level of skill but also can be difficult to win with because it’s a one crown deck and one defensive mistake can mean it’s all over. Hog has 40% more HP than miner, almost double the damage per hit and is almost as easy to get hits on the tower as a miner. You can DPS a tower down quicker with Hog and switch lanes far easier with hog if it suits you. Hog is also far more dangerous as a punish tool even by itself. You touched on bridge spam with the prince… hog is the original bridge spam. The more low skill players lean on the pure strength and effectiveness of hog + spell, the worse they will be at the game using other decks. For high skill players, this change doesn’t affect TOO much because despite the lower DPS, they will still be able to get value out of hogs, they will still be able to get hits in. The only difference is that hog now has more of an element of risk just like other win conditions have (miner, giant, battle ram, etc all have weaknesses that were – and still are – bigger than hog’s weaknesses). The nerf is justified because all strong cards that are overused have received nerfs to make other options more attractive, just like how they buff underused cards to make them usable.
Knight is what metaminion used to be. A defensive powerhouse that exceeds all expectations in giving defensive value each time you use it. Strong at defending such a wide variety of cards that it’s almost criminal. It’s overused as much as it is because it’s so strong and that justifies this nerf – it’s been hard meta for nearly a solid year now. Think about it, if in any deck there is a need for a mini tank, 99.99% of the time it’s a choice between knight and ice golem. That puts cards like Valkyrie and Dark prince in the closet only used for off meta decks. There needs to be a tradeoff. Ice golem is lowest elixir cost but counters X, whereas Valk is 4 elixir but counters Y and Z so I should use Valk in this deck. The old knight did virtually everything you need from Valk for 1 less elixir so that shut her out completely. Knight was too effective at everything before and now hopefully will be more balanced, while allowing other cards to have a chance.
Prince is dangerous but there are millions of counters which will form the meta. Tombstone, Guards, Barbarians, Skeletons, etc plenty to work with to stop Prince being too massive a threat. Battle ram was like a prince that targetted towers before its deserved nerf so you couldn’t distract it, while bandit’s dashes were broken and now fixed – I don’t think prince will be anywhere near the problem that the old Vietnam bridge spam was.
Spell cycle was creeping back into the game. There was a time early on in clash royale where the most efficient strategy was to hurl spells at eachother’s towers, and whoever got there quicker won the game. They nerfed that damage the first time to make the game more about troops than just spell damage, and they are doing it again to encourage more actual playing than spell cycling. Which is the dullest form of winning a match in the game.
Ice golem is still massive value for 2 elixir and losing 1 second of slowdown time definitely doesn’t kill it. It hurts it, I’ll give you that, but most of the uses of ice golem aren’t affected by that nerf much. (1) Cheapest tank in the game makes it great for cycle decks – Unaffected by nerf. (2) Best kiter in the game – unaffected by nerf. (3) Frost nova kills bats and skeletons to win value for the ice golem – unaffected by nerf. (4) Frost nova +zap/ice spirit/ewiz makes short work of minions – unaffected by nerf. (5) Only 2 elixir or lower card in the game that can tank multiple hits on defence from support cards like Executioner, musketeer, ewiz, etc which makes it a great distraction tool while you DPS down their push with other cards – unaffected by nerf, although the slowdown would’ve added more value. As mentioned above with the knight, the nerfs to knight and ice golem are a way to balance the game out overall by allowing other cards to get some love. Ice golem offered too much value and still overs great value. If they left ice golem untouched, then everyone would drop knight and jump ship over to ice golem. Nerfing both allows balance.
Pump is still great spell bait for 3 musketeer decks. Heavy golem decks have taken a hit, but with or without pump you can still make them work, just look at surgical goblin’s 20 win golem deck without pump. I’ve seen several others that have been successful, each of them having relatively cheaper cards in the deck to lessen the blow of no collector. Hybrid golem decks are more of an option and I’ve already seen a triple spell golem deck in GC which actually looked good. Pump needed to be nerfed because too often a game was won on the opening hand, which was killing the game. If it turns out to be overkill, they will probably buff pump later on.
I am not gonna start another argument.
It wasn’t really an argument, it was a discussion
If this keeps up,clash royale will be dead and full off stupid spam decks.
Is this true that everytime there is an update….80% of them suck…..and y the hell u want to nerf the knight…I guess they are promoting people to be a noob and use Ebarbs cz 75% of cr players are beggars…in less truthful way..they call us F2P….bz it will take more than 4 yrs for us to max out one legendary right……and then the same people will organise tournaments for every one….wow!……rip
The rise of the VALKYRIE!!!!(knight and ice golem currently overshadow it)
i see 3m and ebarbs coming back
valkyrie counters both(mostly)
but valkyrie works really well with both
(or maybe not)
back? 3M are everywhere
i meant ebarbs might come back and 3m will be even better? Maybe double prince w 3m?
Not really due to valk being a 4 elixir rare and ridiculously low movement speed.
Hog: SUPER building-block-of-an-organism WHAT ARE YOU DOING??!?!?!?!?!??!
Kinght: Makes sense
Prince: well deserved
Damage spells: unnecessary but I understand why
Ice Golem: See Hog
Skeleton barrel: not gonna do much, unless the death damage is 300+
Giant Skeleton: I guess…. Other tanks are still gonna be better, they need to decrease bomb timer
Guards: See prince
Goblins: See Knight
Elixir Pump: I see the idea, but that is way overkill
Maybe Hog trifecta with freeze?
Or is hog not viable anymore?
There’s leik 50 of these already…BUT…
Hog Rider: It makes sense. It seemed a little too deadly to me for a 4-elixir card to do as much damage unattended as it does.
Knight: I can see the idea, but I don’t think that the damage was the problem. His HP is just a tad bit high. Regardless, this should make his easier to deal with (he’s only 3 elixir, after all)
Prince: Uhmmm…sure. Whatever. Still don’t see him doing much. PEKKA and even Mini PEKKA are still just better replacements overall.
Damage Spells: YES. When CWA released that spell-cycle deck, I almost choked on my own throat. Sell-cycling is getting a bit too common for my taste. But the nerfs to the Knight and Ice Golem should make defending harder, and so spell-cycling less common
Ice Golem: Yet another nerf. I can’t say that it’s undeserved, though. For 2 elixir it was amazingly good at stopping pushes. Plus I like Valkyrie 🙂
Skeleton Barrel: At the time that I’m reading this, the image on the description for this site showed the goblin barrel, so I was so confused (WHY are they buffing goblin barrel??) I can’t disagree, though. Skeleton Barrel was a “ok that’s cool whatever” card. This should make it a bit more interesting.
Giant Skeleton: I don’t think that HP is the problem. His damage was WAAAAY too low for 6 elixir. Whatever, he’ll survive for an extra 0.5 – 1 seconds.
Guards: Nerf Goblins, and Buff Guards. I see what they’re doing here. I like the idea though. Maybe we’ll see them a bit more.
Goblins: Yes…? I don’t think there was too much of a problem, but I guess if they want guard usage…
Elixir Collector: The only change that I’m thinking “STUPID STUPID STUPID!” WHY would you do that!?! the interactions between spells and pump were perfect (although it may give control a better chance against beatdown: fireballing a pump did very little)
Don’t forget the spell nerf meant the gobs and the collector needed something to come off otherwise they would have been effectively buffed. Not saying it’s equal but you get you have to look at the spell nerf holistically.
These are fake, not real.
Meh, like a 0.1 second makes that much of a difference, hog and knight needed to be nerfed harder
I think Hog won’t get that extra hit in anymore.
I’ve been waiting for the updates so here’s my opinion on them:
Hog Rider: FINALLY. I believe now Hog won’t get that extra hit in anymore, this is a bigger nerf than it seems.
Knight: ? I don’t think it would affect many interactions but ok. Nerfing his hitspeed isn’t the way to go with him.
Prince: Probably to keep it in check with the dark prince. I don’t think there will be too many double prince decks though.
Damage spells: This one is interesting since lightning already got a nerf. I’m worried that Inferno Tower will now definitely rise in usage causing for an overall defensive meta.
Ice Golem: Why. The only real interaction I think will change is that bandit will now dash on to the tower as it only dies because of the slow effect.
Skeleton Barrel: Makes no difference whatsoever. Everyone knows at this point to take out the skeletons anyway and most of its counters usually stop it before it reaches the tower anyway. I had said earlier that the barrel could connect as much as it wants but if the damage is around the old goblin barrel damage, then it should be fine. If it’s higher, it’ll become maybe a tad bit higher threat.
Giant Skeleton: Maybe more threatening. I personally think that it should be 5 elixir because I see it as a time buyer and support demolisher.
Guards: Underrated, and a great buff. I think now Hog will only get 2 hits off instead of 3.
Goblins: This won’t bring back 1 elixir skeletons, but it was necessary. I don’t think an ice spirit and goblins, for example, won’t shut down a lone giant anymore.
Elixir Collector: Miner is a stronger counter now. Other than that it was to keep it significant with the damage spells nerfs.
As for the bug fixes, mortar I never had a problem with, and didn’t they fix the inferno bug 2 updates ago?
Actually the damage spells is only reduced damage on crown towers
Right the ones I showed were from the crown tower damage. Although I may have miscalculated since OJ said the -5% was coming from the 40% crown tower damage to nerf it to 35% of the spell’s damage.
I’m actually really excited about these changes but I don’t understand why the spells got nerfed.
To nerf spell cyclers
Spell cycle requires skill and is necessary to end a neutral game. Trust me.
He meant the people that only spell cycles(search it up on youtube or something)
including siege… better play a lot before the changes come
just because that deck came up just now doesn’t mean they have to nerf spells
The end of spell bait meta (pumps fist)
The end of spell Bait meta (gets triggered). LavaLoon again?!?
List of tournament level damage spells new damage with update(in case no one else commented them):
Zap: lvl 9 from 64 to 61
Log: lvl 1 from 96 to 91
Arrows: lvl 9 from 98 to 93(close to log)
Fireball: lvl 7 from 229 to 218
Poison: lvl 4 from 240 to 228
Rocket: lvl 7 from 493 to 468
Lightning: lvl 4 from 335 to 318
rip clutch log
not gonna change anything
Clash Royale PrincePrince:
no need, prince is card for arenas 1-5
Damage Spells (Fireball, Lightning, Zap, Log, Poison, Rocket, Arrows)
rip ice golem
but how much does it deal?
Deserved, gonna be meta
Goblins (affects Goblins, Goblin Gang, Goblin Barrel)
are they 1-hit for zap now? rip log bait
Mortar – FIXED: deserved
Inferno Dragon, Inferno Tower – FIXED: it was okay actually, shield cards are dead tbh
Goblins nerf is damage, not HP So zap still does not one shot
ohh, i readed that wrong 😛 my bad
hell yeah, giant skelly is my fav epic, hes already lv7
this buff is gonna help me climb so high
I like GSkele, too! 😀
gskele is actually kind of op after the new update 🙂 also im 10 cards away from upgrading it to max lv. so HELL YEAH
Hog I say is balanced. It never needed a nerf! However, I think the Pump and Ice Golem all deserved that. And for Gobs, it said DAMAGE -6%.
Hog needed a small nerf, but why elixir collector!? Nioooooo
I guess supercell thought elixir collector was an OP card, ask Ultimate if you want reasons why.
Goblin’s got damage nerfed, not hitpoints so zap’s not gonna one-shot them
Ok why do people think hog rider deserves a nerf
Thought Goblin Barrel got death damage for a second!!! Then saw the wrong thumbnail had been used for Skeleton Barrel. Lol!
Will the elixir collector still produce the same amount of elixir?
Yes, as long as it’s production speed or duration doesn’t get changed, the amount of Elixir stays the same
If you fireball/poison a pump, will it still have the same interaction as before?
Pretty sure 1 less elixir for opponent cus 13% is quite a chunk
Urgh. Sounds like it doesn’t it. Quick we need the math!
2+2 is 4, minus 1 is three. Quick Maths.
I did the math. a lightning will not kill a pump immediately but it will not let the pump generate any elixir
I am currently trying to do the the math for that
Lightning’s gonna one-shot it, poison will take one more elixir, not sure about fireball
not one shot it. it will still be alive but not generate any elixir
Also 1 more Elixir, I did the math
rip hog exenado
Was such an annoying deck. Kind of balanced against meta but completely annoying to be up against if you didn’t have anti deck
Well my 2.6 hog deck got nerfed to obliviation, but WHY NO NERF TO MEGA KNIGHT
Lol this balance change: R.I.P. log bait
why? because they nerfed rocket?
edit: I just noticed the goblins nerf… sad
Rocket nerf, goblins nerf, and knight nerf
Hog: kinda expected that
Knight: also expected a nerf
Prince: it might become meta
Damage spells: okay seriously, wtf
Ice golem: welp bye bye ice golem
Skeleton barrel: great change, might get me to use it
Giant Skeleton: okay change, tho I often see it on ladder
Guards: welcome back to the meta
Goblins: rip log bait
Elixir collector: YES, BYE BYE MEGA KNIGHT AND 3M
3M’s gonna be awesome because people will ALWAYS fireball the pump so they’ll lack a counter for 3M
Battleram helped by knight nerf and gobs. 3M ram decks could be stronger.
I hate facing 3m, they rek practically all my decks
Well, ppl mainly attack the pump becuz the main point of pump decks is to get an elixir advantage, and obviously, players don’t want their opponents getting an elixir advantage to overwhelm them
Why? This is like a nerf dedicated to log bait tbh
log bait was dominating everywhere from ladder to challenges. It wasnt even touched for months but finally it was tuned down a bit
supercell didn’t buff night witch or anything
they indirectly nerfed siege by nerfing all the spells… I’m good with giant skeleton and guards buff, but I believe prince was specifically designed for crushing arena 1 to 5. supercell shouldn’t try to change that.
Ok my reactions:
Hog : WHY!??!?!??! *Sniff* *Sniff*
Knight : So he’s like the miner in dps now? Either way its ok
Prince : FINALLY!
Spells : wth?
Ice golem : Pointless, he’s still good
Slekelele barrel : Depends on the amount of death dmg
Giant Skelly : Needs a buff on the bomb timer
Gobs : Well deserved
Elixir collector : WHY!??!?!
You forgot about guards
Really tho, many balancing in this update doesn’t change much
Knight and hog will still be very strong, prince and GS still kinda meh, spells will still be used for chipping towers, ice golem, skelly barrel and elixir collector changes are kinda pointless
But guards ftw
Ikr, but I think hog will be worse off.
Hog doesnt need a nerf imo
So you play lvl 9 hog in 3800 huh?
Lol I have lvl 7 hog at 3600, but I don’t use it
I play zap-bait mi amigos ( ͡° ͜ʖ ͡°)
And not in 3800 ( ͡° ͜ʖ ͡°)
Hog got a bigger nerf than you think, now it is less likely to get that clutch swing
Might be, but it will still be widely used
Instead, i think SC should buff other win conditions like giants and LH
True, or just simply add level caps for different arenas and the game will be great again
I can’t believe the nerfed Goblin and Elixir Collector! This this is massive. I’m not very happy with the changes. I don’t really think Hog Rider needed both 0.1 second more AND 0.1 second first swing. Guards needed a buff but the spell damage nerf is kinda annoying. Now I have to re learn how much damage each spell does
+1 can’t agree more
You don’t think so? Knight fairly integral part? Hog is in there too usually?
What? instead of skeleton barrel the pic is of goblin barrel!
wtf now I have to re-learn all damage spell damage and WHY THE ELIXIR COLLECTOR????? IceG is now useless imo
Nah Ice Golem’s main purpose is to kite and kill skeletons/bats…
but now on attack he is so bad…. more like buff to knight
During a battle, hold down the card to see the stats
takes time and I want to look like a pro (like oj) ’cause in my counttry there are SO few people at legendary arena….
IMO the nerfs are unnecessary. Just look at this meta, it’s pretty balanced. Whether you play beatdown, control, bait, or siege, you can climb up if you know how to play the deck well.
However, after the nerf, Logbait, Hog Control, and Beatdown decks with Pump face the same fate as Bridge Spam did, which makes the new meta imbalanced…again.
To be honest, the buffs are decent though.
Golem is gonna most probably dominate this meta https://uploads.disquscdn.com/images/d004a6409c33bbef0af42d09018cc7dbd0307d5f600b7600d67b2ae51e137470.gif
Poll: What is gonna be meta?
I think Splashyard or Miner-poison
Most definitely splashyard
Here are Elixir collector interactions vs spells:
Rocket: denies 8
Lightning: denies 7
Poison: denies 5
Fireball: denies 5
Arrows: denies 2
Log: denies 2
Zap: denies 2
Freeze: denies 1
Rocket: denies 8
Lightning: denies 8
Poison: denies 6
Fireball: denies 6
Arrows: denies 3
Log: denies 2
Zap: denies 2
Freeze: denies 1
Note: all of these interactions are based on tournament standards
Gg 3m golem dead
Another counter to night witch that hasn’t been nerfed is ice wiz
finally fixed mortar bug
going to restart using mortar rocket
Oh yeah, this so good for me, remebered i’m a spell bait user_-
Frustrating because they nerfed half of my main deck. :'( For how long it takes to upgrade now, I only get, like, ~4~5 upgrades a year, and they’re nerfing my highest level cards. It’s very upsetting to spend ~2~3 months accumulating cards & gold for an upgrade, just to get nerfed right after you do! :'(
Let’s all take a moment of silence to remember log bait
pls fix the Skeleton Barrel picture it fucks my mind for a second 😀
R.I.P Mortar Cycle! Lightning unnecessarily nerfed again, goblin nerfed (guards could replace them though) and knight nerfed (fair enough it will still be good).
Bait and hog got a neededly deserved nerf. Finally.
Guards are going to be super good now, they might replace goblin gang in some cases, as even without the shield they can still tank some damage from the tower.
Not sure Prince needed a buff, but either way he is still good.
Knight is fine.
Giant Skeleton could have had a Damage increase, to kill archers in one hit.
I wish spell tower damage was nerfed more. Like -25%. Rocket cycling the tower will not change at all and will still dominate.
Ice Golem will still be good.
Poor elixir collector, but it needed it. It can bait out even more spells now for an even trade, which is a slight buff.
Needless to say, GG SuperCell on this update! Putting up those fake cards for Opegit to look at was WP.
My update does not work, it won’t let me load the game
Update the app through play store, not just by opening and tapping on the prompt.